Warframe Dmg Type Against Mobs
yeah used dual claw just to nerf dmg even more :) but still this build has too much dmg and i think only downside to calculator dps is being able to create perfect cast with point on release at 6 stages with simulator programming like reflexes :) now i can see that perfect dps on sheet will suffer because either mobs gonna die for sure or we gonna have to move to dodge some mechanics. still great way to start a softcore league i believe. thanks for the infos and build :) | Posted by on Aug 2, 2017, 6:18:12 PM |
After a while you can train yourself to release on 6th stage without thinking against bosses, it becomes almost natural. Once you get into maps and get some starting equipment you probably won't need to wait till 6th stage and obliterate everything much earlier :) My build guides: https://www.pathofexile.com/forum/view-thread/2180198 Taking a break from PoE, catch me up in Warframe: https://www.warframe.com/signup?referrerId=5b625847f2f2eb0ea0750322 Use above link for free booster when you sign up! :) Last edited by Bristoling on Aug 2, 2017, 8:18:27 PM | Posted by on Aug 2, 2017, 8:18:05 PM |
hey sir, im thinking on doing this for 3.0 start but not sure if it is viable as a starter any thoughts on that? Second: I made some changes on the tree just to check some stuff and i went a bit more on dmg without taking out HP nodes any thoughs on that aswell? Really interested on the build atm :) | Posted by on Aug 2, 2017, 10:18:39 PM |
'The tree might not be totally perfect, if you found something interesting, please share so I can later update the build when I finally get around to it lol. Anyway yes, it is more then viable as a starter, I leveled with this build in beta and it was a smooth ride :) My build guides: https://www.pathofexile.com/forum/view-thread/2180198 Taking a break from PoE, catch me up in Warframe: https://www.warframe.com/signup?referrerId=5b625847f2f2eb0ea0750322 Use above link for free booster when you sign up! :) Last edited by Bristoling on Aug 2, 2017, 10:32:26 PM | Posted by on Aug 2, 2017, 10:32:04 PM |
' Mind if i PM you so we can talk a bit more private or you prefer here? | Posted by on Aug 2, 2017, 11:09:16 PM |
Are there any problems with stun? | Posted by on Aug 3, 2017, 9:28:31 PM |
'There shouldn't be, it isn't a CI build and we take some stun avoidance nodes and +20% increased stun threshold, which (I believe) works as if we had 7.2k life instead of 6k for stun calculations. My build guides: https://www.pathofexile.com/forum/view-thread/2180198 Taking a break from PoE, catch me up in Warframe: https://www.warframe.com/signup?referrerId=5b625847f2f2eb0ea0750322 Use above link for free booster when you sign up! :) | Posted by on Aug 3, 2017, 9:50:54 PM |
The passive node page isn't working, would it be possible to update it? | Posted by Bruface on Aug 5, 2017, 8:27:11 AM |
'Updated, as well as pastebin and Stat section :) My build guides: https://www.pathofexile.com/forum/view-thread/2180198 Taking a break from PoE, catch me up in Warframe: https://www.warframe.com/signup?referrerId=5b625847f2f2eb0ea0750322 Use above link for free booster when you sign up! :) | Posted by on Aug 5, 2017, 11:22:03 AM |
First of all thank you for the detailed build. During 2.6 I was interested in your melee Witch build (Death Knight if I remember correctly) but I didn't had the chance to try it. For 3.0 I wanted to make a Shadow because I didn't have one yet and this build seemed to fit the playstyle I wanted. So I decided to try it. I'm planning to sacrifice a bit of DPS for some defence. I really don't think that will be a problem because this build has so much DPS anyway. If that doesn't bother you I'll post my progress and build when I'm done with leveling and have decent stuff and gems. I hope this will help ! Btw I'm 35 in standard right now and this build is so much fun with only a couple chaos invested in leveling gear ^^ Have fun with new content ! Last edited by iktose on Aug 5, 2017, 7:24:27 PM | Posted by on Aug 5, 2017, 7:16:57 PM |
Was a test with viral against lv 135 grineer. It killed him faster than other procs or dmg types. Strange, but it proves that reality and theory not =.lol. Well i remember when i were with my Inaros in a Void and used the tonkor then it killed very fast. Right now it does dmg to you as well.not using it anymore hehe.
It’s been nearly 3 years since Damage 2.0 was released in Update 11 and almost two years since Digital Extremes first began hinting at yet another iteration on Warframe‘s combat system. Now that The War Within has finally shipped, the developers are finally diving back into combat system to bring the core gameplay a much needed overhaul. The developer workshop offers insights and a unique perspective of what the developers hope to accomplish with the rework.
