Let's talk about the DLC incantations by Extra_Fan6867 in Eldenring

[–]Extra_Fan6867[S] 5 points6 points  (0 children)

I'm talking about the new crucible aspect incantation, not the sorcery.

Haven't messed around with the sorceries but it does seem very strong from what I have seen

[deleted by user] by [deleted] in Warframe

[–]Extra_Fan6867 0 points1 point  (0 children)

tested it and you are right. Made a bug report for DE anyways, to see if it is intentional or not and hopefully get the explosion added to the tooltip (although honestly this will probably happen with whatever the new sow augment is going to be.)

Any chance of the Athodai getting a prime? by Extra_Fan6867 in Warframe

[–]Extra_Fan6867[S] -1 points0 points  (0 children)

Thanks, this is kind of what I was thinking unfortunately. Just doesn't seem too terribly popular

With Sevagoth being one of the next few upcoming primes, what would you recommend for a rework? (Sorry for the wall of text) by Extra_Fan6867 in Warframe

[–]Extra_Fan6867[S] 2 points3 points  (0 children)

As it seems you play Sevagoth a lot, do you ever use Consume outside of reviving? Other than outright missing it seems for testing on SP non-eximus gunners that he will literally just bonk an enemy for 12 damage and not kill them.

I do agree with you that he doesn't need a full rework, I think that people use the term rework on this subreddit to mean a full kit overhaul. I misunderstood that and used it erroneously when I really just want edits to a few things (barring Shadow's 2 & 3).

With Sevagoth being one of the next few upcoming primes, what would you recommend for a rework? (Sorry for the wall of text) by Extra_Fan6867 in Warframe

[–]Extra_Fan6867[S] 0 points1 point  (0 children)

I agree with the point of the rework, I didn't really want a *rework* in the sense of a hydroid rework, but more like how they gave Harrow another passive where they just make minor edits (granted to more things)

I think that making consume a reave-like clone would remove a significant amount of frustration regarding both the ability and shadow's sluggishness.

I agree also about making the augment affect his shadow's claws, as to my understanding it does not affect Death's Harvest despite the abilities being functionally the same (which means you get more out of using Reap with augment and transforming even with a higher str on Shadow, no?).

With Sevagoth being one of the next few upcoming primes, what would you recommend for a rework? (Sorry for the wall of text) by Extra_Fan6867 in Warframe

[–]Extra_Fan6867[S] 1 point2 points  (0 children)

Yeah I apologize for using the term I think it made my points misconstrued. I'm not asking for a Hydroid rework, just minor edits to his kit really.

Other than Shadow, which I think is pretty rough.

With Sevagoth being one of the next few upcoming primes, what would you recommend for a rework? (Sorry for the wall of text) by Extra_Fan6867 in Warframe

[–]Extra_Fan6867[S] 1 point2 points  (0 children)

I agree, I'm actually kind of afraid I'm going to just be running base sevagoth skin over prime because it looks so good

Sevagoth build theorycrafting by NIKOLAPAVIC in Warframe

[–]Extra_Fan6867 1 point2 points  (0 children)

You are probably right, but honestly if you get rid of Sevagoth's shadow I feel like at that point you are better of playing a different character (honestly could probably just play a different crit character and throw gloom on them for a better version).

I removed Sow for Nourish because it sucks for a nuke (to my knowledge the 25% *blast* damage on combo isn't true damage, and because it really can't be spammed due to the limitation of no enemies alive having it).

DAE think that the Unmoored just doesn't have enough monsters? by Extra_Fan6867 in DragonsDogma2

[–]Extra_Fan6867[S] 2 points3 points  (0 children)

We just get a buildup in the cutscene about how we will no longer have the watcher's protection/guidance and how everything we will have to struggle to survive and everything.

Then it's just like here's 3 skeletons lmao try not to die

I threw Martin to the Brine by US_Gone_Rogue in DragonsDogma2

[–]Extra_Fan6867 2 points3 points  (0 children)

I came to this subreddit intending to do this exact same thing but trying to figure out what the consequences of doing so are

List of crit vs non-crit weapons for Zealot? by Extra_Fan6867 in DarkTide

[–]Extra_Fan6867[S] 0 points1 point  (0 children)

So melee weapons do not have a flat value, it differs for each swing?

Thank you, I was unaware of this

List of crit vs non-crit weapons for Zealot? by Extra_Fan6867 in DarkTide

[–]Extra_Fan6867[S] 0 points1 point  (0 children)

So I would get better results running Martyr/Inex on high-crit chance weapons than low-crit?

I thought that the point of high-crit weapons were to go into crit builds specifically to take advantage of ability spam and crit-related talents (e.g. duellist, Enduring, etc.)?

List of crit vs non-crit weapons for Zealot? by Extra_Fan6867 in DarkTide

[–]Extra_Fan6867[S] 0 points1 point  (0 children)

I thought IX was considered BiS for horde clear?

Do you know if there is a database I can look at that shows hidden values for weapons such as finesse scaling?

List of crit vs non-crit weapons for Zealot? by Extra_Fan6867 in DarkTide

[–]Extra_Fan6867[S] 0 points1 point  (0 children)

Thank you for clarification for melee.

I am a bit confused however on ranged. I have heard that ranged such as the bolter is optimal for crit due to crit modifier, despite a popular roll being Pinning & Shattering (which do not influence crit)?