sandriver

joined 1 year ago
[–] [email protected] 3 points 19 hours ago

Definitely curious to see what the Stalker weapon augments will do!

[–] [email protected] 1 points 2 days ago* (last edited 2 days ago)

No Vital Sense? Does it not stack well with Photon Overcharge, I thought they’d go hand in hand and stack crit dmg to ludicrous amounts?

I actually forgot, but critical stats define a curved surface (a hyperbolic paraboloid if you're curious), so they're actually a bit better than the linear growth seen in base damage and elemental damage. When you're considering ratios of mod configs, they're a bit more than the linear growth class, but much less than the exponential growth class (like adding on a Faction mod).

edit: I missed something and worded the above in a misleading way as a consequence. You get quadratic growth along the combined axis CC and CD, but you get linear growth just adding one. Crit has the unique property from that curved growth pattern that the complementary crit stat props up the other. Depending on the weapon's base stats, the linear growth in one or the other crit stat can outpace other kinds of linear scaling like base damage or more elements.

This is a Desmos 3D graph of the Tenet Glaxion's critical growth that should hopefully help tie what I'm saying to something concrete. It's vertically flattened by a factor of 10, but if you rotate the graph side on you can see the curve still. https://www.desmos.com/3d/czqqgsg13l

I’m using a basic stretch over overextended since strength affects the added cold modifier of Freeze Force too, and I don’t want to be freezing enemies too far from objectives anyway. With just BR+OE the armor strip on #4 is below 100% too so I’d need more mods, archon shards or molt augmented to get it back to over 100%.

And yeah I forgor that I put 40% ability strength shards in Frost basically as soon as I was able, lol.

 

This is quickly becoming my favourite secondary arcane. Giving up Secondary Encumber (and Surge in a few cases) was hard, but it's fairly easy to compensate nowadays.

So what's so great about Fortifier? It performs two roles: it gives overguard to frames that can't generate it but enjoy useful synergies with their native defenses, and it also rapidly strips overguard from affected enemies with a x8 damage to overguard multiplier, opening them to CC. CC might have died for a bit, but Fortifier has kind of brought it back.

I'll cover two points in this post: frame synergies, and my favourite Fortifier weapons. Let's start with the synergies.

Frame Synergies

Stealth frames benefit hugely from Fortifier for two reasons. The first is that they typically enjoy running Molt Efficiency, and the extra layer of overgating ensures Molt Efficiency is always running at max power. The second is that overguard broadly cancels almost all negative effects on the frame, including Conduit debuffs in disruption, Netracell debuffs, Archimedea debuffs, Eximus effects etc. One of my banes on Ivara was getting hit with Arson waves while I was on my dashwire and not able to react, or the punishing energy drain conduits working against Prowl. No longer, I am free! The same can be said for Loki for Disruptions and if choosing to run Irradiating Disarm or using Decoy.

Revenant benefits from Overguard for similar reasons, as some negative effects still apply to him even through Mesmer Skin.

Zephyr, my favourite frame of all time and the core of my Warframe addiction, became very clunky to play after Zariman and Overguard, but Fortifier, especially on a good rad weapon, means Turbulence can do its job and keep her very safe again.

Finally, and credit to the wiki for this, damage redirect frames, notably Yareli and Nezha, and to a lesser extent Nekros and Trinity, hugely extend the effective overguard provided by Fortify, up to 150k for Yareli, Nezha and Nekros, and 60k for Trinity.

Favourite weapons

Grimoire goes without saying. The pulsing AoE and chaining property means this rapidly strips overguard in a wide area. Tome mods provide great utility. Without Surge, I only use the Fortifier config on frames that can compensate the damage, like Zephyr and Yareli.

Akarius Prime is a nice hybrid pistol with a massive radius, easily spreads radiation and other statuses while shredding overguard.

Hystrix Prime remains my staple for Disruptions. Still primes well without Encumber due to the puncture and forced element mechanic.

Twin Graks are an incredible hybrid weapon. High single target damage so they shred easily, and absolutely enormous proc per second rate for priming.

Tenet Cycron with magnetic progenitor. Beam weapon so procs rapidly, and very high damage output. Can do mag/viral for priming. Magnetic rapidly shreds overguard. Mag beam so rapidly pops bubbles.

