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loving hell, today's disruption sortie is pretty insane. Any tips on instakilling a level 100+ demolyst with added sortie armor?
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# ? May 29, 2020 23:09 |
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# ? Apr 28, 2024 00:58 |
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Magus Lockdown will hold them in place, and Zenurik punch will slow them. Ash and Banshee have armour stripping augs.
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# ? May 29, 2020 23:19 |
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Worse case scenario, using a fast melee with the shattering impact mod on it will make them a lot softer.
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# ? May 29, 2020 23:27 |
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Tylana posted:Magus Lockdown will hold them in place, and Zenurik punch will slow them. I used Banshee with the 1 aug and it worked like a charm - do remember that it also ragdolls the demolyst, so try to point away from the capture point!
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# ? May 29, 2020 23:46 |
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Nickiepoo posted:Is Corpro now not the only aura worth using or is it still the king of poo poo mountain? Corpro is still the best by a wide-rear end margin.
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# ? May 29, 2020 23:52 |
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Not gonna lie, the reimagined tilesets for corpus are looking good: https://www.youtube.com/watch?v=gAS-Q0L8YqY I'm eager to learn them at 300mph.
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# ? May 30, 2020 00:53 |
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Guilty posted:loving hell, today's disruption sortie is pretty insane. Any tips on instakilling a level 100+ demolyst with added sortie armor? To add to the armor stripping suggestions - Nyx's Mind Bolts strip 100% armor with 25% power strength or more
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# ? May 30, 2020 04:34 |
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Disruption gimmicks that I have used: - Ash fatal teleport (finisher doesn't work on juggernauts though) - Gara max range spectrorage (they become trapped and can't nullify it) - Heavy attack fragor prime - Mesa... just Mesa
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# ? May 30, 2020 04:41 |
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Ash's fatal teleport is even still pretty good on juggernauts because, like all the other demolysts, the animation alone stalls them and gives your team more time to unload on them. It's damage is pretty great against everything else though ya.
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# ? May 30, 2020 07:51 |
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Soothing Vapors posted:Corpro got nerfed, and enemy armor did too. armor really isn't a big deal anymore until very high levels, but corpro is still a fine choice. Probably top choice for things like eso where you still want to eliminate enemy armor so Volt and Mirage can shine Oh right I didn't realise the mod itself ate a nerf too, ha. I wonder how the damage curves look for, say, Steel Charge vs Corpro on a Valk.
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# ? May 30, 2020 08:12 |
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Use Redeemer Prime to kill demolysts. Also Eidolon limbs and Condrix. Pure heavy attack build. Point at enemy, heavy attack until dead. Swap to Sacrificial Pressure for sentient related activites. Hybrid combo efficiency build. Alternate between basic melee attack and heavy attack. I use this for disruption. Focus Energy gives combo efficiency, and you ideally want to run with Zenurik Inner Might node to cap out at 90%. True Punishment gives increased combo chance. With both, you will steadily increase your combo count even while alternating heavy attacks. Can also alternate regular melee and forward melee to hit max combo in like 3 seconds. The trick is to never do more than 1 attack of a combo because then you start doing actual melee swings. High Noon over Bullet Dance cause High Noon has a stationary attack vs. Bullet Dance sliding you backwards. To enhance further, run with Arcane Strike and Swift Momentum aura. gnoma fucked around with this message at 08:49 on May 30, 2020 |
# ? May 30, 2020 08:45 |
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Nickiepoo posted:Is Corpro now not the only aura worth using or is it still the king of poo poo mountain? Reworking armor and corpro was a first step towards aura diversity, but there's still not much competition for the slot while all of the old auras are still garbage. Energy Siphon and Enemy Radar help fill early game itemization gaps, but pretty soon there's only a couple of reasons to ever bother taking off Corpro. Enemy Radar has a special use case for arena matches (Index/Rathuum), and that's turning the minimap back on while companions are disabled.
