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RIP marvel heroes
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# ? May 9, 2018 21:16 |
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# ? May 24, 2024 16:00 |
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Inzombiac posted:After going hog wild for a couple months I have basically everything I want. This is the first day I don't have anything cooking and it feels weird. Unironically, that's a healthy way to play games. They're probably too busy until after Tennocon to do anything other than OS bugfixes anyhow.
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# ? May 9, 2018 21:22 |
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Unlucky7 posted:Hey, the game will still be here when you get back. Don't make me go back to MH. I wasted so much time as Storm flying around downtown and auto-killing everything.
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# ? May 9, 2018 21:27 |
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Inzombiac posted:After going hog wild for a couple months I have basically everything I want. This is the first day I don't have anything cooking and it feels weird. That's what I thought to myself a month ago. I'm only now managing to stop. Unlucky7 posted:Hey, the game will still be here when you get back. I never finished cosmicing Doom. Oh well, at least the achievement for doing Wakanda as Black Panther will forever remain on my rare Steam achievement showcase, telling everyone I liked him before he was popular.
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# ? May 9, 2018 21:27 |
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I think I was the only person that really loved Moon Knight and Squirrel Girl.
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# ? May 9, 2018 21:35 |
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Inzombiac posted:Don't make me go back to MH. i've got some good news for you
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# ? May 9, 2018 21:51 |
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Inzombiac posted:I think I was the only person that really loved Moon Knight and Squirrel Girl. I also like Nezha. It seems that I like zippy bois.
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# ? May 9, 2018 22:33 |
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Bobby Deluxe posted:I unironically liked Nightcrawler even though he was the PS+ free hero. Same. Any game that let's me be an evasion melee fighter is good.
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# ? May 9, 2018 22:35 |
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wid posted:Miter has not been the worst junk ever since the previous balance pass. I have a Pantera with a riven and it could do sorties fine. Very ammo efficient, hits like a truck. Miter is also at least a decent weapon. A lot of previous junk are now viable, especially ones locked at higher MR. Low tier crap like Lato is still poo poo though and no riven can make it sortie tier. That's right... I forgot about the big balance pass. I wasn't around when it happened. Thanks for the summary.
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# ? May 10, 2018 00:35 |
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Gitro posted:Whoever Flipsixthreehole is, I just unveiled another Sweet! It’ll probably be tomorrow night before I can get on again.
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# ? May 10, 2018 00:45 |
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Have they nerfed Tellurium drops? I've been in and out of Uranus all night (!) and still haven't had any drop. Even intercut them with some regular archwing, but nothing.
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# ? May 10, 2018 02:11 |
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Bobby Deluxe posted:Have they nerfed Tellurium drops? I've been in and out of Uranus all night (!) and still haven't had any drop. Even intercut them with some regular archwing, but nothing. I am definitely wondering this myself, because I've been running a bunch of AW stuff for two weeks now and only gotten a single piece. I need seven for the crap in my forge.
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# ? May 10, 2018 02:25 |
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I only need another two, but i'm sure i'll need more again soon. Everyone online has been saying to do Ophelia, but it's just not dropping for me at all.
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# ? May 10, 2018 02:40 |
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Could someone explain briefly how different weapons should be modded differently? Earlier someone gave me Hunter Munitions and Scattered Justice right when I got my Hek, and I just assumed they were awesome so I drop them both into it. SJ is amazing, but apparently HM isn't a good fit for a shotgun. So, which mods work best with which types of weapons? If I have something with a high ROF, should I try and make it proc status effects, or raw damage, or does that depend on different factors? I'm just going to assume that mods like Serration that are just a straight damage increase are a given, though. But obviously different types of weapons are suited to different specializations that I don't quite get yet. Here's the weapons 'categories' as I understand them - There's probably a few I haven't included but at MR7 these are all I've run into so far - Weapon Types High Damage, single-shot (bows, SRs) Multishot (Shotguns) High Crit chance High ROF (Grekata, Braton) Flamethrowers What I've figured so far - Bows or Sniper Rifles - Hunter Munitions, focusing on High-Crit chance/damage enhancing mods. Shotguns - Try to squeeze as much raw damage through multishot and elemental mods
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# ? May 10, 2018 02:50 |
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if a gun has decent base crit, stack crit. if a gun has decent base status, stack status. if a gun has both, do either or a mix, depending on your preference. if it has neither, go for straight damage including elements. while sniper rifles and bows are mostly high crit, there are also plenty of full auto crit guns too so it's not such a strict category. shotguns should only be modded for status if you can hit 100% status chance before multishot, due to wonky de math. if you aren't going for status, just do whatever because most shotguns are really good and it's hard to screw them up.
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# ? May 10, 2018 02:57 |
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Hunter's Munitions requires a high crit weapon, which is why it won't do great on a Hek which has a pretty low base chance (10%?).
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# ? May 10, 2018 03:12 |
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Inzombiac posted:After going hog wild for a couple months I have basically everything I want. This is the first day I don't have anything cooking and it feels weird. Except a Forma, right?
