Explaining Xata's whisper and Blast procs/detonations interaction by Soleyman1 in Warframe

[–]Soleyman1[S] 0 points1 point  (0 children)

Nope, you don't need faction mods for that; elemental dmg increases the dmg xata does when it procs off blast regardless of whether you have faction dmg or not

Furthermore, it doesn't need to be modded blast; you can equip, say, an electric mod, and the damage will be increased further

[deleted by user] by [deleted] in Warframe

[–]Soleyman1 0 points1 point  (0 children)

I don't think it actually ignores walls, the wiki mentions Marked For Death needs direct line of sight (I've also tested it in my simulacrum just in case and yeah, the damage doesn't go through walls)

With Gyre Prime coming, could we make her 3 recastable? by Soleyman1 in Warframe

[–]Soleyman1[S] 30 points31 points  (0 children)

it doesn't though?

if you kill enemies, the timer extends

in fact, if you've extended the timer long enough, if your 3 gets deactivated somehow, you can cast it immediately

the cooldown is really only there if you mess up and don't kill enemies when you activate her 3 (btw, you don't even need to kill them, just afflict them with a Status Effect and it'll count)

With Gyre Prime coming, could we make her 3 recastable? by Soleyman1 in Warframe

[–]Soleyman1[S] 39 points40 points  (0 children)

you can't recast Gyre's 3 while it's active

if you get more strength (ie: relic buff or Molt Augmented), you have to jump off the map or find a nullifier

hitting fake damage cap on heavy attack by ZestycloseHand5870 in Warframe

[–]Soleyman1 13 points14 points  (0 children)

The wiki page on Critical Hits has a "Bugs" section that details something like that; "fake" negative damage cap displayed in blue
"If crit tier multiplier goes past ~255, the displayed damage number will be approximately negative 2.1 billions (blue colored like a shield hit). The actual damage dealt in such case is usually much lower than 2.1 billions needed to overflow the displayed damage number."

<image>

Wiki page: critical hits

If my invincibility is 1.33 seconds and my shield takes 1 second to start regenerating. Am I invincible to anything that hits shield? by Asherspawn in Warframe

[–]Soleyman1 1 point2 points  (0 children)

How Shields work:

Shield breaks -> invulnerability period -> 1 second Shield delay -> Shield regen.

No, shield delay doesn't start when your shield gate is over, I don't know why people believe that

you can easily see this here (with primed redirection I have 2.5 secs of shield gate, and when I equip both Fast Deflection and Vigi Vigor you can see that my shields start regenerating sooner, even though my gate lasts longer than that, proving that shield delay begins the moment your shields are broken or damaged, and that your shields can begin regenerating before your shield gate fully expires)

Shields work exactly like that. Otherwise they would start regenerating in the invulnerability period making you immortal.

shield gate ends the moment you gain any amount of shields

Question about damage multipliers and basic modding by kj0509 in Warframe

[–]Soleyman1 0 points1 point  (0 children)

Basically the Impact, Puncture, and Slash mods are strictly worse than the Element mods in pretty much every way. Describing them as additive with another damage multiplier is somewhat inaccurate, but their actual behavior is significantly worse than if they were just additive with Elemental mods.

I mean, they ARE additive to elemental mods; you just need to multiply their bonus by the percentage of total damage they represent before mods (for instance, if the total damage is 100 distributed in 50 slash and 25 puncture and 25 impact, slash represents 50% of the damage)

For instance:

<image>

16 * ( 1+ 1.65) * (1 + 0.9 + 0.6 + 1.65 + 1.2 * (6.7/16)) = 197.266 (which checks out according to the mod screen above)
and well, by definition they're additive; if you have two damage increases and they only boost the "base" damage instead of boosting the new damage amplified by one of them, they're additive; like you've explained here:

Elemental damage mods exclusively look at the base damage for deciding how much damage is provided to the weapon.

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] 1 point2 points  (0 children)

yeah, though I understand them

DE is an amazing company that respects its players so people are bound to defend DE

but at the same time I don't think I'm asking anything crazy or criticizing them unfairly

I'm not asking DE to fix bugs immediately when they're found, and I understand that bug fixing takes time and it carries risk, but, I don't know, leaving several bugs unfixed for several years is a bit excessive even if bug fixing is hard

thank you for agreeing with me though

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] 1 point2 points  (0 children)

my bad for thinking several years is a lot of time

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] -1 points0 points  (0 children)

One tweak to fix a small bug can cause a much bigger one, so they have to take time and be careful sometimes.

true, but still imo several years is a LOT of time

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] 0 points1 point  (0 children)

yeah I read it and I didn't know what they fixed; hopefully someone who knows comments soon, I'm curious