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# ? May 30, 2020 08:55 |
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Anecdotally, Enemy Radar has the side effect of making enemy pathfinding activate from farther away. Which can increase killing efficiency cause of the enemies running into your gun range faster. It's also good for always knowing where the biggest clump of enemies you need to kill is. Aura Tiers, imo: S: none A: none B: Corrosive Projection, Enemy Radar | (always kind of good) C: Sprint Boost, Energy Siphon | (always kind of ok) D: Aerodynamic, Power Donation, Loot Detector, Speed Holster, Swift Momentum | (good but niche) F: whatever other stuff pubbies like to use
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# ? May 30, 2020 10:09 |
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im not an ash player but apparently ash players keep screaming steel charge is good on their 4 or something.
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# ? May 30, 2020 12:19 |
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I mean steel charge is still pretty useful if your MR is in the low teens and you want to actually use mods in frames you are leveling.
genericnick fucked around with this message at 14:06 on May 30, 2020 |
# ? May 30, 2020 12:26 |
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Steel charge is also more useful if your main dps is via stat stick. I'd say about 60% of the frames in the game want corpro, the other 40% want something else. You want corpro even less if you're playing in teams. Unless you're pushing the extremes of the game, beyond high level content to level 500+ content, then you might consider using 4 corpro Guilty fucked around with this message at 14:05 on May 30, 2020 |
# ? May 30, 2020 14:00 |
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Guilty posted:Steel charge is also more useful if your main dps is via stat stick. I only use Steel Charge on Valkyr and Khora. They seem to benefit a lot from it.
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# ? May 30, 2020 14:06 |
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if you think 4 corpo sucks show me the math.
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# ? May 30, 2020 14:19 |
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Iretep posted:if you think 4 corpo sucks show me the math. warframe wiki posted:For example, a full 4-player squad with max-rank Corrosive Projections, an active Heat b Heat proc, and max stacked Corrosive b Corrosive proc will result in an enemy's armor being reduced by: 4 corpro is probably the only way to reach extreme end game content, but at that point you're battling with your switch being on for 8 hours and whether or not you're going to get banned for the extreme amount of rewards anyways (another incredibly dumb thing no one ever talks about)
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# ? May 30, 2020 16:11 |
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we just had a sortie on PC where a bunch of goons wanted corpo because they couldnt dish out enough damage to damage to demolists. could they have gotten better weapons and use stunning skills? sure. was using corpo a lot easier? yes. i can make all kinds of stupid limitations on myself and still beat the game. doesent mean i will since its just a waste of time it seems. also im not sure what that math helps with your point. it doesent seem to explain anything about how armor removal is actually a huge damage multiplier.
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# ? May 30, 2020 16:49 |
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The main thing is : The other auras are even worse.
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# ? May 30, 2020 16:57 |
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Iretep posted:we just had a sortie on PC where a bunch of goons wanted corpo because they couldnt dish out enough damage to damage to demolists. could they have gotten better weapons and use stunning skills? sure. was using corpo a lot easier? yes. i can make all kinds of stupid limitations on myself and still beat the game. doesent mean i will since its just a waste of time it seems. I mean you wanted the math, I gave it to you... I'm sorry reality doesn't bend to your perception of the game, my bad for not carefully tending to your imagination. I am one of the goons who asked for sortie help (first post on this thread) and was easily able to beat it once I got some good tips from this thread. I also don't understand why 4 corpro is the solution since warframe wiki posted:Augmented Enemy Armor Enemies have improved armor. Tylana posted:The main thing is : The other auras are even worse. My only very weak argument to this is that some people might want weak other effects instead of that 5% armor reduction, but that's an extremely tepid argument that I'm not really willing to die on a hill for, I'll definitely concede this point. Guilty fucked around with this message at 17:09 on May 30, 2020 |
# ? May 30, 2020 17:04 |
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gnoma posted:Anecdotally, Enemy Radar has the side effect of making enemy pathfinding activate from farther away. Which can increase killing efficiency cause of the enemies running into your gun range faster. It's also good for always knowing where the biggest clump of enemies you need to kill is. Growing Power?
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# ? May 30, 2020 17:18 |
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Guilty posted:I mean you wanted the math, I gave it to you... I'm sorry reality doesn't bend to your perception of the game, my bad for not carefully tending to your imagination. sorry if i wasnt more specific. i was hoping someone who knew what they were talking about would answer, you didnt need to just go and copy paste some random math from the wiki for me, i could have done the same.