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# ? May 10, 2018 03:47 |
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wid posted:Miter has not been the worst junk ever since the previous balance pass. I have a Pantera with a riven and it could do sorties fine. Very ammo efficient, hits like a truck. Miter is also at least a decent weapon. A lot of previous junk are now viable, especially ones locked at higher MR. Low tier crap like Lato is still poo poo though and no riven can make it sortie tier. The Lato Vandal, however, is surprisingly good. I have one with a +crit/+multishot Riven and it's basically a rapid-firing semi-auto sniper shotgun that murders anything that moves.
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# ? May 10, 2018 05:38 |
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endlessmonotony posted:Except a Forma, right? OH GEEZ!
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# ? May 10, 2018 06:28 |
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That Gobbo posted:Hunter's Munitions requires a high crit weapon, which is why it won't do great on a Hek which has a pretty low base chance (10%?). There are exceptions like full auto weapons and daggers, which (due to their high RoF) generally have proportionally lower crit scores, but it's made up for by the amount of shots, and therefore the amount of chances it has to proc. McKilligan posted:Could someone explain briefly how different weapons should be modded differently? Bearing all of this in mind means that weapon building is an art, and it's one that you learn to feel your way round as you go along. And tweaking and changing builds as you go along then seeing how it changes the gun's feel in game is part of what makes the game fun, at least for me. My best (practical advice) is that when I look at a weapon, I first look at if it has good crit / bad status or good status / bad crit, and then boost the higher stat. If it's got a good balance of both, that isn't necessarily a good thing, because eventually you won't have enough space to stick all of the mods on there that both stats need to really shine. As you say there are mods like point strike / serration / hornet strike which are flat damage increases and are a no brainer. Almost always add those. This is why 90% of guns will benefit from at the very least 1 V polarity slot. In general, anything that gives you multishot is a great choice and I would definititely recommend reading up on that. In short, it increases the amount of pellets for shotguns, so is a flat damage increase as well as an extra chance for status / crit to proc. In non-shotgun weapons though, it has the amazing effect of causing a duplicate 'hit' in exactly the same spot. No spread, no variation in aim. Imagine it as another bullet that travels 'on top' of the other bullet, hitting at the exact same time as the other bullet. The % chance is the chance of this second hit occurring, so a 60% multishot mod like Vigitante Armaments gives you a ³/5 chance of an extra bullet. Split chamber is 90% i think, and Hell's chamber is (I think) 120%, which means it has a 100% chance of spawning double pellets, with a 20% chance of triple pellets. Again, more hits per shot means more chances that crit / status will proc. In slow firing weapons like snipers it means two huge chunks of damage. In rapid fire weapons you effectively double the amount of boolets. Is good. As for hunter munitions, it has three situational uses: Firstly, it's useful to add an extra chance for a bleed proc on good/high crit, rapid fire weapons with higher slash damage like Braton Prime. Because the chance of the slash bleed is based off crit and not status, it means low status guns can still make things bleed, and bleed is good because it ignores armour and shield. Secondly, it can be used to add physical slash damage to elemental only weapons like Artax, which is great because it gives the weapon a little extra flexibility against enemy resistances and sorties where enemy elemental resistance is raised. Third, you can use it to max out your Hunter set and make your pet do silly amounts of damage to anything that's bleeding. Finally the best advice I got for weapon building in general was to leave one slot for a Quality of Life mod. So if you love the gun but it reloads like a pig, add Fast Hands. If it's a bow, add fire rate / shred. If it has a low mag, boost that. If it's Vectis, add charged chamber. Also this was not brief, so I apologise. Bobby Deluxe fucked around with this message at 07:52 on May 10, 2018 |
# ? May 10, 2018 07:41 |
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That's a great write up - thanks from me. Does multishot affect ammo attrition? I've never been sure whether the extra bullets just magically spawn or are drawn from your reserve.
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# ? May 10, 2018 10:37 |
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Flopstick posted:That's a great write up - thanks from me. Does multishot affect ammo attrition? I've never been sure whether the extra bullets just magically spawn or are drawn from your reserve. They're space magic, doesn't get taken from the magazine or reserves.
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# ? May 10, 2018 10:55 |
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Flopstick posted:That's a great write up - thanks from me. Does multishot affect ammo attrition? I've never been sure whether the extra bullets just magically spawn or are drawn from your reserve. Extra magic bullets. Multishot was originally intended to consume additional ammo, but DE messed something up and it didn't and players liked it so they decided to leave it as it was.
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# ? May 10, 2018 10:57 |
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On melee, you get a lot of mods that take advantage of the the weapon type. Stat weapons benefit from Healing Return (heals whenever you hit an enemy that has a status effect) and Condition Overload (bonus damage for each status effect the enemy is suffering), while crit weapons benefit more from Blood Rush (bonus crit chance based on your combo) and Berserker (attack speed buff whenever you crit). A stat weapon with a 15% base crit chance could probably work a hybrid build with a decent riven, but that probably runs into diminishing returns.
