And Maddoc, DE's stance on end-game is that there shouldn't be an end game so they aren't balancing things with it in mind. Which is fine, there's no point in balancing weapons and frames for content that most players will never see (ie, 234 wave defense missions or whatever)
Then what the fuck are sorties?
Sure, there's some high level missions but the focus isn't on them. If people are able to beat them, cool. If not, no big deal. DE has been trying to scale back frames and weapons that are too powerful instead of buffing everything up to the level of whatever is current the most OP thing. If a frame has an "I win" power or a weapon makes the entire game trivial then DE usually tries to change it so that it isn't any more. You don't need that stuff to complete sorties, and DE doesn't care if you can't do your insanely long endless missions anymore.
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
edited May 2016
Initial testing on the numbers for Mag are pretty rough.
Like half a dozen casts of Shield Polarize with 280% power strength to armor/shield strip level 100+ enemies. It does a set amount of armor/shield damage now.
Magnetize is okay as a CC ability with some real weird interaction with projectiles that have punch through.
And Pull and Crush are mostly the same.
I guess she's no longer a one trick Corpus nuking pony, but now she's a handful of cool ideas that don't actually work very well.
EDIT: Also I bet the Magnetize/Punch through projectile interaction gets "fixed" pretty fast
Anyone know what the new base stats for Mesa's Peacemaker is now? Now that mods (including, with the minipatch, multishot mods) and shooting gallery got buffed I wanted to play her more, but the wiki hasn't been updated yet. I thinking a crit-heavy build, since old PM had a 50% chance with a 3x modifier, even normal Pistol Gambit would boost that to red crit range, but I don't know if that's been nerfed along with the damage or not.
Man what, Mag is awesome now. Before she was a one trick pony that was only useful against one faction, and having a skill that instakilled that faction across the entire map was fucking stupid. Now she's much better balanced and her skills have some synergy to them.
And Maddoc, DE's stance on end-game is that there shouldn't be an end game so they aren't balancing things with it in mind. Which is fine, there's no point in balancing weapons and frames for content that most players will never see (ie, 234 wave defense missions or whatever)
The other side of that is that she is now a no trick pony, unless you play only for novelty, looks, and a three stooges style of running around ineffectively. She never instakilled across the map, plenty of things used no shields, and most of the time you weren't lucky enough to have a large group of shielded folks together.
Her abilities do have synergy now, but I have no reason to use them, except for the novelty.
Edit: That said, I really do love the rework on the visual aspect of volts shield, but the things I really wanted, the range change on beam weapons shot through it, was sadly not apparent =(
And Maddoc, DE's stance on end-game is that there shouldn't be an end game so they aren't balancing things with it in mind. Which is fine, there's no point in balancing weapons and frames for content that most players will never see (ie, 234 wave defense missions or whatever)
Then what the fuck are sorties?
A long way to get 25 gold cores!
“I used to draw, hard to admit that I used to draw...”
And Maddoc, DE's stance on end-game is that there shouldn't be an end game so they aren't balancing things with it in mind. Which is fine, there's no point in balancing weapons and frames for content that most players will never see (ie, 234 wave defense missions or whatever)
Then what the fuck are sorties?
Sure, there's some high level missions but the focus isn't on them. If people are able to beat them, cool. If not, no big deal.
There's like, significant game content locked behind sorties
not being able to beat them wouldn't exactly be "no big deal"
And Maddoc, DE's stance on end-game is that there shouldn't be an end game so they aren't balancing things with it in mind. Which is fine, there's no point in balancing weapons and frames for content that most players will never see (ie, 234 wave defense missions or whatever)
Then what the fuck are sorties?
A long way to get 25 gold cores!
My first 3 Sorties of this season were, in order; 25 cores, 25 cores, 50 cores.
I'm actually pretty good on cores, game, thanks.
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
IanatorGaze upon my works, ye mightyand facepalm.Registered Userregular
Hello! Would anyone mind sending me a guild invite? On PC, IGN is Ianator, still trying to remember how to do things since I only did like 3/4 of the tutorial five months ago.