Lex Prime Incarnon. Has enough damage to spare that it can afford to use a utility arcane. Easily oneshots eximus, and the punchthrough and large projectile can deal with Ancient Healer overguard balls.

Tenet Plinx. Lex but radial instead of columnar.

Awaiting testing

Epitaph (waiting for Prime), has higher status and an even IPS spread, as well as two guaranteed elements before modding. Charge shot might be good enough for oneshotting Eximus overguard. Probably not enough damage on the radial tapshot for Archimedea AoE strip.

Synoid Gammacor Incarnon. If you're not running a Contagion Verglas robo buddy, has the nice utility of forced Cold procs. Does spicy AoE hits a la the Tenet Plinx. Un-carnon form has innate mag. The lovely space cubes restore your energy <3

[–] [email protected] 6 points 6 days ago

Unhinged Caliban enjoyer here with some thoughts about the funny space man.

In overview: despite his bad reputation, Caliban is a crowd controller-debuffer type character, which gives him incredible offensive potential and a corresponding wide and flexible arsenal of weapons to play with. His reign as the spicier Nyx was short, however, with Zariman adversely affecting his playstyle due to the Overpocalypse killing all CC not named Chaos or Irradiating Disarm (or Resonator at the time; RIP Octavia).

So, let's talk abilities.

The passive is kind of meh, but, I did stress test a hyper-offensive mod build that only ran Aegis and Brief Respite, and it comfortably went to the mid 200s in Conjunction Survival, which is honestly pretty impressive. After the shield rework, it jumped to providing up to 75% DR on his very rapidly regenerating shields. I'm going to keep tinkering with the build until he can Eclipse tank Mot and EDAs.

Razor Gyre is rightly considered his helminth slot. It's broken in a basic way. The damage is acceptable given the synergy with his Sentient Wrath, but that's about it. He can AoE knockdown with it, and use it to dash to an enemy. It also heals him if for some reason you're trying to health tank on Caliban... which I may have tried when Veilbreaker dropped... In Pablo's teaser, he showed it functioning as a forward dash, albeit with no visible knockdown. May have Gloom synergies in the future? We shall see.

Sentient Wrath, my beloved. A big spicy combined CC and DV, kind of like a souped up Sea Snares. The target cap has gotten worse now that Precision Intensify exists. Has glacial vertical tracking, in tilesets where that matters such as Lua and Entrati Labs. It also scales harder than Roar, and does not trigger the mutually exclusive damage Helminth lockout, so you can slap it on Rhino or Mirage if you please. Works really well with the new Blast and its weird buggy calculations. Combined with Fusion Strike, Caliban is a spicy boy.

Lethal Progeny is great. Regenerating up to 75 shields at base is a huge deal, and they provide some minor distractions. I wouldn't call this CC, but they do keep the heat off Caliban. Basically a budget Aegis provided you use the Augur set or Brief Respite to stay above 0 shields, and combine very well with Aegis itself. That all said, this is the first of Caliban's ridiculous energy drains. At base, devours 150 energy every ~28s. A 95% duration, 175% efficiency build makes this much more manageable. In the rework teaser, this is shown summoning all your li'l sentient buddies at once, so hopefully this fixes the time spent casting and the energy burden.

And finally, Fusion Strike. The cooler Gaze, almost a functional nuke, and a horrific energy tax, all in one! Arguably poor scaling for endurance content due to the debilitating animation lock, although it might be a bit better with the Primed Redirection shield gate nowadays; in my experience not an issue in teams either, having gone into the 1000s in Circuit. For everyday use though, it's fantastic. Up to three fullstrip fields can be placed, which in most tiles is enough to ensure all enemies approaching have 0 armour or shields. But let's talk about that energy burden... fields last 15s. That 95-175 build I mentioned earlier will be eating 1.35 energy a second to keep all fields up, and with Lethal Progeny it's around 2.8, just a bit over energy neutral with Energy Nexus. The rework teaser showed the Conculyst buddies contributing their own beams, so I feel like this is going to become a powerful linear-style nuke, like Qorvex's laser.

Overall, I can't wait for the deluxe skin, and I hope the future is bright for one of my favourite, secretly OP Warframes.