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# ? May 10, 2018 12:27 |
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super sweet best pal posted:Stat weapons benefit from Healing Return (heals whenever you hit an enemy that has a status effect) Healing return is just silly with Inaros, it lets you run round with a +status Zaw knife getting healing from both your 1 and healing return. Which in turn makes your pet functionally invincible, since they they benefit from +melee lifesteal and you're always meleeing. And since Inaros only has health, he really benefits from the hunter mod that gives you energy every time your health is damaged. Which means Hunter munitions will work really well on his primary, and has further synergy for your pet. So you end up in a situation where you're getting so much health back it's almost impossible to die, and the more you paint status on things the more damage your equally unkillable pet does. This is how you turn a solid build into a great build, by spotting the synergy between mods and effects and working with it. To me this is half the fun of warframe, the 'oh poo poo this is amazing' moment when the stars align and you spot a way of combining stuff and then test it in game. I still don't have condition overload but now that you describe it boy loving howdy do I have weapons that need it. It seems like it'd be the icing on the Inaros cake above.
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# ? May 10, 2018 13:28 |
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Astilla - is hybrid build a good option for this gun? It has decent base crit and stat but from what I can tell it's like the Arca in that you don't need to worry about hitting 100% stat?
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# ? May 10, 2018 15:27 |
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Because it is a slug shotgun, yes. It effectively is a semi-auto rifle that uses shotgun mods, there is no need to try and hit 100% status before multishot like you would with other shotguns.
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# ? May 10, 2018 16:24 |
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alphabettitouretti posted:Astilla - is hybrid build a good option for this gun? It has decent base crit and stat but from what I can tell it's like the Arca in that you don't need to worry about hitting 100% stat? The Astilla is only a shotgun in name, think of it as a grenade launcher.
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# ? May 10, 2018 17:50 |
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all of the glass-themed weapons that came out with gara are great as hell, by the way. i think the volnus is still the fastest hammer in the game, even with zaws, and can be built well for slash. the throwing knives also put out quite a bit of damage.
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# ? May 10, 2018 18:05 |
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Zaw beats it by 0.05 but still, it's an insanely fast slash hammer.
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# ? May 10, 2018 18:15 |
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Johnny Joestar posted:all of the glass-themed weapons that came out with gara are great as hell, by the way. i think the volnus is still the fastest hammer in the game, even with zaws, and can be built well for slash. the throwing knives also put out quite a bit of damage. The glass shotgun thing is wild. It does a small aoe on impact. Not top tier but it's never bad to take it.
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# ? May 10, 2018 19:41 |
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Johnny Joestar posted:all of the glass-themed weapons that came out with gara are great as hell, by the way. i think the volnus is still the fastest hammer in the game, even with zaws, and can be built well for slash. the throwing knives also put out quite a bit of damage. I really love the Volnus, though I adore nearly all hammers in this game. the Arca hammer with it's big thunderslam, the Jet making things explode, and Fragor Prime just pulping things. Volnus + a Fury and Berserker can be hilarious, especially when a nearby Volt turns you into a cuisinart on crack.
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# ? May 10, 2018 19:45 |
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Inzombiac posted:Not top tier. Astilla is probably one of the best weapons in the game. It's a loving monster.
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# ? May 10, 2018 20:05 |
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Edmond Dantes posted:Astilla is probably one of the best weapons in the game. It's a loving monster. Is it? I mastered it but didn't dig really far into a build. But that's good to know. It looks cool and has a fun effect.
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# ? May 10, 2018 20:15 |
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Bobby Deluxe posted:More accurately, it heals x health for each status. So when you have a fast weapon with blast, corrosive, slash and puncture procs and 9 healing per status, that's 36 health you get back per hit. And that's assuming you haven't used primary or secondary weapons to apply different elements, or that teammates with different loadouts haven't shot at your target yet either. I don't really use Healing Return with him since he's got so many self-heals already. On Valkyr I do since it cuts down on the time I spend in Hysteria.
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# ? May 10, 2018 20:17 |
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https://forums.warframe.com/topic/955023-developer-workshop-saryn-revisited-20/ Well this is going to be at least interesting.
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# ? May 10, 2018 20:17 |
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qnqnx posted:https://forums.warframe.com/topic/955023-developer-workshop-saryn-revisited-20/ So Saryn, queen of toxic murder, becomes even more powerful. I love it. Infinate spores!
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# ? May 10, 2018 20:27 |
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Got an Oberon cooking and a Rhino and Mag ready to go. How should I be modding them? What are the dump stats, what are the must-haves, and why?
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# ? May 10, 2018 20:33 |
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Prepare for those spores to not proc viral and do 3 dmg
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# ? May 10, 2018 20:34 |
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# ? May 24, 2024 16:00 |
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I just reforma'd a bunch of stuff for my Saryn, especially a melee weapon. Guess I'll see how this rework shakes things up.
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# ? May 10, 2018 20:35 |