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg) Backlog Challenge List
Hello! Would anyone mind sending me a guild invite? On PC, IGN is Ianator, still trying to remember how to do things since I only did like 3/4 of the tutorial five months ago.
It's done.
+1
Orphanerivers of redthat run to seaRegistered Userregular
And Maddoc, DE's stance on end-game is that there shouldn't be an end game so they aren't balancing things with it in mind. Which is fine, there's no point in balancing weapons and frames for content that most players will never see (ie, 234 wave defense missions or whatever)
Then what the fuck are sorties?
Sure, there's some high level missions but the focus isn't on them. If people are able to beat them, cool. If not, no big deal.
There's like, significant game content locked behind sorties
not being able to beat them wouldn't exactly be "no big deal"
one frame and a couple of weapons is not really significant
i have mixed feelings after reading through some of these changes, especially some of the passives (oberon's? really?) but hopefully de reacts to feedback
i'm also still staggered they haven't nerfed ember's wof
Orphane on
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
*Checks his companion app for completed Extractors*
*Reclaims and assigns new Extractor jobs*
*Idly checks the Alerts, knowing full well he can't do anything about them*
*Sees an Alert for Steel Charge, while at work and in no position to do anything about it*
Oh Come On! I am filled with a mixture of rage and sadness.
I just ran it for you. Add me in game or on Steam under this same name and I'll hook you up tomorrow.
I'm in game, putzing around. Sent you a friend request!
I think it's pretty interesting that there's some infestation aboard Ordis. Have they done anything with that, or is it something they've left as a hook for later?
Man what, Mag is awesome now. Before she was a one trick pony that was only useful against one faction, and having a skill that instakilled that faction across the entire map was fucking stupid. Now she's much better balanced and her skills have some synergy to them.
And Maddoc, DE's stance on end-game is that there shouldn't be an end game so they aren't balancing things with it in mind. Which is fine, there's no point in balancing weapons and frames for content that most players will never see (ie, 234 wave defense missions or whatever)
DE isn't balancing for anything. I love most of this game, but they don't have any fucking clue how numbers work, and never have. The DPS change from the median weapon to the best weapon is magnitudes of order, most frames have abilities that would be hard to justify using if they cost 0 energy (Ash Shuriken vs. just shooting something with Soma Prime), enemy scaling is bad and leads to people playing Blind Mirage and the like since level 100 enemies are bullet sponges that one hit kill players if you don't start playing optimal builds, etc.
The energy economy makes no sense, and while the Exilus slot could have theoretically helped with the "fun" mods that don't meaningfully contribute to builds, they introduced new power granting Exilus mods for those slots, IPS mods vs. energy aren't balanced at all, etc.
DE need someone new to shake up their balance, because it has never been good.
The best thing you can do in Warframe is send enemies flying, look cool or kill everything. Everything in the game should shoot for at least one of those.
Hmm... so I don't know if this is a thing to do now, but second time I've done T4 D with a group and once we get into a really high wave count one of them leaves and it boots the entire team out of the run.
Is that a bug or not? The guy was flipping between extract and stay a bunch.
Irksome because it wasted my time as far as parts go, even though I did get a ton of focus out of it, which was why I stayed beyond 20.
“I used to draw, hard to admit that I used to draw...”
...? Some of us play when there's no one online. I've usually not personally had too much trouble doing Void runs with pubs most of the time. I mean, no one's really looking for Parkour rooms so if you really want that you probably should try and get an arranged group instead but otherwise the runs have been fine IME.
Hmm... so I don't know if this is a thing to do now, but second time I've done T4 D with a group and once we get into a really high wave count one of them leaves and it boots the entire team out of the run.
Is that a bug or not? The guy was flipping between extract and stay a bunch.
Irksome because it wasted my time as far as parts go, even though I did get a ton of focus out of it, which was why I stayed beyond 20.
There continues to be some stupidity regarding the host's choices during void defense/interception missions.
Sometimes if the host chooses to continue and you try to leave the mission will fail for you. Sometimes if they want to go and you choose to continue, anyone that continued gets booted. Pretty sure it's not 100% of the time, though, so proooobably not intended?
