Tgnome

joined 2 years ago
[–] Tgnome@lemmy.world 2 points 1 year ago

I put breach surge on her and use an amprex. Hitting the enemies that cause the chain effects with each bolt hitting the tornado and hitting the tornadoes is a lot of instances of damage to spawn sparks. It's probably not necessary, probably not the best for her, but it looks so cool seeing the sparks fly.

[–] Tgnome@lemmy.world 2 points 1 year ago

Looking at a random smattering of stances the heavy attacks often have a 250% to 500% chance of applying some of the physical status effects. In those cases even 1 status would tie it with primed pressure point and given how many statuses are usually flying around I don't think you'll find many enemies that aren't being accidentally primed for condition overload.

Side note, my best melee weapon, fastest time to kill 20 max level steel path heavy gunners in simulacrum averaged over 10 tries only using the melee weapon, is a heavy attack spam crit and speed zaw dagger with condition overload. It's fast enough that the time it takes to cast abilities to put more status effects on enemies actually increases the time it takes to kill them.

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submitted 1 year ago* (last edited 1 year ago) by Tgnome@lemmy.world to c/warframe@dormi.zone
 

I've seen some players debate which is better. Condition Overload is better in the majority of cases. It basically matches primed pressure point if the enemy has 2 different statuses on them. Many melee stance mods have attacks that guarantee a status effect, your companion can apply status effects, the people you're playing with can apply status effects, and so on.

The only situation where primed pressure point is better is if the first attack can kill the enemy with primed pressure point and condition overload can't and you are playing solo while not applying any statuses yourself.

This is not a post about what the best build is for any specific weapon or a hard and fast rule. Just a general rule of thumb if you are choosing which one of the two to put into a slot.

Edit: a general rule of thumb for a standard melee weapons. As pointed out below condition overload may not work with all exalted abilities.

[–] Tgnome@lemmy.world 1 points 1 year ago* (last edited 1 year ago)

Fair enough. Using your examples though I would still strongly recommend ranked 60/60 mods since in your example you lose 3.71% slash status chance for an additional 19.8% chance of applying whatever status the 60/60 mods combine into.

Edit: my math based on your math might be off. I'm still waking up but I think it's close enough to get my point across

Edit 2: the loss of 3.71% slash chance is definitely worth it for the higher status chance if you have galvanized shot equipped.

[–] Tgnome@lemmy.world 2 points 1 year ago

Using the example I gave but for 2 60/60 mods.

You now have 22.727% of the damage being slash multiplied by the 66% total status chance which results in 15% of your attacks applying slash. The same amount as if you had 1 60/60 mod equipped.

I'm deliberately avoiding interactions with other mods in this post because of the weird spaghetti nonsense. I only wanted to dispel the idea that using unranked 60/60 mods is better than using ranked 60/60 mods.

[–] Tgnome@lemmy.world 1 points 1 year ago

Fixed, thanks.

 

I was in a discussion on reddit where someone suggested using unranked 60/60 mods so they don't reduce the chance of applying slash too much but can still apply viral. I tried posting this on reddit but their website is shit, wouldn't let me post on mobile, and I'm not downloading their app.

50% slash damage on the weapon with 30% chance of status effects = 15% chance of slash being applied.

If you add 1 60/60 mod then you have 31.25% slash damage on the weapon with a 48% chance of status effects = 15% chance of slash status being applied.

Please don't put unranked 60/60 mods on your weapons because you think it will reduce the chance of slash.

[–] Tgnome@lemmy.world 1 points 1 year ago

They have 1 ability that overlaps but their other abilities function very differently. If you're only concerned with that 1 ability then maybe but you aren't usually playing 1 ability, you play a warframe with 4 abilities, a passive, a pet, weapons, mods, etc.

[–] Tgnome@lemmy.world 2 points 2 years ago

I remember eating an entire cheesacake by myself for lunch when I was in highschool. That was not my smartest decision.

[–] Tgnome@lemmy.world 8 points 2 years ago

Engineer. Engineer has the most creative gameplay I find. There are lots of ways of using his kit to create chokepoints, save ammunition by electricuting enemies without shooting them directly or with turrets, bridges to nowhere to funnel enemies that you can jump off and make them walk all the way back, and more.

Scout is my go to when I want to rely on speed and skill over excessive/quick planning.

[–] Tgnome@lemmy.world 12 points 2 years ago

Wow, so all those PPP loans that were forgiven for businesses are acceptable but forgiving loans given to students isn't?

[–] Tgnome@lemmy.world 8 points 2 years ago

I'll be staying here

[–] Tgnome@lemmy.world 1 points 2 years ago

Anything you can do with a prime you can do with a non prime version. The abilities are the same it's just the heapth, armor, shields, and max energy that are slightly different and the look. That's all the relevant differences.

[–] Tgnome@lemmy.world 1 points 2 years ago

Multiple roars do not stack. Both timers will appear but only the one providing the largest buff will give you its buff. If that runs out before the weaker one the weaker one's buffs will then start applying.

 

I hope people don't mind me posting stuff I've posted to reddit before. I'm not going to post all my old stuff but this was one of my favourite pieces I've done.

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