[DE]Danielle Posted December 3, 2015 Share Posted December 3, 2015 Charge into battle and stomp enemy hope with Rhino’s new ability changes: • Rhino has been given a passive: Heavy Impact! • Rhino Charge has received the following changes: • Rhino Charge can now gore enemies caught in his path! • Rhino Charge now has a re-cast combo counter (mechanically identical to Valkyr's Ripline and Atlas' Landslide). • Duration mods no longer affect Rhino's Charge. • Range mods will now affect Rhino Charge's distance. • Rhino Charge’s distance is now based on his melee combo meter.. • Rhino Charge will now result in a Blast proc on targets if Iron Skin is active while Charging. • Rhino Charge will deal double damage against targets affected by Rhino Stomp. • Iron Skin has received the following changes: • Iron Skin has damage absorb period at beginning and is affected by armour, like Snow Globe and Tectonics. • Rhino Stomp has received the following changes: • Fixed 'double getup' when enemies affected by Rhino Stomp get ragdolled. • Rhino Stomp is recastable now and picks up new enemies in range. Link to comment Share on other sites More sharing options...
RagingGrizzly Posted December 3, 2015 Share Posted December 3, 2015 Kind of sad his Charge didn't get scaling from melee mods. :3 Link to comment Share on other sites More sharing options...
tinyranitar Posted December 4, 2015 Share Posted December 4, 2015 Does Iron Skin have visual update as well? Link to comment Share on other sites More sharing options...
(PSN)Ninja_Reaper_916 Posted December 4, 2015 Share Posted December 4, 2015 And would be better for charge to go by duration mods like it did had better synergy between other skills imo Link to comment Share on other sites More sharing options...
(XBOX)Shodian Posted December 4, 2015 Share Posted December 4, 2015 Kinda curious, does anyone know if the armor for the arms still hover if using the palatine skin or did they fix that? Link to comment Share on other sites More sharing options...
tinyranitar Posted December 4, 2015 Share Posted December 4, 2015 Kinda curious, does anyone know if the armor for the arms still hover if using the palatine skin or did they fix that? It is fixed Link to comment Share on other sites More sharing options...
bl4ckhunter Posted December 4, 2015 Share Posted December 4, 2015 (edited) iron skin scales with armor hip hip hurrah! there was no need to mess with charge, also what is exactly the difference between a blast proc and a ragdoll? unless you removed the ragdoll on charge that is. well at least now my max duration rhino won't fly off the map when using charge also the recastable stomp is good news edit couse i suck at reading Edited December 4, 2015 by bl4ckhunter Link to comment Share on other sites More sharing options...
Gelkor Posted December 4, 2015 Share Posted December 4, 2015 So, figured out the new equation for Iron Skin: ((Power Strength)(1200))+((Armor)(2.5)(Power Strength)) So, Uhm, Ironclad Charge+Iron Shrapnel is kinda.... Insane? Like, Crazy insane. Link to comment Share on other sites More sharing options...
Ronyn Posted December 4, 2015 Share Posted December 4, 2015 Cant wait to get home from work and try him out! SO I'll reserve this spot for later.. Link to comment Share on other sites More sharing options...
bl4ckhunter Posted December 4, 2015 Share Posted December 4, 2015 So, figured out the new equation for Iron Skin: ((Power Strength)(1200))+((Armor)(2.5)(Power Strength)) So, Uhm, Ironclad Charge+Iron Shrapnel is kinda.... Insane? Like, Crazy insane. i don't think it works quite like that, armor gives a percentile damage reduction since iron skin "is affected" by armor, that effectively increases the hp but i think that iron sharpnell is calculated off the raw hp, not the effective hp. anyways even if it worked like that you'd have to sacrifice two slots for that + add range, power strenght, and efficiency and duration for it to work reliably Link to comment Share on other sites More sharing options...
(PSN)aiptekfanboy Posted December 4, 2015 Share Posted December 4, 2015 stomp being recastable is good this rhino rework is much better than the sad dis of the Saryn Link to comment Share on other sites More sharing options...
Gelkor Posted December 4, 2015 Share Posted December 4, 2015 (edited) i don't think it works quite like that, armor gives a percentile damage reduction since iron skin "is affected" by armor, that effectively increases the hp but i think that iron sharpnell is calculated off the raw hp, not the effective hp. anyways even if it worked like that you'd have to sacrifice two slots for that + add range, power strenght, and efficiency and duration for it to work reliably No, armor is a factor in Iron Skin's HP, the the ability information changes depending on how much HP you have, I played around with different loadouts of power strength and armor and recorded the values displayed on the abilities screen. Here's the ability after charging through one to 3 enemies with ironclad charge (didn't count accurately sorry). Going for the iron shrapnel nuke combo is probably a little excessive. But Ironclad Charge+High Armor is, pretty danged sexy for getting high Iron Skin values. Edited December 4, 2015 by Gelkor Link to comment Share on other sites More sharing options...