I play on Xbox, and the vast majority of my playtime is either solo or pug'd. it's just the last few times I've gone up beyond wave 20 in T4D weird things happen. So I'm pretty much going to drop at 20 unless the group says they want a frost for 40 waves or something. maintaining the snowglobe at high level actually requires effort.
“I used to draw, hard to admit that I used to draw...”
Try playing her with -Power Duration, +Power Strength, +Power efficeny, +Range. Why?
Because now she scales with guns. Everyone's guns. ALL OF THE GUNS. More seriously, Magnetize multiplies all incoming damage by 200% at max rank. This is further boosted by power duration. Anything that walks (or, hey, is Pulled!) into the field take 25% of the absorbed damage every second. When it runs out, it explodes for 300 blast damage... times 200 percent of the absorbed damage. Which if you've been firing a beam weapon or a non-crit bullethose like Supra into it?
Low power duration means the fields are going to explode regularly - take something like a Supra or a Quanta, and just soak ammunition into it. Yes, this does have a negative effect on how far Polarize can spread... but that just means it's range ends up as "large" rather than ludicrous - and meanwhile, it's shredding more armour/shields, and creating armour shards for your Magantizes to suck up.
(I'd still like to see some percentage scaling on her polarize, but seriously. Give this build a try, it's hilarious and proving pretty damn effective so far).
Side note to all of this: Few things are as funny as watching a Heavy Gunner shoot themselves inthe skull. Or a bombard knocking himself and his entire team over.
A friend's been finding that it's still good for filling up shields if you've got the augment for it, which does at least give it some niche.
Actually, side note - Volt with Discharge's augment can now best be described as "Shield Inaros". You can pump out a truly ridiculous amount of over-shielding for everyone.
Hmm... so I don't know if this is a thing to do now, but second time I've done T4 D with a group and once we get into a really high wave count one of them leaves and it boots the entire team out of the run.
Is that a bug or not? The guy was flipping between extract and stay a bunch.
Irksome because it wasted my time as far as parts go, even though I did get a ton of focus out of it, which was why I stayed beyond 20.
All that should matter is what the person that supplied the key does. If that person leaves everyone that stays is kicked. If that person quits everyone is kicked.
0
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
Try playing her with -Power Duration, +Power Strength, +Power efficeny, +Range. Why?
Because now she scales with guns. Everyone's guns. ALL OF THE GUNS. More seriously, Magnetize multiplies all incoming damage by 200% at max rank. This is further boosted by power duration. Anything that walks (or, hey, is Pulled!) into the field take 25% of the absorbed damage every second. When it runs out, it explodes for 300 blast damage... times 200 percent of the absorbed damage. Which if you've been firing a beam weapon or a non-crit bullethose like Supra into it?
Low power duration means the fields are going to explode regularly - take something like a Supra or a Quanta, and just soak ammunition into it. Yes, this does have a negative effect on how far Polarize can spread... but that just means it's range ends up as "large" rather than ludicrous - and meanwhile, it's shredding more armour/shields, and creating armour shards for your Magantizes to suck up.
(I'd still like to see some percentage scaling on her polarize, but seriously. Give this build a try, it's hilarious and proving pretty damn effective so far).
Side note to all of this: Few things are as funny as watching a Heavy Gunner shoot themselves inthe skull. Or a bombard knocking himself and his entire team over.
Oh. Huh. I should try that. I instead went +Power Duration on her to let the field last longer and have it act as CC.
*Checks his companion app for completed Extractors*
*Reclaims and assigns new Extractor jobs*
*Idly checks the Alerts, knowing full well he can't do anything about them*
*Sees an Alert for Steel Charge, while at work and in no position to do anything about it*
Oh Come On! I am filled with a mixture of rage and sadness.
I just ran it for you. Add me in game or on Steam under this same name and I'll hook you up tomorrow.
I'm in game, putzing around. Sent you a friend request!
Oh. Huh. I should try that. I instead went +Power Duration on her to let the field last longer and have it act as CC.
With this build, she's quickly turning into a favourite. Enough i decided to stick a forma or two into her (and this is vanilla mag, i dont own Prime). Only real issue i'm having is energy management - I suspect i'm going to need a fleeting expertise on there, just to allow me to spam as much as i want to - Streamline and Zenurik were just not cutting it.