[–] [email protected] 3 points 6 days ago* (last edited 6 days ago)

Pre-rework Hydroid is definitely overselling how bad he is, lol. Pre-rework Hydroid couldn't even shieldgate without a Helmnith once they "fixed" his energy economy; pre-rework Hydroid had obnoxious charge casts and long casting animations all over his kit. Pre-rework Hydroid was a relic and clearly built around hiding in his puddle to get his crowd control off so he could play for a bit before repeating the cycle. Pre-rework Hydroid was what people who don't play Loki think Loki is: a slow, weak, pure CC frame.

In my opinion as an active Caliban player, there are four core criticisms of him that all appear to being addressed by the rework:

  • his energy economy is absurdly stringent and even Dispensary/Equilibrium can only just keep up if you're trying to juggle all 3 of his buddies and all 3 fallout fields; good luck trying to manage a shield gating Helminth without Duviri decrees.
  • his 1 was fundamentally bad at everything it tried to do (another CC, a mobility tool, and a nuke).
  • his 4 is so close to being a functional nuke, but falls juuust short.
  • much less time spent casting.

And as a bonus I seriously hope they unbug Sentient Wrath so it applies its DV through Overguard again, like it's supposed to. It works fine on Demos and Acolytes! Why is it broken suddenly!

Even though I think there are frames that genuinely need it more, I'm overjoyed he's getting a rework. I genuinely love the frame and how strong he already is, so I can't wait for what is hopefully another golden age for a hidden boss, like what happened with Sevagoth and Yareli.

[–] [email protected] 2 points 1 week ago

Part of me misses hearing MY WARFRAME IS STRONG at random intervals.

[–] [email protected] 2 points 1 week ago
  • I love School synergies. So I don't use my Drifter as a "warrior" per se, but I do actively use School abilities. I typically run Vazarin, and the Void Snare mass-finishers are great for proccing Trickery and stacking Crescendo. Void Snare with the Phahd scaffold is exceedingly powerful. Drifter mode offers good mobility if I'm on Ivara.
  • I have an Arcane Adapter-fitted 777 and 547. I plan to go through and make XX7s to get a feel for the other Scaffolds, but Phahd seems to generally be the best for Last Gasp recoveries.
  • I use Magus Lockdown and Magus Melt for general use (Lockdown covers CC and demolysts; Melt covers Void Angels and Thrax). My 547 is fitted with... something. Whatever the standard became when the Zariman amp arcanes dropped.
  • I almost always use Vaz. I started with Naramon. Vaz is, imo, the best general purpose school as it gives you free emergency invulnerability and lets you easily stack Crescendo. I use Madurai on Gyre and my health tank Sevagoth so I can lock in +125% power strength on their abilities. All my schools are maxed, and I have fully finished collecting all the Represent swag.
  • I did most of my focus farm before Zariman, so my main methods of focus farming were fitting different nuke frames with Eidolon Lenses and farming ESO. When I managed to catch tricap groups with the alliance, I would use shards. I mostly did not enjoy the Sanctuary farm, as it was very repetitive and one-dimensional, but some methods were fun (like Nezha with the Akarius). Nowadays I could quite happily do it on Gyre or Sevagoth as they have very mobile nuking styles.
  • Phahd spam is powerful, but it pales in comparison to the kinds of chaining beam incarnons we have now, like Torid and Boar. Void Snare spam is theoretically very powerful for objective defense, but I play Warframe for the movement, so it's not very fun.
  • Everything about Vazarin is incredible.
  • It's effective, but "maining" Drifter/Operator seems to run contrary to what makes Warframe compelling and unique. Drifter/Operator feels best to me as a component of your loadout.
[–] [email protected] 1 points 1 week ago

So, Dystopia actually figured this out last month. It turns out Blast double dips Elementalist mods, and then Xata adds another factor for a cumulative triple dip of a 1.9^3 ~= 6.8x multiplier. I'm going to assume the extra damage comes from Empowered Dashwire, since Xata has some kind of spaghetti code to allow it to benefit from crit stats without critting.

[–] [email protected] 2 points 1 week ago (1 children)

Oh cool! Does that unkillable status still apply with Loyal Merulina or is it only a property when you're actually surfing on her?

