Grabehn Posted July 22, 2014 Share Posted July 22, 2014 (edited) Ok, So I was playing a bit yesterday, and I noticed that Rhino's Stomp duration was 3 seconds, while playing online another player said it was around 3s for him. But AFAIK the skill's duration can't be changed. but I did some tests to be sure and nothing. So I ask, Has anyone else noticed this? Is there any "effect" from an enemy that would reduce the duration of it? Or could this be just another "host/guest" bug? Edited July 22, 2014 by Grabehn Link to comment Share on other sites More sharing options...
Nurad Posted July 22, 2014 Share Posted July 22, 2014 Well probably bug cause it cant be changed as u mentioned Link to comment Share on other sites More sharing options...
Ambisyon_Ni_Batman Posted July 22, 2014 Share Posted July 22, 2014 Wiki says that Rhino Stomp is not affected by duration so it's probably a bug unless you're using an unranked/unfused Rhino stomp http://warframe.wikia.com/wiki/Rhino_Stomp Link to comment Share on other sites More sharing options...
GravesTheOutlaw Posted July 22, 2014 Share Posted July 22, 2014 Some enemies are airborne for a shorter duration from my experience than others. I notice with the G3 they are only airborne for around 3 seconds as you mentioned, while with Excalibur's Radial Blind they are only affected by the initial stun. I could be wrong, however. Link to comment Share on other sites More sharing options...
Thelonious Posted July 22, 2014 Share Posted July 22, 2014 What? Rhino Stomp has been affected by duration since, idk, U8-U9 (when they reworked the entire moveset) Duration is the limiting factor of the skill, much like Chaos, as in you can't recast the ability unless its duration has expired. So more duration--->more cc duration, less spam (max duration/range builds make stomp a formidably long cc) less duration--->less cc, more spam (min duration/max efficiency builds make stomp a spammable nuke) Link to comment Share on other sites More sharing options...
(PSN)MoriartyHaaaiii Posted July 22, 2014 Share Posted July 22, 2014 What? Rhino Stomp has been affected by duration since, idk, U8-U9 (when they reworked the entire moveset) Duration is the limiting factor of the skill, much like Chaos, as in you can't recast the ability unless its duration has expired. So more duration--->more cc duration, less spam (max duration/range builds make stomp a formidably long cc) less duration--->less cc, more spam (min duration/max efficiency builds make stomp a spammable nuke) Rhino stomp has always been unaffected by duration. Or at least since U11. Link to comment Share on other sites More sharing options...
Octoknightx Posted July 22, 2014 Share Posted July 22, 2014 Rhino stomp has always been unaffected by duration. Or at least since U11. What...is this nonsense... Link to comment Share on other sites More sharing options...
Thelonious Posted July 22, 2014 Share Posted July 22, 2014 ^ikr I guess they changed it back then, i just tested it, duration does nothing. The more you learn about this game mechanics, the less it makes any sense Link to comment Share on other sites More sharing options...
Octoknightx Posted July 22, 2014 Share Posted July 22, 2014 (edited) ^ikr I guess they changed it back then, i just tested it, duration does nothing. The more you learn about this game mechanics, the less it makes any sense So...it's true D: Well guess who isn't using Stomp anymore. Edit: Roar ftw Edited July 22, 2014 by Octoknightx Link to comment Share on other sites More sharing options...
Naftal Posted July 22, 2014 Share Posted July 22, 2014 So...it's true D: Well guess who isn't using Stomp anymore. Edit: Roar ftw So you used Stomp all this time and never realized that duration has no effect on it? Link to comment Share on other sites More sharing options...
Octoknightx Posted July 22, 2014 Share Posted July 22, 2014 (edited) So you used Stomp all this time and never realized that duration has no effect on it? Well honestly I haven't been using Rhino much. Valkyr ftw Edit: And Vauban Edited July 22, 2014 by Octoknightx Link to comment Share on other sites More sharing options...
InhumaneSlayer Posted July 22, 2014 Share Posted July 22, 2014 (edited) Wiki says that Rhino Stomp is not affected by duration so it's probably a bug unless you're using an unranked/unfused Rhino stomp http://warframe.wikia.com/wiki/Rhino_Stomp Wikia also stated before Nyxs change that the Absorb was not affected by Range.. After a single run with OE + Stretch, results was the Wikia was wrong. On topic: Stomp is should be affected by Duration (the stassis part) whilst the damage is affected by Strength Edited July 22, 2014 by InhumaneSlayer Link to comment Share on other sites More sharing options...