Still wishing we had hard numbers on Volt's rework - I'm definitely missing some stuff like the FOV change when using Speed - it just feels less impactful.
IanatorGaze upon my works, ye mightyand facepalm.Registered Userregular
Phew. Had a pretty fun "first" full day of this. Got through the second story arc and then went on a few Tower trips with @SkutSkut and @Darmak . Got my Excalibur and Skana to 30 with Dual Skana and a Dojo Key in the oven. I do wish I didn't have to wait a whole 'nother day to get Rank 2 though...
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg) Backlog Challenge List
So mag's new 2 is a void of doom. You cast it on an enemy and then lay out a whole clip into it and enemies can't shoot through it or walk through it. I went like 30 minutes into a grineer survival before I just got bored of standing in the same spot 2-ing some enemy and then shooting into the swirling mass of destruction.
That's all great news about mag, she looks too cool to rot in my arsenal.
In warframe on PC my name is severenn
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
There's a hilarious video of Magnetize and Lanka floating around
The basic concept being that because Lanka shoots a projectile with a preposterous amount of punch through, it just gets sucked into the Magnetic field and flies around hitting everything inside over and over again
In the video the person takes out like three level 135 Heavy Gunners with it near instantly
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
edited May 2016
Can anyone give a better explanation of how damage adaptation works?
I was carrying a couple guns: one with Viral/Radiation and with pretty even damage split on normals, and one mostly with piercing and set on Gas/Magnetic (Or Gas/Cold, I don't remember right now). I thought that if I started the fight with the first one I'd be able to run through most of the levels with that, then switch to the second one for the last bit. Except when I tried that, the first gun quickly did no damage, then the second one did no damage, but the target (a Juggernaut) was still at only a little less than half life. Thankfully I'm usually playing Ember and WoF doesn't give a fuck, but still.
Spectrum on
0
NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
Unless I missed something, damage adaptation is only a thing on three specific enemies, the juggernaut being none of them. What the juggernaut has is capped damage per hit unless you tag a weakspot, so if you don't feel like fishing for openings you just want to spam as many bullets as you can.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
Can anyone give a better explanation of how damage adaptation works?
I was carrying a couple guns: one with Viral/Radiation and with pretty even damage split on normals, and one mostly with piercing and set on Gas/Magnetic (Or Gas/Cold, I don't remember right now). I thought that if I started the fight with the first one I'd be able to run through most of the levels with that, then switch to the second one for the last bit. Except when I tried that, the first gun quickly did no damage, then the second one did no damage, but the target (a Juggernaut) was still at only a little less than half life. Thankfully I'm usually playing Ember and WoF doesn't give a fuck, but still.
Juggernauts (the big infested thing that shows up during infested missions, right?) doesn't have damage adaption, that's only for sentients and post-Second Dream Stalker. What it does have is times where it is vulnerable, usually when it lifts it's legs up, but also when it's about to do it's spines of dooms.
but anyway, for damage adaptation, at a certain thresholds (I think every 20%?) sentients become immune to damage type it took the most damage from. It does this four times, for four damage types it's practically immune to. It's worth noting that it still take full damage from whatever attack pushed it over the threshold, which is why most people recommend high damage single-shot weapons vs. bullet hoses.
+1
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
Unless I missed something, damage adaptation is only a thing on three specific enemies, the juggernaut being none of them. What the juggernaut has is capped damage per hit unless you tag a weakspot, so if you don't feel like fishing for openings you just want to spam as many bullets as you can.
Can anyone give a better explanation of how damage adaptation works?
I was carrying a couple guns: one with Viral/Radiation and with pretty even damage split on normals, and one mostly with piercing and set on Gas/Magnetic (Or Gas/Cold, I don't remember right now). I thought that if I started the fight with the first one I'd be able to run through most of the levels with that, then switch to the second one for the last bit. Except when I tried that, the first gun quickly did no damage, then the second one did no damage, but the target (a Juggernaut) was still at only a little less than half life. Thankfully I'm usually playing Ember and WoF doesn't give a fuck, but still.
