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Wukong Primal Rage + Body Count


Haxwell
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On 7/21/2016 at 9:39 PM, SortaRandom said:

No no, what he meant was that the Acolyte mods not working (Blood Rush doesn't work, Body Count doesn't work, Maiming Strike doesn't work, etc) also affects Hysteria and Exalted Blade. These "ultimate" melee abilities are all incompatible with these mods-- they're simply treated as empty slots when the abilities are activated.

 

Personally, I'm with DE in that these mods shouldn't affect the ults. Remember that these mods were introduced in the first place to make melee weapons comparable to guns and ults; giving these mods to the ults will just bring back the boring old "Exalted Blade > all melee weapons" meta that no one liked.

The current implementation could definitely use some work (it's silly that these mods are treated as completely empty slots-- you literally can't build a melee weapon properly without completely neutering your ults), but all in all, I'm glad that the ults can't use these mods. I'm just waiting for an update that will allow us to mod our melee weapons and Ultimate melee weapons separately.

It effectively makes the ults inferior to normal melee. Only EB is better because of the ranged effect and blind. With recent nerfs maybe it isn't anymore really. 

Even if it's not, melee normal weapons will soon surpass it with gelatine prime coming out. 

 

It's really pretty $&*&*#(%& they don't affect warframe ultimates since they're freaking ultimate frame abilities, they shouldn't be strictly worse than normal melee on any other frame. 

 

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1 hour ago, Haxwell said:

It does.

It does not. Hysteria has 50% base crit chance. Simply getting True Steel and Naramon working will give you 104% critical chance. Were Maiming Strike to work on top of that woulld result in red critical hits 94% of the time, which it does not.

That's not how you test the mod.

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5 hours ago, yakri said:

It effectively makes the ults inferior to normal melee.

It really doesn't.

 

Melee ults have anywhere from double to quintuple the base damage of most endgame-tier melee weapons (without Power Strength) and typically have much-better base Crit stats, on top of hitting a million times faster and having their own extra utility effects (e.g. Excal's range + auto-block, Valkyr's literal godmode, and [to a small extent] Wukong's large AoE).

This is all on top of the fact that all three frames with super-high-base-damage melee ults can force Finishers on enemies, meaning that they can reliably oneshot enemies up to obscene levels without being forced to use daggers.

Edited by SortaRandom
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On 7/22/2016 at 6:37 PM, (PS4)MrNishi said:

Ugh, just hurts to see the inconsistency ...makes it seem like discrimination.

On 7/22/2016 at 7:38 PM, jofdeath said:

inconsistent with what?

 

On 7/22/2016 at 7:58 PM, (PS4)MrNishi said:

Inconsistent in that 'No Exalted Weapons can use(benefit) from Acolyte mods'

Quote from earlier response:

 

On 7/22/2016 at 6:12 AM, (PS4)MrNishi said:

So no Embedded Catalyzer on Peacemaker, well that answers 'that'...

 

Do they work with Artemis Bow?

I can't really say it is consistent as far as Exalted Weapons: Bladestorm does benefit from Body Count since Ash's Melee multiplier is not over-ridden from Ultimate like Excalibur, Valkyr, and WuKong.

-I actually think that may a larger issue since Slash Dash, Iron Jab, and Landslide add to Melee combo with normal melee equipped 

(Excalibur has an issue where Exalted Blade sword is used to add to Melee combo with Slash Dash, yet if he cast Exalted Blade it wipes the melee combo and makes it start from scratch

Same with Iron Jab using Primal Fury's Iron Staff to add to melee combo but casting Primal Fury afterwards clears the Melee combo

 

That is not consistent and is just biased against certain Ultimate attacks)*

 

 

 

 

On 7/23/2016 at 8:12 AM, (PS4)MrNishi said:

I get that to an extent, however it is still 'inconsistent' with Slash Dash, Iron Jab, Landslide, and Bladestorm.

With Slash Dash and Iron Jab the weapon model used for Ultimate is present in the attack animation & will add to the melee hit counter but activating the 4th ability will reset the Ability hit counter which just doesn't seem logical.

Body Count - works with Slash Dash and Iron Jab

They could let all melee share same hit counter like Bladestorm does (Rising Storm + Body Count) 

It just seems inconsistent that some melee abilities using Warframe provided weapons can utilize Acolyte mods but only Hysteria, Exalted Blade, and Primal Fury are completely exempt.

Was similar to the enemy slow and Damage Resistance  Global caps: Enemy slow capped at 75%

& then Damage Resistance was capped at 95% except for Trinity's Blessing which was allowed to hit 99% DR*

Just makes inconsistencies seem bias/prejudice*

(Prejudice like: old Status only mods... purposely untouched*)

 

 

 

On 7/27/2016 at 6:06 AM, (PS4)Deception_Pharo said:

Inconsistency which makes it discrimination? What are you talking about?

Was asked earlier....so I just quoted the responses.

 

Basically there is inconsistency with the Acolyte Mods and Warframe Abilities:

Artemis Bow can use the mods

Warframe 1st Abilities that use a Warframe-unique melee weapon can use Acolyte Mods(Slash Dash, Landslide, Iron Jab)

Bladestorm can use Body Count in conjunction with Rising Storm Augment

But Exalted Blade, Primal Fury, and Hysteria are singled out as being incompatible.

Peacemaker can trigger Acolyte mods but cannot benefit because of lack of zoom/aim & reload*

If DE was being consistent: it would be all or nothing in terms of Acolyte mods affecting Warframe abilities.

Using Excalibur and WuKong as examples: they cannot utilize Acolyte Mods with their Ultimates activated, yet they can benefit from the mods using their 1st Ability which is a melee attack with the same melee weapon model used for Ultimate ability.