Grabehn Posted July 22, 2014 Author Share Posted July 22, 2014 On topic: Stomp is should be affected by Duration (the stassis part) whilst the damage is affected by Strength It isn't affected by Duration though, that's why I said "tested it", otherwise I wouldn't have created the thread in the first place. Did it with and without max Fleeting Expertise and Continuity btw. Link to comment Share on other sites More sharing options...
Naftal Posted July 22, 2014 Share Posted July 22, 2014 Maybe it's a client bug then because as a host Stomp has 8 second duration for me with -60% duration or +157% duration. Unranked Stomp would have 3 sec duration. Link to comment Share on other sites More sharing options...
Etsoree Posted July 22, 2014 Share Posted July 22, 2014 (edited) Depends on mod rank. If you kill all targets getting hit by the Stomp WITH the Stomp, you can use it again. I'd assume that if you killed all the targets floating in the air then you can use it again, too. Edited July 22, 2014 by Etsoree Link to comment Share on other sites More sharing options...
Babellon Posted July 22, 2014 Share Posted July 22, 2014 I use stomp when farming a lot, just to move the mobs along. Duration really isn't a factor at all in my opinion. How ever I note that on higher end mobs -25-35 in general,, that they will stay stuck in the freeze frame animation for up to 8 seconds, and I cannot use the kill until that timer is done. Personally I would like to see them remove that timer and allow me to stomp freely, but I understand why they wouldn't. Stomp is every effective but like all of the powers of every frame, I think should not be the overbearing god power. If you kill all of the mobs locked in the freeze animation the power becomes reusable immediately. Link to comment Share on other sites More sharing options...
Grabehn Posted July 23, 2014 Author Share Posted July 23, 2014 (edited) Depends on mod rank. If you kill all targets getting hit by the Stomp WITH the Stomp, you can use it again. I'd assume that if you killed all the targets floating in the air then you can use it again, too. I love this assumptions right out the gate, I wouldn't create a thread at all if I didn't at least understand how the mod works. It IS a fully ranked Stomp, which means it should have an 8 second duration, PROBLEM IS that the duration on some enemies isn't going beyond the 3 second mark. Again, fully ranked. I'm not asking for a "fix" not asking for someone to explain to me how the mod works. But an answer on why this might happen, which I think Naftal might be onto something with it being another "host/guest issue. Edited July 23, 2014 by Grabehn Link to comment Share on other sites More sharing options...
Etsoree Posted July 23, 2014 Share Posted July 23, 2014 I love this assumptions right out the gate, I wouldn't create a thread at all if I didn't at least understand how the mod works. It IS a fully ranked Stomp, which means it should have an 8 second duration, PROBLEM IS that the duration on some enemies isn't going beyond the 3 second mark. Again, fully ranked. I'm not asking for a "fix" not asking for someone to explain to me how the mod works. But an answer on why this might happen, which I think Naftal might be onto something with it being another "host/guest issue. I just explained how it works. It's just a bug. It happens. Link to comment Share on other sites More sharing options...
Sebastianx Posted July 23, 2014 Share Posted July 23, 2014 I've been using max range/max efficiency stomps on Rhino ( for a loooong time), for the CC, and with no duration mods (even more so reduced by fleeting) it still holds the enemies in the air for quiet a while (~8 seconds) Link to comment Share on other sites More sharing options...
so_many_watermelons Posted July 23, 2014 Share Posted July 23, 2014 I just explained how it works. It's just a bug. It happens. Psst, he wasn't asking for an explanation on Rhino Stomp like that. He asked if people have noticed it too, and whether or not it's a client-side bug. Link to comment Share on other sites More sharing options...
Grabehn Posted July 23, 2014 Author Share Posted July 23, 2014 Ok, I've checked some more and it turns out that either guest/host or Solo, Rhino Stomp isn't going past 3 seconds on any of the bosses. I'm yet to check what's the source for this on "normal" mobs though. Link to comment Share on other sites More sharing options...
Naftal Posted July 23, 2014 Share Posted July 23, 2014 Ok, I've checked some more and it turns out that either guest/host or Solo, Rhino Stomp isn't going past 3 seconds on any of the bosses. I'm yet to check what's the source for this on "normal" mobs though. That sounds like a balance thing to me if it's only for bosses... Link to comment Share on other sites More sharing options...
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