 

Calculations for my extreme turbo tank build:

  • Base health with Umbral Vitality R8: 763
  • Health with Arcane Blessing R5: 1963
  • Armour with 5x Tauforged Azure: 1230
  • Armour with 3 stacks of Health Conversion: 2580
  • Base EHP = 1963/(1-2580/2880) = 18844.8
  • EHP with Merulina = 188,448
  • EHP with Eclipse = 753792

Bombard rocket does 65 damage at base, which oneshots Yareli at around level 6300, or around 3100 with the +200% T4 Void damage multiplier.

Yareli is truly a "Metal Slug". We're so close, sea slug fans!

On a more serious note, if you don't want to invest so heavily in stacking armour, Eclipse shield tanking is a good alternative: Primed Redirection gives her 62,160 effective shields, more than enough for anything EDA can throw at you aside from the Mech Mines.

That all said, I think Pillage or Condemn + Primed Redirect is the most ideal way to tank nowadays, as the 2.5s shield gate from shield healing works nicely with the chunky Merulina shields for a good mix of active and passive defenses.

[–] [email protected] 5 points 1 week ago* (last edited 1 week ago) (2 children)

HM is basically not worth it anymore, unless the weapon has very high crit and very low procs per second, which is definitely not the Glax family. (Candidates would be for example: crit snipers like Rubico and Vectis, radial weapons like Tenet Tetra or Kuva Tonkor... you get the idea.) Even under the ideal conditions of Biting Frost, HM is only a 10.5% damage increase, so its value before Jade Shadows came from that 10.5% increase being bigger than anything else you could put on your weapon whenever the enemy had more than 98% armour.

If you're using Galvanized Aptitude, base damage still beats adding another element, so it's still a valid choice if you don't want to run faction mods. Radiated Reload is a good option as it distracts any enemies with status caps, and reload is underappreciated as a way of increasing sustained DPS.

I previously suggested Corrosive, which was not a good suggestion for Frost, but it is your best bet if you want the gun for other frames.

Tenet Glax falls under the category of chain beams that can chain off punchthrough, so Primed Shred is basically locked in on the build.

I think Shivering Contagion may be a bit redundant on Frost, given he has Avalanche.

Currently my Tenet Glax build looks like:

  • Mag progenitor.
  • Galv Chamber, Galv Aptitude, Crit Delay, Photon Overcharge, Primed Shred, Amalgam Serration, Radiated Reload, Primed Cryo.

Rad Reload is the smallest loss if you want to keep Shivering Contagion. Faction would be better than Amalgam Serration.

For Frost, since I run Overextended and Blind Rage, and since I usually use him on endless missions with low mobility requirements, I run Equilibrium and Dispensary. (I also have a Sibear-centric build that runs Lycath over his snow globe, and keeps his Ice Wave for the Impedance augment.)-

 

If you know, you know: Xata Ivara is an absolute powerhouse of damage output due to Xata's weird spaghetti code mechanics, and now we can finally use that potential to N U K E.

Video is captured footage of the end result, although I hadn't begun labbing things at the time. You can also freeze frame and spot a whopping ~8x Xata hit coming off a Blast death detonation.

Basically, Xata will trigger a second hit off Blast detonations, and be scaled massively off the big death blast detonations. I've been having the most luck with the hybrid snipers like Lanka, Sporothrix, and Komorex to place big blast procs. Komorex is in a class of its own with the elemental boost, high rate of fire, and AoE though.

I plan to continue testing this with blast beam secondaries, due to Arcane Precision's capabilities in setting large Blast detonations quickly, as well as good status and hybrid Blast spreaders like Akarius Prime. Epitaph is also potentially an option, since the tapshots do both Blast and self-prime a multiplicative Shiver and Galvanized Shot with forced Cold...

If anyone else wants to test some weapons, please do let us know here.

Final note, I did a quick test on my Xata Loki and it seems to work just fine on regular Xata users. Blast is already silly, this just makes it sillier.

[–] [email protected] 2 points 2 weeks ago

A while ago Merulina gained a scaling mechanic like Warding Halo, so the "well it's only good for shield gating" isn't true anymore. Loyal Merulina is still relatively squishy, although you can do silly things like standing in jade lights and activating Merulina for the tail end where all the damage is.