Franch Posted December 4, 2015 Share Posted December 4, 2015 I'm here to ask if Iron Skin is supposed to take self-damage into account when absorbing damage. As of this post, I can shoot myself and damage iron skin, jut like before, but now, it absorbs the damage and gives more armor. It creates and interesting synergy with the self-damage weapons and rhino, something that people really like and want for the game. I just hope it's intented. Also, if that's intentional, it's not working properly, because elemental damage(I haven't tested physical) is not applying properly to the skill. In the abilities description, it states that it gives ferrite armor, but in-game testing did not show any difference in between corrosive damage(bonus vs ferrite) and the same amount of blast damage(penalty vs ferrite). Link to comment Share on other sites More sharing options...
Gelkor Posted December 4, 2015 Share Posted December 4, 2015 Also, if that's intentional, it's not working properly, because elemental damage(I haven't tested physical) is not applying properly to the skill. In the abilities description, it states that it gives ferrite armor, but in-game testing did not show any difference in between corrosive damage(bonus vs ferrite) and the same amount of blast damage(penalty vs ferrite). Well, it's not necessarily ferrite armor when it's in it's absorb phase. Not sure. Link to comment Share on other sites More sharing options...
tinyranitar Posted December 4, 2015 Share Posted December 4, 2015 Nice work. Iron Skin is increibly powerful now, but it is as ugly as ever. Please buff visual :( Link to comment Share on other sites More sharing options...
TheBrsrkr Posted December 4, 2015 Share Posted December 4, 2015 I will be watching the recast able Stomp VERY closely, and the switch from duration to range seems a bit iffy, but the rest of the changes are definitely a breath of fresh air for Rhino. Link to comment Share on other sites More sharing options...
SanguineSavant Posted December 4, 2015 Share Posted December 4, 2015 My friend would always main Rhino. He will cry happily knowing this. Thank you for giving Rhino his groove back. Link to comment Share on other sites More sharing options...
Varacal Posted December 4, 2015 Share Posted December 4, 2015 (edited) aww, are you guys planning on changing the look of iron skin? like the one showed in the devstream? namely this on also, Where is my palatine rhino icon? :< Edited December 4, 2015 by Varacal Link to comment Share on other sites More sharing options...
horcruxpotter Posted December 4, 2015 Share Posted December 4, 2015 The changes seem very promising so far, but... Shouldn't Rhino Charge scale with melee mods? The damage right now doesn't really scale well into late game. Of course, he has ragdoll and blast procs, so maybe the focus isn't damage after all, but crowd control instead. In any case I'm asking because of this sentence: - Rhino Charge will deal double damage against targets affected by Rhino Stomp What's the point of increasing damage if the skill itself isn't meant to deal heavy damage? For the rest, I don't have any suggestions. He can be really tanky with augment mods and the current system. Also, I think he could use more armor. He's close to Excalibur in armor rating, but I think he should be close to Valkyr or Atlas instead. Nice work and well done, guys! Link to comment Share on other sites More sharing options...
Unagi604 Posted December 4, 2015 Share Posted December 4, 2015 (edited) The current state of rhino's abilities puts it in a unfortunate situation due to the corrupted mods available. I feel most end game builds require skills to be maximized with corrupted mods, but that's just my opinion. Now having good charge and stomp range (overextended), will mean a nerfed iron skin and roar. Having a good roar (Narrow Minded), will mean having an unusable / short charge and stomp. I am taking the update as a downgrade, My previous setup was built around duration and power, which gave me a powerful iron skin, roar that was over 2x multiplier for 85 seconds, and a charge that would get me about 50 meters, with stomp having shorter range (but superior stun times) as the only noticeable negative. The major changes were made to charge, but that means I can only have my previous bonuses if I accept having a charge that would only move me 4 meters (I may as well walk). Also, the double damage from charge when enemies are stomp stunned doesn't sound like anything that I would ever use to any practical level. Edited December 4, 2015 by Unagi604 Link to comment Share on other sites More sharing options...
Jin_Lightning Posted December 4, 2015 Share Posted December 4, 2015 Can you guys make Roar recastable?? It makes it's augment more worth while!! -Jin Link to comment Share on other sites More sharing options...
aerosoul1337 Posted December 4, 2015 Share Posted December 4, 2015 Does iron skin's health based on your base armor rating in ferrite armor type? Or is it just ferrite type "health" with 0 armor rating? Link to comment Share on other sites More sharing options...
Windy_Wind Posted December 4, 2015 Share Posted December 4, 2015 Rhino charge scales with melee mods would be nice. Recastable Roar would make the augment mod more viable and also ensure the entire squad get the damage buff. Link to comment Share on other sites More sharing options...
Gelkor Posted December 4, 2015 Share Posted December 4, 2015 And thats why i find this odd. that's a misstype, it's based on his charge combo meter, the patch notes state this, this posting is just off. When you are on your 2nd or 3rd combo charge in a row the range is a good deal longer. Link to comment Share on other sites More sharing options...
ash10100 Posted December 4, 2015 Share Posted December 4, 2015 All these changes to my favorite frame and im updating at 200~300kbs . But is Rhino viable at high tier missions now? Only way i got in last time was because of roar/duration builds. Link to comment Share on other sites More sharing options...
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