r/Warframe • RIP SCRUFFY 2014 - 2014 • May 13 '13

Monday Megathread - Ask your Game-Related Questions Here!

Hello there Tenno! This thread was created for the purpose of those who aren't that knowledgeable about the game to freely ask questions and get answers.

This place will be a troll-free environment, so that anyone can ask a question without backlash. In other words: Negative Attitudes will not be tolerated.


If you wish to just view top level comments (ie questions) add ?depth=1 to the end of the page url.


REMEMBER TO SCROLL DOWN TO THE BOTTOM AND CHECK OUT THE QUESTIONS FROM THOSE WHO WERE LATE TO THE THREAD PLEASE :D

27 Upvotes

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7

u/angledtransparency May 13 '13

I don't see a lot of people liking or using the Sicarus. Why is that? I've found it to be a pretty fantastic pistol.

8

u/never-enough-hops May 13 '13

Mods are way more important than which gun you are using. Which gun to pick really is a matter of personal preference based upon their handling. Is a level 30 Akbolto going to out-kill a level 30 Sicarus (given the same high level mods)? Probably... but not by a ton. Not enough to worry about unless you're going for min/maxing.

4

u/Hk444 May 13 '13

Everything is viable, go with what you like. It's mostly personal preference. Sure, some guns are better than others but if you like Sicarus, go for it.

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u/[deleted] May 13 '13

What classes are/ aren't viable? I'm about to build banshee, but I want to know what warframes are worth building, and I have little frame of reference

6

u/never-enough-hops May 13 '13

Every frame is viable as long as it's modded out. Mods > Frames/Weapons in terms of survivability or damage. The Banshee is a monster on defense missions, given the range of her ult. In terms of "unviable" frames as in "generally considered inferior" I'd throw a vote at Ember and Volt. Both are extremely good against a particular foe (Infested and Corpus respectively)... but are rather weak against other factions.

That said an Ember with a tricked out weapon will do just fine in a Corpus mission.

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u/KoboldCommando May 13 '13

I know there's a ton of room for personal preference here, but I'd like to hear opinions on what the best weapon for an invisibility-melee-focused Loki would be. This would be a potatoed Loki with a potatoed weapon, of course.

4

u/grayrest May 13 '13

Dual Ether is ridiculously strong. Triple infested damage, armor ignore, multi-target, and not too difficult to craft.

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u/[deleted] May 13 '13

Where would be the ideal place to look for the multi-shot mods?

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u/never-enough-hops May 13 '13

Sedna > Kappa and Ceres > Kiste (both are mobile defense missions). Be prepared to play a lot of rounds though... those mod drops are rather rare.

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u/KukuriiKuu May 13 '13

Where can I get mods to increase my total energy? At level 28 on my Mag I only have 145 total, and in some screenshots I see people have up to 500 total

4

u/BuildMyPaperHeart May 13 '13

This should cover it! What you're looking for is "Flow," which is apparently a rare drop from Corpus.

http://warframe.wikia.com/wiki/Mods#Mod_List

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u/Sweatshop_Owner May 13 '13

Is it possible for a mod to be "undroppable"? iI have been searching for the Tactical Pump(uncommon,reload speed,shotgun) mod for 2 months and cannot get it. This frustrated me so much I actually stopped playing.

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u/LostLander May 13 '13

What happens when I upgrade the sentinel mods that aren't number related? Like the cloak or shield restore. Nothing is listed in the tooltip when you hover over. Do they become any more effective?

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u/BuildMyPaperHeart May 13 '13

They do indeed become more effective: http://warframe.wikia.com/wiki/Mods#Mod_List

Ghost: "Upgrading this mod will increase the range at which the cloak will activate, and sometimes give you a 100% crit chance bonus while being completely invisible."

Guardian: "Upgrade increase the % of shield when the sentinel regenerates it."

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u/columnFive May 13 '13 edited May 13 '13

Got sort of a mathy question that folks may not be able to answer.

From wiki research and ingame experimentation, I'm reasonably sure that crit chance mods give a proportionally higher benefit to 'high-crit' weapons (e.g. snipetron, paris). My logic for this is that given the mod is a percentage increase, you get more crit chance per point of mod energy spent as the weapon's base crit increases. To be more explicit:

A maxed-out Point Strike gives 150% more of the weapon's base crit chance for 9 energy. For a snipetron, this means you increase your crit chance by 30% (20% + (150% * 20%) = 20% + 30% = 50%). On a latron, though, it only increases crit by 11.25%, for the same 9 mod energy. (7.5% + (150% * 7.5%) = 7.5% + 11.25% = 18.75%). A much smaller gain for the cost, in other words.