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# ? May 30, 2020 17:18 |
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Relying on two different statuses operating at peak effectiveness isn't something that works if you're killing with your frame's powers or using a weapon that applies fewer than 11 status effects per target (assuming perfect rolls of a fire status first for maximum debuffing time followed by ten corrosive statuses). And because armor in Warframe reduces damage exponentially (halved every 200 points), there's a considerable difference between 97% and 92% armor reduction - every percent closer to 100 has a greater effect on actual damage than the percents that came before it.
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# ? May 30, 2020 17:22 |
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"We're having a hard time killing this armored thing!" "Use the thing that reduces armor" "But my Steel Charge!" DE may have nerfed the mod, but they'll never nerf this argument.
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# ? May 30, 2020 17:23 |
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Guilty posted:4 corpro is probably the only way to reach extreme end game content, but at that point you're battling with your switch being on for 8 hours and whether or not you're going to get banned for the extreme amount of rewards anyways (another incredibly dumb thing no one ever talks about) 91.8% vs 97.2% armor reduced obscures the actual damage needed. If you flip to 8.2% armor left vs 2.8% armor left, it's easier to see you need 3x damage to kill something with 1x CorPro vs 4x CorPro. If that 8.2% is still a very large number or reduction, as it used to be, then it's very significant.
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# ? May 30, 2020 17:37 |
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Excalibur blind works well, you get the stealth damage multiplier on demolysts even if they keep running towards the objective
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# ? May 30, 2020 17:40 |
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apparently you can throw demolists around with banshees 1. looked fun. except that one time they accidentally throw the demolist right next to the target.
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# ? May 30, 2020 17:44 |
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Guilty posted:loving hell, today's disruption sortie is pretty insane. Any tips on instakilling a level 100+ demolyst with added sortie armor? I was using a gas ignis wraith, for some reason they started squatting and holding still only occasionally taking a few steps to squat again.
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# ? May 30, 2020 18:48 |
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I assume thats some form of knockdown resistance. To add to the corpro discussion, because it definitely needs to be added to after years and years of this same conversation, I did that sortie in my ash like i said previously, with mr 10, 11, and 14 pubbies. I'm currently using the sprint speed aura lol I think there's this middle ground point where corpro is unquestionably the best against anything that might be giving one trouble, and then eventually you outgrow that because you've slapped so much forma in everything that the term warcrime starts to look to you for a more clear definition of itself. P sure the math says corpro is the best always even after its nerf and i'm always willing to accommodate, the vast majority of my frames still have it on by default and get forma'd for it, but there's just so many options for dealing with any given problem that it ultimately doesn't matter for most of us.
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# ? May 30, 2020 19:03 |
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gaj70 posted:Growing Power? Growing Power.
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# ? May 30, 2020 19:16 |
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Guilty posted:4 corpro is probably the only way to reach extreme end game content, but at that point you're battling with your switch being on for 8 hours and whether or not you're going to get banned for the extreme amount of rewards anyways (another incredibly dumb thing no one ever talks about) Heat has a ramp up on reducing armor and corrosive is rarely used, and more rarely max proc'd. Also corpro should be compared to other auras, not weapon procs. To compare Steel Rush vs. Corrosive Projection it's probably best to see how good each is at different #s of auras and different modding levels. Let's take 500 as our base melee damage and then fight a level 32 Hyekka Master (600 armor), 53 Eviscerator (1200 armor), and a level 100 Heavy Gunner (6400 armor) with each aura equipped. We'll compare Pressure Point vs. Primed Pressure Point: PP: Pressure Point (1.2 mod bonus) PP+: Primed Pressure Point (1.65 mod bonus) Aura: Steel Rush: 0.6 bonus per aura Corrosive Projection: -18% armor per aura So the damage formula will be: ((500+(500*Mod Bonus)+(500*Steel Rush))*(1-(Armor*(1-Corrosive Projection))/(300+(Armor*(1-Corrosive Projection))) at 600 armor, with 1 aura, our damage is: code:
