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Okay Critical Hit Problems.


Gahrzerkire
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I am curious as to why the Soma Prime whose DPS is barely beneath the boltor, in one 200 round clip cant kill Void Vor, Whereas the boltor prime can... It makes no sense. I feel like there is something about bosses, or the way damage related to crits is calculated that NUKES them agasint bosses. Not sure what it isd though, i would appreciate some clarification.

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Grineer high-armor rating=Slash is not so effective.

 

Then again if you take a boltor prime to a high level infestation mission, it wont be as effective as soma prime would. 

 

What he said, Soma and Soma Prime are slash based weapons which receive negative dmg reductions vs armour. So you mod them with corrosive to compensate for this. but a corrosive modded boltor prime which has high puncture damage will out damage it. Hence killing Vor Alot faster. 

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Below is a table showing all damage resistances and vulnerabilities of all hitpoint and armor classes against each other. Keep in mind that armor modifiers work differently from hitpoint modifiers when comparing them. Also note that values may not be 100% accurate to those shown in the Codex and/or encountered in the field, as enemies (especiallyEximus units) can have resistances that vary with circumstance, Eximus Auras, and other effects.

 

XLawWqK.png

 

For further inspections regarding Damage 2.0, refer to wiki at: http://warframe.wikia.com/wiki/Damage_2.0

 

EDIT: Text copied from wiki

Edited by okinolas
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And did you calculate it according to these formulas? 

---------------------------------------------------------------------------------

(Another copy from the wiki)

The following explains how a certain amount of damage of one type turns into actual inflicted damage to a target, considering type modifiers and armor. Faction modifiers, body part modifiers, critical hit and steal modifiers as well as Warframe debuffs are disregarded for now, since all of these are independent of damage types.

Against unarmored hit points, the formula is simply: d0f89e45e8bc12b597f341b9a2686603.png Where ID is the inflicted damage, BD is the base damage, and HM is the damage type modifier against that hitpoint type (may be shield hp or health hp). To make it independent from the amount of base damage: 397a1b713c0fac22beea8180db4a5782.png and 8d05d545b99ac99ee472cc833224ff6c.png Where DM is the total damage modifier. An amount of damage of that type (BD) against that enemy will then always be multiplied with this factor (DM).

Against armored hit points, the formula is:

Dm_with_hm_ar_am.jpg

Damage modifier formula, considering armor and damage type modifiers against hitpoints and armor

Where additionally to the previous definitions, AM is the damage type modifier against the armor type and AR is the target's armor after all reductions from debuffs (including Corrosive ProjectionCorrosive procsand Terrify).

It's important to note that type modifiers against armor work in two ways here: they mitigate a percentage of the target's armor, and increase the damage dealt in the same way as a type modifier against the hitpoints would do.

Therefore, a lower AM may be more effective than a higher HM against armored targets in some cases, but not always. More specifically, assuming all targets have Cloned Flesh hitpoints (all Grineer, including Corrupted Grineer):

  • Against Ferrite armor , Puncture surpasses Viral at 120 armor.
  • Against Ferrite armor, Toxin; however, never surpasses Viral.
  • Against Ferrite armor, Impact never surpasses Slash.
  • Against Alloy armor , Puncture surpasses Heat at 343 armor.
  • Against Alloy armor, neither Puncture nor Cold ever surpass Viral.

This just shows that one can't easily compare damage type modifiers against an armor class to those against hitpoint classes, and those against armor are, at similar values, considerably more effective especially when fighting high level enemies (since armor scales with level).

A generalized version of the above formula is:

Allg.jpg

generalized damage modifier formula

AR is still the target's armor after all debuffs (Corrosive Projection, Corrosive procs and Terrify) have been applied, how these debuffs work is subject of the armor article. AM is the damage type modifier against the armor class. Mi from i=1 to n are all n modifiers that take effect, these can be damage type modifiers against armor and hitpoint, the crit modifier (on average: chance * damage multiplier), stealth bonus (only normal auto attacks, the special stealth attacks are classified as Finisher damage type and disregard armor) , enemy body part/hit zone modifiers and damage multipliers from warframe abilities like Molecular PrimeRoarSonar or Eclipse. The term following the large pi operator simply means that this is a product, so all the bonuses stack multiplicatively. The notation replaces (1+M1)*(1+M2)*...*(1+Mn).

In case of enemies who have both shield and armor, damage to shield hitpoints is not mitigated by armor. Lastly, when Toxin damage is applied to a shielded target, the damage is applied to its health, not shield hitpoints - it bypasses shields.

 

 

 

EDIT: My job here is done.

Edited by okinolas
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Wait... radiation would solve my problem. He has alloy armor. Pity.

HOLD UP. 

I have removed his armor before, the soma still sucked balls. doing 100 damage a shot instead of 88. it makes NO sense.

But about your actual question, perhaps there is something that nerfs Crits on Void Vor's middle glowy-thingy 

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