[–] [email protected] 4 points 2 weeks ago (1 children)

Yareli my beloved. The frame that got me super into Warframe after dabbling casually on and off since 2015.

Along with Zephyr, I'd say she has a pretty safe shot at being the best Secondary Surge ~~ab~~user, which has all kinds of monsters like the Lex, Grimoire, Epitaph, Gammacor, Tenet Plinx, Zylok Prime... and hopefully the Catchmoon once they unbug Cannonade on it :^) #MoonMeta #BringingItBack

More in-depth comments from an enthusiast of Warframe's bestest mollusc frame (Hydroids don't @ me):

Sea Snares applies Damage Vulnerability, which applies at both steps of status calculations, meaning Yareli has some fantastic Blast setups. Unfortunately, as Sea Snares do not reliably target into Riptide, you would have to prepare Snares before Riptide; but honestly shooting a radial or punchthrough Blast into a Riptide kills everything anyway.

Merulina is Merulina, not much more to say. Pablo finally capitulated and let us play on foot... but a small part of me is a bit sad. Loyal Merulina opens highly accessible shield gating options such as Primed Redirection + Pillage or Condemn, and more reliable health tanking options such as massively stacking EHP Azures and Eclipse. (Or I guess Null Star if you want to nuke your range and run double augments?)

Aquablades is the most disposable ability for a helminth slot, although it can deal fair slash ticks with Surging Blades. Surging Blades was bugged for ages from release and didn't accrue damage on enemies in Riptide, so I never used it extensively. I also think that Slash is generally a weaker value proposition after the Jade Shadows armour cap, given Yareli's easy access to massive Heat and Electric dots through their respective primed element mods. On the flipside, this is crazy powerful for new players who pick up Yareli as a dojo frame for clearing the star chart.

Riptide, boy, what a journey this ult has been on. Will suction enemies over a decent range and leave a small persistent hazard. The suction range shrinks down rapidly, which can leave enemies behind if they get caught on things. Hold-casting for an instant detonation will knock down enemies in a wide radius. Fantastic for blocking a choke point in a tile's navmesh and shooting radial status effects into. Still quite functional as a nuke, and moreso now that we have Precision Intensify to play with. Loyal Merulina hugely facilitates this playstyle by making it easier to use armour strip helminths.

8
submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/[email protected]
 

Quick maffs to compare it to Secondary Encumber+Galvanized Shot:

Hornet Strike/Secondary Surge: (1+2.2)*8 = 25.6. Encumber/GShot: 1+1.2*13=16.6.

In fact, your Surge multiplier only needs to hit 5.19x to reach parity with Encumber/GShot.

Now, there are two big caveats here, of course. The first is that you will need to build for max energy on your frame, which some people won't want to do. The second is that this is an altfire build, which is fine since the primary fire is adequate for killing weak enemies and charging the altfire.

I'll do a quick rundown of my "greatest hits" builds that I've tried so far:

  • Banshee: affinity range fullstrip and an extra 3x multiplier on Sonar with Vome Invocation. I just change my rhythm to double-casting Sonar before doing an altfire nuke.
  • Mirage: the clones also shoot their own altfire, although it doesn't benefit from Secondary Surge.
  • Inaros: the living grouping ability strikes again! Ball 'em up, zap 'em down.
  • Yareli: Crit buffs, and a ragdoll grouping ability. Can spam Sea Snares to charge Surge. Natively high energy pool.
  • Zephyr: I finally have a use for Airburst Rounds. Not sure what the interaction with tornadoes is, and hard to test because everything is dead immediately.
  • Ivara: Natively high energy pool, can set up for a big Navigator shot with just one extra cast beforehand. Haven't tested if it's even possible to exploit Piercing Navigator.
  • Harrow: occasional headshots have kept Lasting Covenant rolling on my 155% duration build. The bullet hose effect from Penance is quite nice for using the primary fire too.
  • Equinox: book rips off armour, so I can just Maim to my heart's content and run a more defensive Eclipse build.
  • Gyre: more power strength! And a bit of armour strip, not that she needs it. Coil Horizon naturally sets up for the altfire. Electric ticks from Cathode Grace can keep Arcane Precision rolling passively.
 
 

I'd love to hear esoterica or historical curiosities or fun synergies; or whatever else you can think of!

