安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
http://warframe.wikia.com/wiki/Status_Effect
Not to be all douchey and be like "find it yourself" I just don't happen to know off the top of my head. :)
Tried working it out in my mind, but I'm afraid I would have to do some forum digging to find the answer to your question. Which I'm afraid I dont have any time for now. I hope someone else whom frequents this forum will be able to help. If in time you can not find any info I'll take a look tonight and if I can decipher the exact mechanics behind status procs (I would kind of like to know myself now) I will be sure to share my findings.
Good luck for now!
For example let's say a weapon has 10% status chance per hit and it hits 10 times per second. That gives us 10% + 9% + 8% + 7% + 6% + 5% + 4% + 3% + 2% + 1% = 55% chance per sec.
So to easily answer, no you don't have to wait a second between status procs, because the method of applying is exactly the same as any weapon and it's simply looking different in stats.
So no, you're just WAY overthinking it.
From what I understand the "status per second" refers to a full second of fire on continuous weapons. It's possible to have an enemy under fire for less than a second, that would be decreasing the number.
The only thing that I do not know for sure is if a fire rate increse which increases the ticks-per-second on the weapon would indeed increase the proc chance as well. My experience tells me that it doesn't, though. Same goes for more than a proc per second on the same enemy. A Synoid Gammacor that can do a few dozen ticks per second would trigger so many procs that if say modded for gas damage it'd decimate a whole group of enemies. That's not the case.
@OP: So by experience I'd say that for continuous weapons, one proc per second and enemy is actually the limit. So I would say you can probably easily spread procs on different enemies all within a second if you have punch through or swipe the beam fast enough (and the status per second is high enough).
However, the wiki and all more technical sources that I could find didn't actually clear it up completely. I'd suggest you test it out for yourself.
If you swipe it across the room, it seems you could get a proc on each new target right away, too, even if one triggered at the first one, etc. But I'm not ..completely sure if there's some mechanic on that for splash-damage weapons that override the behaviour. Haven't played all that much with weapons like that. But I heard from someone using the ...poison cloud thing, that it didn't work the way they expected a while back. Could be the quanta has the same problem.
Status per second is the chance that you'll proc on *something* for a second of continous fire at an enemy - obviously if at any part of that second your fire is not hitting an enemy then you're not going to get a status proc.
The %/s affects *all* targets being hit during that second so AoE weapons or weapons with Punch Through mods can (but aren't guaranteed to, status procs on each target individually) proc a status affect on multiple targets at once.
Status effects can proc *multiple* times during a second even if the target is already affected by that status (each status procs individually - from what I've seen, the chance to proc any one effect is dependent on how much damage it does and the stat listed is only accurate for the most damaging of your status effects) and those that have effects like armor or health reduction stack, but duration does not.
It ISN'T "you can do this effect every X seconds", it's simply "X chance" but per "second" instead of "bullet", there is no cooldown.
Iit was simply a change in terms because damage on "continuous" firing weapons (lasers) used to be calculated "per bullet" and on a weapon that shoots "hundreds" of bullets per second, that was just dumb.
Well, the guy above says you need to hit an enemy an entire second before the status effect can proc. So it's not very clear to me now.
There was no change to how the weapon works, just a change in the way your damage feedback is shown. And since everything's chance based, you can technically have a status proc even if you barely tap the fire button (less than a second) to shoot an enemy.
No, you *don't* have to hit for a whole second.
The listed number is just the chance you'll proc *if you do*. If you only hold on target for half a second the you have half the chance to proc, 1/4 second, 1/4 chance, etc.