Before reading on, keep in mind that the contents of the workshop are still subject to change. The developers have put together this workshop to generate player feedback to help influence the final direction of the rework. The source of the post can be found here: https://forums.warframe.com/topic/732616-dev-workshop-damage-30
What is Damage 3.0? A fair question to ask seeing as it’s taken us years to figure it out ourselves. Warframe is constantly evolving in different directions and sometimes we have to completely overhaul older gameplay systems to keep up with the rest of the game. We recently gave a massive overhaul to Mod Fusion (now Endo), the Star Chart and Void, Parkour movement systems, and even the Market… so it’s about time we jump back in to the core of Warframe’s gameplay: The combat system.
Think of this as a “Part 1” of many. Damage 3.0 has taken a while to build and it might take a little while longer to bring to the public build. We’re still working out a few things and would love to hear your feedback.
What still works and what we will still build on.
– Combined Elements. Damage 2.0 introduced Blast, Corrosive, Gas, Magnetic, Radiation, and Viral damage types along with new Status effects created by combining elements. They added meaningful choices when picking which elements to use.
– Health Types. 13 different Health types with unique defenses and weaknesses for players to discover the depths of the combat system’s hidden complexity.
– Improved UI. Players can immediately see the impact of their modding choices with the improvements made to the UI.
Damage 2.0 forced the rust off of Warframe’s combat system in a way that encouraged better build diversity. The original system Warframe launched with in regards to modding had already been improved upon a few times, but the overhaul added some much needed depth to the combat system.
We breathed new life into the existing factions by giving players an incentive to mod differently when facing each faction. Magnetic damage against heavily shielded units, Gas damage against Infested forces, or just modding Corrosive + Cold or Heat for general use against everything because it’s the best middle ground to avoid the headache of dealing with nuanced modding for every single mission.
Damage 3.0 has been here all along! Kind of…
We have already added several experimental mods over the past few years which offer unique effects based on conditions rather than providing flat bonuses to your weapons. Augments provided by Syndicates, Acolyte mods introduced in Operation: Shadow Debt, and a variety of band-aid mods for lackluster weapons added in through Rathuum and The Index.
Several other changes have been made over time to set a better foundation for Damage 3.0 to be built upon. In 2016, we’ve added:
– The return of Charge attacks.
– Improved base modding capacity based on Mastery Rank.
– Unique weapon passive effects.
– A variety of improvements to Stealth gameplay immersion.
The goal is to deliver something which can challenge players at all levels. Something fun, immersive, and rewards players for demonstrating skill. Damage 3.0 will tackle the big issues like “power creep” and how Mastery Rank doesn’t really matter since you can get some of the best weapons in the game within your first week of playing and then get all the mandatory mods by trading with friends or just straight up buying them from other players. And it will do all of this without giving enemy AI an overhaul!
What changes are coming?
Right now our priority is still to follow up with The War Within and the new systems introduced with it, so we’re planning on introducing the first wave of changes in December. Here’s what you can expect to see before the holidays:
– The removal of “mandatory mods” (such as Serration/Hornet Strike/etc).
– Elemental modding rebalanced.
– An overhaul of the Modding station on the Orbiter.
Mandatory Mods:
We’ve found that over 80% of our most active players share nearly identical builds across several different weapons. For Secondary weapons, nearly every single weapon with at least one Forma installed follows the same recipe: Hornet Strike, Lethal Torrent, Barrel Diffusion, and at least two elemental damage mods. Mandatory mods, such as Serration, Pressure Point, and Corrosive Projection are being removed entirely and players will be compensated for the removed mods.
We also found that with the new modding system, players seem to prefer the variations with +120% (or more) Damage more than the options with -100% (or more) Damage. 10.12 6 dmg download. It was surprising to all of us here that players would want the stronger options over the interesting utility variants. With so many other mods available to choose from, we’re hoping to give players a reason to experiment with what works best for each unique weapon in a way that encourages experimentation.
Weapon damage will be changed to scale with the weapon’s rank. Mastery Rank will still influence modding capacity and gain the added benefit of improving weapon damage in a similar way.
Elemental Modding:
Elemental mods have always been a source of tremendous power in Warframe and we want to preserve that, but add more meaningful choices. Currently, adding an elemental mod will convert your total physical damage into the selected element and add it to your overall damage. As a result, many players mod for elemental damage as a raw form of power rather than for the utility of each unique status effect.
These mods are being overhauled to no longer provide extra damage directly, but instead empower their status effects. For example: Hellfire will increase Ignite damage and influence a stacking damage amount, Cryo Rounds will increase the strength of the Freeze status, and combining the two for Blast will increase the damage and duration of the status effect.
Modding Segment Changes:
To both improve immersion and encourage creativity, the modding segment on your Orbiter is being given a limitation of 100 mods + scaling with Mastery Rank. An MR10 player can have up to 200 mods, an MR23 player can have up to 330 mods. Duplicate mods will automatically be converted into Endo after the cap is reached. If a new mod is obtained over the cap, it will be available in the modding segment after choosing which mods to remove in favor of it.
To Be Continued…
Warframe Dmg Type Against Mobs Mod
Warframe Dmg Type Against Mobs For Minecraft
Stay tuned for the next Dev Workshop coming next month to share some more of the fine print before the update!