Juggernauts (the big infested thing that shows up during infested missions, right?) doesn't have damage adaption, that's only for sentients and post-Second Dream Stalker. What it does have is times where it is vulnerable, usually when it lifts it's legs up, but also when it's about to do it's spines of dooms.
but anyway, for damage adaptation, at a certain thresholds (I think every 20%?) sentients become immune to damage type it took the most damage from. It does this four times, for four damage types it's practically immune to. It's worth noting that it still take full damage from whatever attack pushed it over the threshold, which is why most people recommend high damage single-shot weapons vs. bullet hoses.
*facepalm* That would do it, thanks folks.
0
NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
Bluh, decided to throw some forma at my archwing stuff because double affinity, it is a pain how the mods use generally low enough capacity that you need multiple forma to make room for one additional mod.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
Posts
Sure, there's some high level missions but the focus isn't on them. If people are able to beat them, cool. If not, no big deal. DE has been trying to scale back frames and weapons that are too powerful instead of buffing everything up to the level of whatever is current the most OP thing. If a frame has an "I win" power or a weapon makes the entire game trivial then DE usually tries to change it so that it isn't any more. You don't need that stuff to complete sorties, and DE doesn't care if you can't do your insanely long endless missions anymore.
Like half a dozen casts of Shield Polarize with 280% power strength to armor/shield strip level 100+ enemies. It does a set amount of armor/shield damage now.
Magnetize is okay as a CC ability with some real weird interaction with projectiles that have punch through.
And Pull and Crush are mostly the same.
I guess she's no longer a one trick Corpus nuking pony, but now she's a handful of cool ideas that don't actually work very well.
EDIT: Also I bet the Magnetize/Punch through projectile interaction gets "fixed" pretty fast
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
I'm hearing kind of bad things about Discharge because the CC has a damage cap which results in enemies zapping each other and breaking the CC quickly
But his shield seems greatly improved
The other side of that is that she is now a no trick pony, unless you play only for novelty, looks, and a three stooges style of running around ineffectively. She never instakilled across the map, plenty of things used no shields, and most of the time you weren't lucky enough to have a large group of shielded folks together.
Her abilities do have synergy now, but I have no reason to use them, except for the novelty.
Edit: That said, I really do love the rework on the visual aspect of volts shield, but the things I really wanted, the range change on beam weapons shot through it, was sadly not apparent =(
A long way to get 25 gold cores!
not being able to beat them wouldn't exactly be "no big deal"
My first 3 Sorties of this season were, in order; 25 cores, 25 cores, 50 cores.
I'm actually pretty good on cores, game, thanks.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg)
Backlog Challenge List
It's done.
one frame and a couple of weapons is not really significant
i have mixed feelings after reading through some of these changes, especially some of the passives (oberon's? really?) but hopefully de reacts to feedback
i'm also still staggered they haven't nerfed ember's wof
I'm in game, putzing around. Sent you a friend request!
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
DE isn't balancing for anything. I love most of this game, but they don't have any fucking clue how numbers work, and never have. The DPS change from the median weapon to the best weapon is magnitudes of order, most frames have abilities that would be hard to justify using if they cost 0 energy (Ash Shuriken vs. just shooting something with Soma Prime), enemy scaling is bad and leads to people playing Blind Mirage and the like since level 100 enemies are bullet sponges that one hit kill players if you don't start playing optimal builds, etc.
The energy economy makes no sense, and while the Exilus slot could have theoretically helped with the "fun" mods that don't meaningfully contribute to builds, they introduced new power granting Exilus mods for those slots, IPS mods vs. energy aren't balanced at all, etc.
DE need someone new to shake up their balance, because it has never been good.
Is that a bug or not? The guy was flipping between extract and stay a bunch.
Irksome because it wasted my time as far as parts go, even though I did get a ton of focus out of it, which was why I stayed beyond 20.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
...? Some of us play when there's no one online. I've usually not personally had too much trouble doing Void runs with pubs most of the time. I mean, no one's really looking for Parkour rooms so if you really want that you probably should try and get an arranged group instead but otherwise the runs have been fine IME.
There continues to be some stupidity regarding the host's choices during void defense/interception missions.
