Sir_Alex_Traffo Posted April 27, 2014 Share Posted April 27, 2014 The E E E Combo of Decisive changes into a two handed combo. It feels as if it has less range. The E Hold E Combo is a rising slash that propels you forward, then you fall slowly, but you only hit targets at the initial combo location, nothing along the way. The E E Pause E E Leaps you forward, and can be annoying to hit enemies with for the final slash. If anything. This video could give you a better visual explanation. Can be found on the Decisive Judgement page on the wiki. http://youtu.be/vVVIgfUr25g'>http://youtu.be/vVVIgfUr25g Thank you very much sir! Anyway, the damage dealt is always the same, right? Link to comment Share on other sites More sharing options...
jrkong Posted April 27, 2014 Share Posted April 27, 2014 (edited) This isn't something unique to the nikana stances I've found that the same thing happens with the Gleaming Talon stance as well and I'm sure this deviation exists with all stances. For example when I hit an enemy with the yoyo attacks for Gleaming Talon I do either single or double digit numbers (8s and 16s if memory serves) for damage when a single slash yields triple digits. It would make sense that some of these combos have a forced proc though it looks like the "bug" we have right now may be damage mods not being applied toward combo damage. Edited April 27, 2014 by jrkong Link to comment Share on other sites More sharing options...
Shuuro Posted April 28, 2014 Author Share Posted April 28, 2014 Thank you very much sir! Anyway, the damage dealt is always the same, right? Well from the screenshots from my above posts. You can see that a stance with mods has the combo implications (EE Pause E E E string for example), the damage is reduced considerably. Then when you look at the screenshots for the un-modded stance, all the combos in the string do about the exact same damage as the initial hits, with some actually hitting higher than the initial hits. In short, I'm suspecting that combos are supposed to do a lot more damage when modded, but right now the combos within the stances are bugged so that they don't take mods into consideration. Example being, it might not take Pressure point, spoiled strike, or elemental combos into the equation of the damage that is supposed to be dealt. Those are my thoughts on it anyways. Link to comment Share on other sites More sharing options...
Spectreblade Posted May 25, 2014 Share Posted May 25, 2014 Have anybody tested new DJ combo - EE RMB+E EE? Link to comment Share on other sites More sharing options...
Tarille Posted May 25, 2014 Share Posted May 25, 2014 Have anybody tested new DJ combo - EE RMB+E EE? Yes. It does less damage than the normal 3 hit combo does per hit, is slower than spamming the 3 hit combo and also reduces your movement speed while doing the last 3 swings. The upside, is that it has a better chance at getting headshots due to being downward swings. Luckily, with how lackluster combo's are for certain stances - In the last livestream it was mentioned that they were going to have a look at numbers to better account for the time and complexity required for performing combos to make them more on par with the regular spam attacks. Link to comment Share on other sites More sharing options...
Calayne Posted May 25, 2014 Share Posted May 25, 2014 I think it has to do with the messed up damage when it comes to mods. It's probably intended to be a high damage strike, considering how slow it is. If it is, it would be interesting, because we already have what's supposed to be a distance-closing move with the "Hold E" combo, and what seems to be a crowd-clearing "E E Pause E" combo. At any rate, I do think the combos are still buggy at worst, and don't work as intended, at best. Link to comment Share on other sites More sharing options...
nekrojiji Posted May 26, 2014 Share Posted May 26, 2014 i m not sure if u know this. The 57 damage that reflects is actually the killing blow dmg taken by the enemy or his remaining health to be exact 57 is the experience .... 1000+ is the first damage and than the damages are 400+ and 300+ this is a problem. Link to comment Share on other sites More sharing options...
Spectreblade Posted May 26, 2014 Share Posted May 26, 2014 57 is the experience .... 1000+ is the first damage and than the damages are 400+ and 300+ this is a problem. Thats the results i get too. I hope this will be addressed ASAP. Posted the results on the bugs category. Hopefully this gets some attention and gets a fix. Is there any replies about that? Link to comment Share on other sites More sharing options...
Davoodoo Posted May 26, 2014 Share Posted May 26, 2014 W8 u noticed it now?? its like this on most weapons since u13. Blindly mashing e usually results in highest dps. Link to comment Share on other sites More sharing options...
Shuuro Posted May 27, 2014 Author Share Posted May 27, 2014 (edited) For those wondering about the bug report. Here's the link to the thread. The bug has already been logged for a few weeks, and if you saw on the stream, they mentioned how combos on stances are not as rewarding as E E E mashing. So good news, it is being looked at. Link to Bug thread: https://forums.warframe.com/index.php?/topic/222747-nikana-stance-combos-hitting-lower-than-initial-damage-bug-report/ Edited May 27, 2014 by Shuuro Link to comment Share on other sites More sharing options...
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