Warframe

Warframe

查看统计:
Majestic12 2020 年 6 月 28 日 上午 10:56
So whats up with this Riven
< >
正在显示第 16 - 21 条,共 21 条留言
Rays of Apollo 2020 年 6 月 29 日 上午 8:04 
To those supporting that these stats are different; Before seeing this riven, did you think there were really two stats relating to combo?


The semantics of those two are referring to the same thing. Those two lines are the same stat. DE just sucks at consistency and proofreeding. Look at this:

Amalgam Javlok Magazine Warp - Combo Count Chance while blocking with a shield

Enduring Strike - Additional Combo Count Chance on Lifted enemies

Reflex Guard - Combo Count Chance while Blocking

Relentless Combination - chance to increase Melee Combo Counter when Slash Status deals damage

True Punishment - Additional Combo Count Chance


Different semantics, same effect: roll to increase melee counter by an extra 1 when [event] occurs. For some of those mods it's 100%, some not.

That riven has 2 stats to increase combo counter by 1, there's no specified event. Therefore, the event is "on hit". At the end of the day, these 2 values will add together and the result combine with whatever other compo mods you have.
Totally Innocent Chatbot 2020 年 6 月 29 日 下午 3:49 
引用自 Rosenkreuz Kontrol
引用自 No_Quarter
And chance to get combo and chance to NOT get combo are effecting the same exact stat which is 100% by default and positive and negative modifiers push it up or down same way I explained for damage and multishot in my post above.
There's your problem, right there; you're misunderstanding what the stats are. It's not -chance to get combo, +chance to get combo, it's -chance to get combo, +chance to get EXTRA combo.
Then DE are idiots for coding it that way. As was already explained, the Multishot stat works IN THE EXACT SAME WAY while adjusting only one variable. The logic and calculations are already in place, why would they waste time coding a virtually identical stat with two different variables, for no other functional purpose than to waste people's time with a greater number of potentially useless Riven rolls?
Ratt 2020 年 6 月 29 日 下午 5:09 
Because even explaining the posited interaction to people who insist that this works like +multishot and -multishot seems to be a waste of time, let alone having them accept it as true, it seems that one of us is going to have to roll a high-disposition riven to test it.

It'll need to have "-100% [or worse] chance to gain combo count" as its curse and "+x% [no more than 100% below the absolute value of the curse] additional combo count chance". Then, a weapon with this riven, no other mods, and no relevant auras or frame augments affecting it will need to be taken into the Simulacrum and used to slap things around for a while.

If building a nonzero combo count is possible this way, then the multishot people are right and it'll be worth a bug report to get the duplicate property removed. If a long enough chain of hits fails to generate any combo, then that'll prove the complex interaction to be the true one.

I'd do it, but last I checked, the lighting was still ♥♥♥♥♥♥.
最后由 Ratt 编辑于; 2020 年 6 月 29 日 下午 5:14
No_Quarter (已封禁) 2020 年 6 月 30 日 上午 3:38 
引用自 Ratt
Because even explaining the posited interaction to people who insist that this works like +multishot and -multishot seems to be a waste of time, let alone having them accept it as true, it seems that one of us is going to have to roll a high-disposition riven to test it.

It'll need to have "-100% [or worse] chance to gain combo count" as its curse and "+x% [no more than 100% below the absolute value of the curse] additional combo count chance". Then, a weapon with this riven, no other mods, and no relevant auras or frame augments affecting it will need to be taken into the Simulacrum and used to slap things around for a while.

If building a nonzero combo count is possible this way, then the multishot people are right and it'll be worth a bug report to get the duplicate property removed. If a long enough chain of hits fails to generate any combo, then that'll prove the complex interaction to be the true one.

I'd do it, but last I checked, the lighting was still ♥♥♥♥♥♥.
But I did math explaining why both cases are actually effectively the same and if DE did it the more complicated way then I think it's a bad job.

Like, actual math proves that it's the same if we just subtract negative from positive value and add it on top of 1.00 default value or we make them proc separate and apply bit of math on what happens over some number of hits

It does not matter how it applies, those stats are effectively +multishot -multishot at the end of the day. Mathematically it is the same, it may different on per hit basis but after 100 hits OP is gonna have 113 combo plus minus couple each and every time.

It is irrelevant how it applies, negative damages the positive value in the same way negative multishot would damage positive multishot - over course of your shots you would shot the exact number of pellets no matter how it's applied.

And if anything - it's worse to apply it one by one as it only wastes resources and does nothing of actual value to justify overly complicated math that has same exact outcome as X-Y, math proves outcome is same as X-Y whether you apply them one by one or you just sum them up.

You do not need to simulacrum it one bit, just read math I did cause I did it the way people suggested - each stat X and Y (EC and NC as I explained there) has a separate proc. And it is the same exact outcome. Not by chance, but by math.

It is so weird to see so many ignorant people saying you can't explain anything to anyone when I legit compared both cases and how would they apply in the code and how would both cases manifest in real life.
I do not INSIST it works like +multishot -multishot, I only say it's irrelevant in terms of actual outcome and that it would be stupid if it did not work as +-multishot as outcome is exactly the same as taking yout positive multishot and subtracting negative. Taking your positive chance ot get combo and subtracting negative.

Again, only difference it PER HIT but in Warframe you swing 1000 times per hour so for all intents and purposes it is irrelevant. And dumb if it works like that, I just cannot go without saying how retarded it would be. Not just because we get useless rolls where negative stat directly subtracts from a positive one, but just from math perspective - you never aim to make anything any more complicated than it needs to be. X-Y is enough.
最后由 No_Quarter 编辑于; 2020 年 6 月 30 日 上午 3:40
PickleRick 2020 年 6 月 30 日 上午 11:23 
Imagine getting a riven with just +combo duration. smh
DooM Poster (已封禁) 2020 年 6 月 30 日 下午 2:40 
it's the alpha and omega of combo count
< >
正在显示第 16 - 21 条,共 21 条留言
每页显示数: 1530 50

发帖日期: 2020 年 6 月 28 日 上午 10:56
回复数: 21