code:
code:
Now let's jump to 4 auras: 600 armor code:
code:
code:
I could go over the 2x/3x ranges but using Primed Pressure Point I can boil it down to: 2x CorPro wins out vs. a level 48 Heavy Gunner or level 74 Seeker 3x CorPro wins out vs. a level 27 Heavy Gunner or level 44 Seeker. and just for fun: 1x Steel Rush wins out up to level 100, performing ~1.5% better at higher levels and ~12% better at very low levels. 4x CorPro wins out vs. a level 16 Heavy Gunner or a level 32 seeker. Also, since the point of auras isn't entirely based around being selfish you should also remember that CorPro boosts every damage source while Steel Rush only buffs melee. Any random player bringing CorPro not only boosts their own damage, but makes it easier for their nuke frame and 8 forma Acceltra teammates to wipe the map and win big money faster. But maybe 4 capacity is worth it. gnoma fucked around with this message at 21:58 on May 30, 2020 |
# ? May 30, 2020 19:39 |
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gaj70 posted:Growing Power? It's not bad to use (unless you have a Speedva) but it doesn't really do anything special and tends not to improve anything for your group since they won't plan on having it. Frames that like to hit certain strength breakpoints will do it using normal mods. Frames that can convert the extra strength into damage get more from Corrosive Projection, which scales more favorably.
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# ? May 30, 2020 19:45 |
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gnoma posted:PP: literally just Pressure Point (1.2 mod bonus) That's not how it works, +damage stacks multiplicatively with elemental damage
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# ? May 30, 2020 19:52 |
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Tylana posted:The main thing is : The other auras are even worse. Yeah most of the ones that i may theoretically want to run over corrosive projection generally have stats that are strictly way worse
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# ? May 30, 2020 20:22 |
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BMan posted:That's not how it works, +damage stacks multiplicatively with elemental damage TY, that makes it simpler and I fixed the math (I think.)
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# ? May 30, 2020 20:42 |
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I'm playing around with naramon combo melee chicanery. I've already got weeping wounds on my reaper, should I go whole hog with blood rush? Or stick with sacrificial steel?
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# ? May 30, 2020 21:49 |
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yes
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# ? May 31, 2020 02:43 |
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# ? Apr 28, 2024 00:58 |
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Corrosive Projection is indeed the single most reliable way to increase your damage output. It's therefore fine to either use it mindlessly, or use it deliberately in a group as part of a long endless mission. However, that doesn't mean the others don't have value. Corrosive Projection even does not work against a few boss enemies, like the Exploiter and Profit Taker orbs. Here are some sorted by their polarity, and the scenarios in which they are best used or not used: Naramon (Dash) Usable: Enemy Radar is useful can be useful in longer missions, when your companion is long dead, and you have other methods to armor strip. And no room in the exilus slot. Also very good for a few rounds of Index. Speed Holster gives a very large bonus. Overrated by pubbies: Energy Siphon gives a trickle, it's only useful before you have other tools like Exodia Brave or Arcane Energize or Zenurik Energizing Dash. Shield Disruption confers a pathetic reduction in EHP. Sprint Boost is a very weak bonus, and only useful for speed farming captures. Vazarin (D) Combat Discipline can stack Fury on Chroma Vex Armor. Otherwise, it's dangerous to use because it's very easy to delete yourself with it. Aerodynamic gives a subtractive damage reduction, which when stacked with Aviator, gives a a silly high armount of damage reduction. Good for frames that are airborne for a long time, like Titania or Aegis Storm Hildryn. Zenurik (double dash) Brief Respite is legit strong now, thanks to Shield Gating. Especially if you can get a constant influx of energy. Madurai (V) Swift Momentum is pretty solid for hybrid light/heavy attack builds that get up to 12x combo and then expend it bits at a time. Growing Power give a nice little bit of Power Strength but it's honestly kind of overrated. Steel Charge gives 4 additional mod capacity, which is super useful and lets you fit alot more into your Umbral mod setups. Power Donation is strong when stacked up in an organized group, or for a Speed Nova, and it also gives additional capacity like Steel Charge.
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# ? May 31, 2020 03:57 |