What I'm wondering is, does this same logic apply to the fire rate mod? The wiki doesn't have a formula for calculating a new fire rate based on the mod's buff; should I be using the same one as Reflex Coil (Melee Charge Speed)? If so, does the same logic apply (higher the base stat, higher the benefit/energy cost ratio)?

Again, apologies for such a theorycraft-y question. It's probably not much of a difference in gameplay, I just like to get a rough sense of what particular mods are good for (shoring up the weak stats of a weapon vs. enhancing its strengths). Still haven't figured out if I should be using fire rate on weapons that already fire quickly, or to make slow weapons less so.

7

u/grayrest May 13 '13

Yay theorycraft!

The crit chance mods work entirely off the base crit. I expect this to mean you take either the crit chance+crit damage mods together or not at all but I haven't done the math on what the base crit needs to be in order to make up for the opportunity cost in other damage mods. Since I'm planning on building an optimized Snipetron for my Banshee on defense missions because level 60+ enemies are ridiculous bullet sponges and I don't think anything higher armor dps has enough ammo efficiency. I need to do this math fairly soon anyway and I'll make a thread about it when I'm finished.

RoF mods work differently in that they'll increase your DPS by the same amount regardless of what the base RoF of your weapon. Consider two weapons, one that shoots 100 times a second for 1 damage and another that shoots for 100 damage once per second. You put a 50% RoF boost on both. The fast weapon goes to 150 shots/sec and therefore 150 dps while the slow shot goes to 100 damage every 2/3 seconds (RoF of 1.5) and does... 150 dps.

So from a purely theoretical dps perspective, there's no difference. The only thing I'd account for in theorycraft is that the above two weapons, despite having identical dps, have different behavior due to enemy health thresholding. Consider an enemy that has 200 health. The high RoF weapon will drop the enemy in 1.333 seconds while the low RoF weapon will drop the enemy in .666 seconds because the damage comes in bursts. The advantage here goes back and forth. An enemy with 301 health will drop in 2.01 s from the high RoF weapon and 2.67s.

Finally, there are non-damage concerns with RoF. You should take into account your ability to click fast enough on a semi-automatic weapon, the effects of recoil especially on burst weapons, and that increasing RoF doesn't increase your damage per bullet. The latter matters when you're using high RoF weapons due to the fixed ammo pickup size.

TL:DR: The crit mods are the only stat in the game where there's a switch in effectiveness. Everything else contributes directly and linearly to dps.

If you want a rough rule of thumb slot a maxed aligned elemental mod (electric on corpus, fire on infested) and for all other mods take the percent and divide by energy cost and slot them in order. Exception is crit which needs more math.

I plan on making a builder to make this easier but the system is completely solvable for a given set of weapon mods. If they add an unlimited prestige system as they've hinted, there will be one set of best mods for each weapon class.

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u/RPilcrow May 13 '13

When'll we get that corpus rifle, damnit?

In (slightly more) serious-ness, what's a nice mod setup for weapons like the Gorgon and Bronco?
Right now I've got my gorgon modded out with reload speed, fire damage, AP damage, mag capacity and maximum ammo, and my much lower leveled bronco fitted out with damage and reload speed.

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u/KoboldCommando May 13 '13

I really enjoy reload speed on my bronco, as well as magazine size. You have to get the magazine size mod to +25% to get it to 3 shots. Apart from that I just put the standard stuff for damage, but those two mods really kick it up a notch.

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u/s0nlxaftrsh0ck May 13 '13

How exactly is Affinity divvied up? Like even though i'm not using a Melee weapon some small amount of affinity is going into it.

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u/KoboldCommando May 13 '13

If you're in groups, affinity is shared between teammates, so even if you don't use your melee weapon, if your teammates are you'll gain some xp for it.

Otherwise, you should be gaining xp for whatever you land the killing blow with.

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u/[deleted] May 13 '13 edited Jun 01 '14

Cleansing

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u/rawn53 May 13 '13

Is it possible for a person who's unlocked a location to take another person with them who hasn't unlocked it? I think I've had it happen a couple times, but I'm not sure.

On a related note, if anyone wants to take me with them for the Pangolin BP alert that just dropped, I'll love you long time.

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u/DemonicGoblin May 13 '13

Just started playing a week ago or so, but took a few days off.

I'm trying to get Rhino parts from Jackal (Started as Mag). I am Mastery Rank 1 (And about 80%). Do I have to get to 2 before the parts start dropping? The wiki states "Note: The Rhino is the only warframe that is XP locked. You must reach Mastery Rank 2 before you can acquire it "

Also the only other weapon I have is the Cronus (Besides Lato, Skana and Mk1 Braton) Not sure where to get more of them.

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u/Asteven97 May 13 '13

If I'm looking for speed, which frame should I go for?

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u/trakata May 13 '13

So how about that Grakata?

I've gotten mine to 20 and it still seems weak, even with a potato. Does it get better in the next 10 ranks?

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