Slash Dash uses same aesthetic energy sword from Exalted Blade but Slash Dash can benefit from Acolyte mods.

Iron Jab uses same Iron Staff from Primal Fury, but Iron Jab benefits from Acolyte mods while Primal Fury does not.

Plus as stated earlier: Iron Jab can use the Iron Staff to add to melee hit counter But if you cast Primal Fury it will reset the melee combo hit counter....

 

Seems bias(discriminatory) against Melee Ultimates.

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4 hours ago, (PS4)MrNishi said:

 

  Hide contents

 

 

 

 

 

Was asked earlier....so I just quoted the responses.

 

Basically there is inconsistency with the Acolyte Mods and Warframe Abilities:

Artemis Bow can use the mods

Warframe 1st Abilities that use a Warframe-unique melee weapon can use Acolyte Mods(Slash Dash, Landslide, Iron Jab)

Bladestorm can use Body Count in conjunction with Rising Storm Augment

But Exalted Blade, Primal Fury, and Hysteria are singled out as being incompatible.

Peacemaker can trigger Acolyte mods but cannot benefit because of lack of zoom/aim & reload*

If DE was being consistent: it would be all or nothing in terms of Acolyte mods affecting Warframe abilities.

Using Excalibur and WuKong as examples: they cannot utilize Acolyte Mods with their Ultimates activated, yet they can benefit from the mods using their 1st Ability which is a melee attack with the same melee weapon model used for Ultimate ability.

Slash Dash uses same aesthetic energy sword from Exalted Blade but Slash Dash can benefit from Acolyte mods.

Iron Jab uses same Iron Staff from Primal Fury, but Iron Jab benefits from Acolyte mods while Primal Fury does not.

Plus as stated earlier: Iron Jab can use the Iron Staff to add to melee hit counter But if you cast Primal Fury it will reset the melee combo hit counter....

 

Seems bias(discriminatory) against Melee Ultimates.

 

ahhhh, thanks for clearing that out.

2

 

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4 hours ago, (PS4)MrNishi said:

 

  Reveal hidden contents

 

 

 

 

 

Was asked earlier....so I just quoted the responses.

 

Basically there is inconsistency with the Acolyte Mods and Warframe Abilities:

Artemis Bow can use the mods

Warframe 1st Abilities that use a Warframe-unique melee weapon can use Acolyte Mods(Slash Dash, Landslide, Iron Jab)

Bladestorm can use Body Count in conjunction with Rising Storm Augment

But Exalted Blade, Primal Fury, and Hysteria are singled out as being incompatible.

Peacemaker can trigger Acolyte mods but cannot benefit because of lack of zoom/aim & reload*

If DE was being consistent: it would be all or nothing in terms of Acolyte mods affecting Warframe abilities.

Using Excalibur and WuKong as examples: they cannot utilize Acolyte Mods with their Ultimates activated, yet they can benefit from the mods using their 1st Ability which is a melee attack with the same melee weapon model used for Ultimate ability.

Slash Dash uses same aesthetic energy sword from Exalted Blade but Slash Dash can benefit from Acolyte mods.

Iron Jab uses same Iron Staff from Primal Fury, but Iron Jab benefits from Acolyte mods while Primal Fury does not.

Plus as stated earlier: Iron Jab can use the Iron Staff to add to melee hit counter But if you cast Primal Fury it will reset the melee combo hit counter....

 

Seems bias(discriminatory) against Melee Ultimates.

 

 

4th ability (energy based weapon) shouldn't need benefit from acolyte mods since that will make them OP, as for Wukong and Excaliber benefitting from 1st ability then that would make sense since its just a simple move.

As for being discrimination against melee ultimates then I disagree with it.

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5 hours ago, (PS4)Deception_Pharo said:

4th ability (energy based weapon) shouldn't need benefit from acolyte mods since that will make them OP, as for Wukong and Excaliber benefitting from 1st ability then that would make sense since its just a simple move.

As for being discrimination against melee ultimates then I disagree with it.

Yeah except: Bladestorm counts towards Melee multiplier and could be considered an Auto -melee variant (Like Peacemaker sort-of being pistols but no reload or zoom/aiming)

(Do the Finishers get boosted by Savage Silence?)

So it is an Ultimate ability that benefits from a Melee Acolyte mod.

 

WuKong, Excalibur, and Valkyr's bluntly are excluded from not just Acolyte mods, but that activativating Ultimates was also resetting melee combo hit multiplier*

*Awaiting Console update for further testing

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20 hours ago, (PS4)MrNishi said:

Yeah except: Bladestorm counts towards Melee multiplier and could be considered an Auto -melee variant (Like Peacemaker sort-of being pistols but no reload or zoom/aiming)

(Do the Finishers get boosted by Savage Silence?)

So it is an Ultimate ability that benefits from a Melee Acolyte mod.

 

WuKong, Excalibur, and Valkyr's bluntly are excluded from not just Acolyte mods, but that activativating Ultimates was also resetting melee combo hit multiplier*

*Awaiting Console update for further testing

Fair point.

Edited by (PS4)Deception_Pharo
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On 2016-07-27 at 9:20 PM, Epsik-kun said:

It does not. Hysteria has 50% base crit chance. Simply getting True Steel and Naramon working will give you 104% critical chance. Were Maiming Strike to work on top of that woulld result in red critical hits 94% of the time, which it does not.

That's not how you test the mod.

It does. Maiming strike is the only crit mod I have on. The crit chance buff from Naramon is multiplicative, not additive. which means if hysteria has 50% crit, the naramon buff would still not bring it to 100%. The only thing that can be giving me my guaranteed crits and sometimes red crits on slide attacks in Hysteria is Maiming Strike. Sorry but it's true.

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