 

I'm looking through the old 2023 stats page, and I see Caliban is extremely unpopular. Part of this is definitely availability, since he's gated behind a bounty farm after New War. But how much is it availability?

I get the sense that Caliban is a cult frame, split between people (especially YouTubers) who think he sucks and a minority that appreciates how wide his support toolkit is.

Will Caliban Prime give the sus space man some new appreciation, or will the stink stay on him forever?

13
Bansheeball (www.youtube.com)
 

The sport of champions

play Banshee btw

 

Stacking Sibear Incarnon's bonk slow, Cold stacking, and Ice Wave Impedance.

 

https://youtu.be/ujE8Mq0ZMqk

Will hopefully edit this later with a text version of the opening 5 minutes. Last 20 minutes are a gameplay and weapon demo.

Let me know if you'd like to see any other frame builds in particular! Two Frost and two Nyx builds coming up.

 

Looking at the bottom 20% of frames by cumulative usage, most of which I play often, a few stand out to me as potentially benefiting from a rework. Might have some bad takes, so feel free to tell me how you play them! Always happy to learn something new about frames I haven't clicked with.

Need a refresh

Atlas: very tied to weapon selection which makes SP Circuit dicy. I'd like to see more innate power on his kit, or a change to petrifaction that improves its damage buffing, maybe with armour removal.

Equinox: augment syndrome. Some of them could be passives or otherwise extended (e.g. Energy Transfer could work on Pacify & Provoke too). Major systems rework could let her mod Day and Night separately, which would be nice as they both like different stats.

Chroma: funny damage man. Got a good buff with Circuit scaling his Spectral Scream (but not Effigy! what!) into actual strong damage abilities. The "keep two buffs rolling" playstyle is bad though. Spectral Scream could be a one-handed single cast that shoots actually good projectiles. Would also be nice to have Vex Armour store its buffs for recast, for accessibility reasons. Let Elemental Ward be recastable. Otherwise give him an augment or a passive that lets Ward and Armour refresh on some condition. Why does Gyre get to have all the braindead pew pew fun?

Could benefit, arguably fine

Gara: due to how full and synergistic her kit is, hard to fit shield gating on her build without Decaying Key usage. Good at health tanking, but that has scaling limits. Mass Vitrify deserves a buff to bring it in line with how easy Snow Globe is to scale infinitely.

Oberon: his damage buffing is very conditional on enemies reaching his garden. Very harsh range (235%!) and strength requirements if you want a fullstrip build without giving yourself RSI by double-casting Hallowed Ground constantly. Reckoning being able to blind on kills within a duration would be nice. Renewal could benefit from shield generation due to how healtanking falls off.

Lavos: please give him scaling survivability without dipping into Muzzle Flash or Resonator, or Arcane Trickery.

Trinity: absolutely horrible to play with the agonisingly short buff durations; this one is definitely personal preference though. Might benefit from damage buffing such as EV applying a small damage vulnerability in its area, or Abating Link being a target-radial armour strip that can be recast.

Out of the other low-usage frames, who would you like see refreshed or reworked?

 

I think the three big problems in his kit are:

  • Lowest damage potential in the game. He needs damage buffing or armour removal
  • Tentacles move enemies out of range, necessitating radial weapons (and making most of them significantly worse due to the length of the tentacles)
  • THE CAST TIMES

Also a mild nuisance that Barrage essentially doesn't scale off range. The knockdown radius does but big whoop, that's not how you use it anyway.

I love Hydroid, and I have a hot take that he's really good for when you get him due to having what you need to clear the starchart in a really fun way, but by god the scaling on this poor frame is atrociously bad.

Anyway, some hopes:

Passive is some kind of damage buff or a loot buff.

Undertow and Tidal Surge are merged. New ability is a damage vulnerability or an armour strip. (I don't see them buffing Barrage given they completely passed over Corrosive Barrage previously, maybe for Helminth reasons.)

NO MORE CAST TIMES

Tentacles have damage transference a la Tornadoes, or at least don't lift enemies up in the air where you can't hit them. Suction effect so enemies actually get caught in them.

Tentacles scale off range or power strength, or at least spawn intelligently according to the navmesh so you don't get random wasted tentacles doing SFA.

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