Sometimes if the host chooses to continue and you try to leave the mission will fail for you. Sometimes if they want to go and you choose to continue, anyone that continued gets booted. Pretty sure it's not 100% of the time, though, so proooobably not intended?
I play on Xbox, and the vast majority of my playtime is either solo or pug'd. it's just the last few times I've gone up beyond wave 20 in T4D weird things happen. So I'm pretty much going to drop at 20 unless the group says they want a frost for 40 waves or something. maintaining the snowglobe at high level actually requires effort.
Try playing her with -Power Duration, +Power Strength, +Power efficeny, +Range. Why?
Because now she scales with guns. Everyone's guns. ALL OF THE GUNS. More seriously, Magnetize multiplies all incoming damage by 200% at max rank. This is further boosted by power duration. Anything that walks (or, hey, is Pulled!) into the field take 25% of the absorbed damage every second. When it runs out, it explodes for 300 blast damage... times 200 percent of the absorbed damage. Which if you've been firing a beam weapon or a non-crit bullethose like Supra into it?
Low power duration means the fields are going to explode regularly - take something like a Supra or a Quanta, and just soak ammunition into it. Yes, this does have a negative effect on how far Polarize can spread... but that just means it's range ends up as "large" rather than ludicrous - and meanwhile, it's shredding more armour/shields, and creating armour shards for your Magantizes to suck up.
(I'd still like to see some percentage scaling on her polarize, but seriously. Give this build a try, it's hilarious and proving pretty damn effective so far).
Side note to all of this: Few things are as funny as watching a Heavy Gunner shoot themselves inthe skull. Or a bombard knocking himself and his entire team over.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
I honestly wouldn't even worry about Shield Polarize since it scales so poorly
Actually, side note - Volt with Discharge's augment can now best be described as "Shield Inaros". You can pump out a truly ridiculous amount of over-shielding for everyone.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
All that should matter is what the person that supplied the key does. If that person leaves everyone that stays is kicked. If that person quits everyone is kicked.
Oh. Huh. I should try that. I instead went +Power Duration on her to let the field last longer and have it act as CC.
@Nips
Sorry I missed this, but I'm home now if you're still on.
Edit: Actually get in touch with me on Steam, under the same name, I'm just reading but I'll be nearby.
With this build, she's quickly turning into a favourite. Enough i decided to stick a forma or two into her (and this is vanilla mag, i dont own Prime). Only real issue i'm having is energy management - I suspect i'm going to need a fleeting expertise on there, just to allow me to spam as much as i want to - Streamline and Zenurik were just not cutting it.
Still wishing we had hard numbers on Volt's rework - I'm definitely missing some stuff like the FOV change when using Speed - it just feels less impactful.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg)
Backlog Challenge List
The basic concept being that because Lanka shoots a projectile with a preposterous amount of punch through, it just gets sucked into the Magnetic field and flies around hitting everything inside over and over again
In the video the person takes out like three level 135 Heavy Gunners with it near instantly
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
I was carrying a couple guns: one with Viral/Radiation and with pretty even damage split on normals, and one mostly with piercing and set on Gas/Magnetic (Or Gas/Cold, I don't remember right now). I thought that if I started the fight with the first one I'd be able to run through most of the levels with that, then switch to the second one for the last bit. Except when I tried that, the first gun quickly did no damage, then the second one did no damage, but the target (a Juggernaut) was still at only a little less than half life. Thankfully I'm usually playing Ember and WoF doesn't give a fuck, but still.
Warframe/Steam: NFyt
Juggernauts (the big infested thing that shows up during infested missions, right?) doesn't have damage adaption, that's only for sentients and post-Second Dream Stalker. What it does have is times where it is vulnerable, usually when it lifts it's legs up, but also when it's about to do it's spines of dooms.
but anyway, for damage adaptation, at a certain thresholds (I think every 20%?) sentients become immune to damage type it took the most damage from. It does this four times, for four damage types it's practically immune to. It's worth noting that it still take full damage from whatever attack pushed it over the threshold, which is why most people recommend high damage single-shot weapons vs. bullet hoses.
*facepalm* That would do it, thanks folks.
Warframe/Steam: NFyt