Tgnome

joined 1 year ago
[–] Tgnome 2 points 10 months ago

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.

[–] Tgnome 2 points 10 months ago

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.

9
submitted 10 months ago* (last edited 10 months ago) by Tgnome to c/[email protected]
 

I've seen some players debate which is better. Condition Overload is better in the majority of cases. It basically matches primed pressure point if the enemy has 2 different statuses on them. Many melee stance mods have attacks that guarantee a status effect, your companion can apply status effects, the people you're playing with can apply status effects, and so on.

The only situation where primed pressure point is better is if the first attack can kill the enemy with primed pressure point and condition overload can't and you are playing solo while not applying any statuses yourself.

This is not a post about what the best build is for any specific weapon or a hard and fast rule. Just a general rule of thumb if you are choosing which one of the two to put into a slot.

Edit: a general rule of thumb for a standard melee weapons. As pointed out below condition overload may not work with all exalted abilities.

[–] Tgnome 1 points 10 months ago* (last edited 10 months ago)

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.

[–] Tgnome 2 points 10 months ago

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.

[–] Tgnome 1 points 10 months ago

Fixed, thanks.

18
submitted 10 months ago* (last edited 10 months ago) by Tgnome to c/[email protected]
 

I was in a discussion on reddit where someone suggested using unranked 60/60 mods so they don't reduce the chance of applying slash too much but can still apply viral. I tried posting this on reddit but their website is shit, wouldn't let me post on mobile, and I'm not downloading their app.

50% slash damage on the weapon with 30% chance of status effects = 15% chance of slash being applied.

If you add 1 60/60 mod then you have 31.25% slash damage on the weapon with a 48% chance of status effects = 15% chance of slash status being applied.

Please don't put unranked 60/60 mods on your weapons because you think it will reduce the chance of slash.

[–] Tgnome 1 points 10 months ago

They have 1 ability that overlaps but their other abilities function very differently. If you're only concerned with that 1 ability then maybe but you aren't usually playing 1 ability, you play a warframe with 4 abilities, a passive, a pet, weapons, mods, etc.

[–] Tgnome 4 points 1 year ago

I remember eating an entire cheesacake by myself for lunch when I was in highschool. That was not my smartest decision.

[–] Tgnome 1 points 1 year ago

Never heard of Illaoi until this comment

[–] Tgnome 1 points 1 year ago (2 children)

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 2 points 1 year ago

If they're already hooked it might be too late. +1 to taking up knitting or crocheting though. It's a nice way to make something to muffle your occasional screams of rage.

[–] Tgnome 2 points 1 year ago (1 children)

I wonder if it's better to have more options you know just well enough or less options that you know better. I'm going to guess the latter.

[–] Tgnome 8 points 1 year ago

Engineer. Engineer has the most creative gameplay I find. There are lots of ways of using his kit to create chokepoints, save ammunition by electricuting enemies without shooting them directly or with turrets, bridges to nowhere to funnel enemies that you can jump off and make them walk all the way back, and more.

Scout is my go to when I want to rely on speed and skill over excessive/quick planning.

 

I hope people don't mind me posting stuff I've posted to reddit before. I'm not going to post all my old stuff but this was one of my favourite pieces I've done.

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