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Joined 1 year ago
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Cake day: June 11th, 2023

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  • I put breach surge on her and use an amprex. Hitting the enemies that cause the chain effects with each bolt hitting the tornado and hitting the tornadoes is a lot of instances of damage to spawn sparks. It’s probably not necessary, probably not the best for her, but it looks so cool seeing the sparks fly.


  • Looking at a random smattering of stances the heavy attacks often have a 250% to 500% chance of applying some of the physical status effects. In those cases even 1 status would tie it with primed pressure point and given how many statuses are usually flying around I don’t think you’ll find many enemies that aren’t being accidentally primed for condition overload.

    Side note, my best melee weapon, fastest time to kill 20 max level steel path heavy gunners in simulacrum averaged over 10 tries only using the melee weapon, is a heavy attack spam crit and speed zaw dagger with condition overload. It’s fast enough that the time it takes to cast abilities to put more status effects on enemies actually increases the time it takes to kill them.



  • Fair enough. Using your examples though I would still strongly recommend ranked 60/60 mods since in your example you lose 3.71% slash status chance for an additional 19.8% chance of applying whatever status the 60/60 mods combine into.

    Edit: my math based on your math might be off. I’m still waking up but I think it’s close enough to get my point across

    Edit 2: the loss of 3.71% slash chance is definitely worth it for the higher status chance if you have galvanized shot equipped.


  • Using the example I gave but for 2 60/60 mods.

    You now have 22.727% of the damage being slash multiplied by the 66% total status chance which results in 15% of your attacks applying slash. The same amount as if you had 1 60/60 mod equipped.

    I’m deliberately avoiding interactions with other mods in this post because of the weird spaghetti nonsense. I only wanted to dispel the idea that using unranked 60/60 mods is better than using ranked 60/60 mods.







  • I’m of the opinion that reworking warframes generally is not worth the effort but there are exceptions, hydroid being one of them. In most cases I think adding a new warframe is better than a rework in case there are enough people that liked the old abilities. With that in mind I think his abilities need to be improved and made more fun instead of scraped.

    1. reduce cast time and remove charging. He’s just too slow.

    2. replace puddle with a water form that starts at 100% damage reduction and reduces to 0% damage reduction towards the end of the ability as he dries out and as it negates damage.

    3. increase damage for his abilities by the number of tentacles spawned. Damage of abilities increases by 10% per tentacle active.

    4. tentacles don’t grab enemies but attack them and stun them. Tentacles grab corpses and throw them at other enemies.

    5. killing an enemy has a chance of spawning a tentacle in addition to ground slams. Raise the maximum number of tentacles from the passive to 5.

    6. enemies hit by tentacles take 10% more damage from all sources every time they are hit.









  • Tgnome@lemmy.worldtoWarframe@dormi.zoneVideo settings
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    1 year ago

    Shadows is usually the big one whenever I mess with the settings. Turning off motion blur if you haven’t already is a good idea. Lowering the number of particle effects will also help. I don’t remember all the settings so that’s the best advice I can give at the moment. Otherwise just mess with them in small increments until you get the right balance.