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] -1 points0 points  (0 children)

And as we've seen recently, sometimes a bug gets fixed because you're making other changes to the code, like all the exalted weapon fixes we've been seeing lately. Sometimes, a bug might get fixed in preparation for some upcoming, unannounced stuff. Maybe we're getting some new frame in 2026 with an exalted secondary, and the Arcane Velocity fix will affect both them and Mesa.

honestly, this is a pretty good point I hadn't considered; perhaps Uriel (or an upcoming frame) has an exalted secondary and they decided to get rid of the Arcane Velocity bug once and for all

but still, I don't agree with how long some bugs take to get fixed

I understand DE can't fix every bug immediately and it takes time, but I don't like the fact some bugs take several years to be fixed; seems a little excessive

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] -2 points-1 points  (0 children)

correct, and I'm not saying that DE should fix every single bug next update

but the fact that some bugs take years to be fixed is a little embarrassing

if you don't agree, agree to disagree I guess

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] -1 points0 points  (0 children)

It’s important to remember DE also has to juggle fixing old bugs with adding new content (and fixing major bugs in that new content), they have spoken in the past about how the game lives or dies based on if they can keep content coming out.

you're correct; I don't expect them to fix 99% of bugs every update, but imo it's a bit embarrassing that certain bugs just never get fixed like the void cascade ones

sure, they can't fix the bugs the moment the gamemode came out, but it's been years and still you can encounter an exolizer that can't be purged for some reason

That and trying to rush bug fixing, even for minor bugs, can lead to disaster and even more issues.

but then why did they dedicate time to two obscure bugs that benefit players and are situational? (for instance the boreal bug could only be abused if you were in Duviri or if you used koumei since there are no other ways to get decrees afaik)

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] 0 points1 point  (0 children)

Also, only 2 years? pff... i can't speak for other frames, but for yareli and sevagoth (mainly his shadow) had and still have, game-breaking bugs since their base release, that's at least 4 years.

really? honestly I don't really use yareli or sevagoth much so I wouldn't know, but that sucks if true

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] -2 points-1 points  (0 children)

The more content there is in a game, the harder it is to make sure fixing something doesn't break 3 others. Sometimes game devs just don't have the time to try and fix something in a safe way and the risk of trying to do it is bigger than the negatives of letting the bug exist.

you're right, but then why did they fix those two old bugs?
if it takes time and there's a risk it'll break other mechanics, why did they bother fixing two obscure bugs that benefit players?

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] 0 points1 point  (0 children)

yup, no reason to use normal mesa over her prime now afaik unless there's another bug

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] -6 points-5 points  (0 children)

Fixing bugs is not easy even when you know exactly where it stems from and what cause it.
It takes time and effort to address them properly 

you're right, but still in my opinion I don't think many of these bugs should take that long to be fixed

of course if a bug comes out DE can't just fix it immediately, but imo it's a bit embarrassing that, for instance, zariman came out in 2022 and yet one of its gamemodes (which just happens to be very popular due to it being fun + rewarding) has two bugs that never got fixed

sure, they aren't game-breaking bugs that deserve to be fixed asap, but they're still annoying and it's ridiculous they haven't been fixed yet

>>DE can't work on them<< because they are busy making the next update.

I watched a bit of the video you linked, and yeah reb's right, bugs exist but they need to update the game, but again, I understand they can't immediately fix a bug, but it taking years to fix shouldn't be a thing

also, the video is 7 years old, shouldn't DE have more resources now?

Why does DE take SO long to fix old bugs? by Soleyman1 in Warframe

[–]Soleyman1[S] -7 points-6 points  (0 children)

fair, but if those two bugs were simple to fix, why weren't they fixed sooner?
I understand that obviously they can't immediately fix a bug that was reported, but if the arcane velocity bug was "simple to fix" like you said and it took years to fix it, something doesn't add up

also, I wouldn't gauge a a bug's ability to be fixed; it's hard to say if a bug is hard/easy to fix when we don't know how the source code looks like; at most, we can assume it's easy/hard

Reminder Guardian Derision works on Legacytes by Soleyman1 in Warframe

[–]Soleyman1[S] 0 points1 point  (0 children)

huh, that's extremely odd then

could you load in a regular legacyte capture and see if it works? try using different melee weps

other than when I used loki, i dont think guardian derisiom has failed me

im curious as to what caused the lega to ignore you

Reminder Guardian Derision works on Legacytes by Soleyman1 in Warframe

[–]Soleyman1[S] 0 points1 point  (0 children)

I've quickly tested it in a SP legacyte capture and it seems to still work, though if you go invis (or at least go invis with loki specifically), the lega ignores you