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Thursday, 29 November 2018
Game Mechanics: Damage Types and Status Effects (U24.1.1)
TL;DR: Corrosive, Viral and Slash are king because armour is absurd at higher levels. A lot of the other damage types have poor damage bonuses and/or procs, and are often not worth building for even against their intended targets.
Monday, 26 November 2018
Review: Saryn (Prime) (U24.1.1)
Saryn is a toxin-themed Warframe who was released way back in U7, and has received several reworks since. Saryn Prime was released alongside Spira and Nikana Primes in U18.4.12. As she is currently, Saryn is a surprisingly survivable and quite powerful AoE Warframe who excels at destroying rooms of enemies.
Note: This is I believe the third version of Saryn, having already seen a rework before her more recent one. I have only experienced the second and third versions, and both work very differently.
Friday, 23 November 2018
Review: AkVasto Prime (U24.1.0)
Thursday, 22 November 2018
Review: Battacor (U24.0.9)
Tuesday, 20 November 2018
Review: Ocucor (U24.0.8)
The MR8 Ocucor is a Corpus beam secondary adapted from Sentient components. It has a unique feature of emanating energy tendrils that attack additional targets upon achieving kills. Though fun, the tendrils resetting on reload really kills much of the weapon's special functionality at higher levels, and the weapon itself is not exceptional.
Sunday, 18 November 2018
Review: Soma Prime (U27.5.6)
Saturday, 17 November 2018
Baro Ki'Teer: 16/11/18
It's been a long time since Primed Flow has been available, and the stuff in this visit doesn't do much to alleviate that. A lot of cosmetics this time round.
Friday, 16 November 2018
Loadouts: Fortuna/Orb Vallis Nezha (U24.0.8)
Wednesday, 14 November 2018
Prime Unvaulting: Mag + Nova (2018)
Review: Vasto Prime (U27.5.6)
The recently Unvaulted Vasto Prime is an MR10 secondary released with Nova and Soma Primes un U15.7. Having received a few buffs in the past, it is a powerful and rather fun revolver.
Monday, 12 November 2018
Review: Tenora (U24.0.3)
The MR10 Tenora is Octavia's signature rifle, released in U20. A spool-up rifle with unique behaviour and a powerful secondary fire, the Tenora is a versatile and fairly powerful weapon.
Saturday, 10 November 2018
Review: Nagantaka (U24.0.2)
Review: Pandero (U24.0.2)
Wednesday, 7 November 2018
Review: Vectis Prime (U23.10.8)
Tuesday, 6 November 2018
Review: Rakta Cernos (U23.10.8)
Sunday, 4 November 2018
Review: Boar Prime (U23.10.8)
Saturday, 3 November 2018
Baro Ki'Teer: 2/11/18
Friday, 2 November 2018
Review: Mara Detron (U27.3.16)
The Mara Detron is an MR9 Secondary Shotgun that was introduced back in U15.6.3. It has seen a few significant buffs throughout its existence, though really rose to prominence with the U22.12 Balance Pass, and a subsequent hotfix fixing certain status calculations. However, it was one of the worst hit weapons by the U27.2 Revisited update, resulting in a massive fall for what was arguably the best armour stripping weapon in the game.
Thursday, 1 November 2018
[PARTIALLY OBSOLETE] Game Mechanics: Armour (U23.10.8)
IMPORTANT NOTE: As of U27.2, enemies have far, far slower health and armour scaling at high levels. I have read other players calculate that a current level 9999 Bombard is roughly equivalent to an old level 280 Bombard for EHP. As such, the formulae in this post are no longer accurate, though armoured enemies still easily eclipse unarmoured enemies for EHP. Additionally, Viral and Corrosive procs have been altered, Viral being made more powerful and Corrosive being weakened.
REST OF ARTICLE
In my posts and indeed in much of Warframe's content, a lot of fuss is made about armour, specifically enemy armour. Things like veterans always recommending Corrosive Projection as an aura, and defaulting to Corrosive or Viral + Slash for elemental setups. It is not immediately obvious to newer players why armour is so important. With the help of Warframe's always useful Wiki and some maths, I hope to give a better idea of why armour is the one of the biggest problems at high levels.
TL;DR: The effective health of unarmoured units grows at a quadratic rate with level, while the effective health of armoured units grows at nearly a quartic rate. Armoured unit effective health grows far faster than unarmoured unit effective health, thus at high levels, armoured enemies are far, far tougher.
Corrosive reduces both types of armour with its status proc, and is super effective against one type of armour. Radiation is super effective against the other but does not strip armour. Viral + Slash/HM uses Slash procs to bypass armour entirely, dealing damage directly to health.