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Magus Coldfire 2015 年 4 月 26 日 上午 5:18
How does Status per Second work?
So I got my hands on the Quanta Vandal and really like it. The base status chance per second is so high, that I thought I should make a status effect quanta. It works quite well, but what bothers me is: How does the status effect per second work exactly?

Lets say I have 100% status chance per second, when I hit an enemy and the status effect procs and I hit a second enemy 0.2 seconds later, will I have to wait another 0.8 seconds before the status effect can proc on the enemy? Or does the status/sec only counts per enemy? So if I put a status effect on enemy X, I can directly put a status effect on enemy Y, but I have to wait 1 second to put a status effect on enemy X again?

Hope someone knows,

Greetings
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正在显示第 1 - 15 条,共 16 条留言
ShadowHunter 2015 年 4 月 26 日 上午 5:21 
While I am unaware of the exact mechanics behind Status chance/s and procs in relation to the timetable. I hope the wiki link on status procs might hold the info you seek somewhere.

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. :)
Magus Coldfire 2015 年 4 月 26 日 上午 5:30 
Already read the article and it doesn't have the information I'm searching for. The problem is: If status effects can REALLY only proc once every second (no matter if you hit the same or a different enemy) it kinda sucks. Build a weapon with bullets that has 30%+ chance but shoots like 15 bullets per seconds, then you can have like 4-5 status procs per second, while an energy based weapon can only do ONE at maximum, which kinda sucks. But if the status effect cooldown counts only for each enemy, it would be ok.
最后由 Magus Coldfire 编辑于; 2015 年 4 月 26 日 上午 5:31
ShadowHunter 2015 年 4 月 26 日 上午 5:38 
引用自 Magus Coldfire
Already read the article and it doesn't have the information I'm searching for. The problem is: If status effects can REALLY only proc once every second (no matter if you hit the same or a different enemy) it kinda sucks. Build a weapon with bullets that has 30%+ chance but shoots like 15 bullets per seconds, then you can have like 4-5 status procs per second, while an energy based weapon can only do ONE at maximum, which kinda sucks. But if the status effect cooldown counts only for each enemy, it would be ok.

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!
Kawalorn 2015 年 4 月 26 日 上午 5:53 
When weapons display status per sec they actually have a status per hit but continous weapons hit so many times it wouldn't be accurate to display status per-hit as it's hard to say how many hits have occured. I believe it was made that way because otherwise it would make their status chances look worse than they actually are.

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.
最后由 Kawalorn 编辑于; 2015 年 4 月 26 日 上午 6:01
Basser 2015 年 4 月 26 日 上午 6:00 
Any proc chance, be it status or crit works per bullet, If you're seeing "per second" that's probably a "laser" type weapon, and those had a rework because "per bullet" wasn't accurate for continuous fire.

So no, you're just WAY overthinking it.
最后由 Basser 编辑于; 2015 年 4 月 26 日 上午 6:01
Dusklite 2015 年 4 月 26 日 上午 6:11 
引用自 Kawalorn
Actually when weapons display status per sec they actually have a status per hit but continous weapons hit so many times it wouldn't be accurate to display status per-hit as it's hard to say when the hits occur.

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.

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.
❀Pierce Peiris✾ 2015 年 4 月 26 日 上午 6:28 
thanks i now got it XD
Magus Coldfire 2015 年 4 月 26 日 上午 6:47 
Thanks for the answer guys. So it isn't really clear if it's per second or per second AND enemy. If it is per second and enemy, it would be great, since I would switch my focus between enemies and give them radiation or explosion+corrosion ^^
retroquark 2015 年 4 月 26 日 上午 7:08 
..I think it basically is that from the point you start to fire, you get a status proc chance. But the next proc won't occur on the same target until at earliest status/sec later (even if the target takes damage in smaller increments at a different rate). Also had procs trigger individually on different targets with beam weapons before, on the same beam with strikethrough.

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.
Incunabulum 2015 年 4 月 26 日 上午 8:57 
引用自 Magus Coldfire
Thanks for the answer guys. So it isn't really clear if it's per second or per second AND enemy. If it is per second and enemy, it would be great, since I would switch my focus between enemies and give them radiation or explosion+corrosion ^^

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.


最后由 Incunabulum 编辑于; 2015 年 4 月 26 日 上午 9:01
Chaoslink 2015 年 4 月 26 日 上午 9:04 
Well I 've used the quanta quite often with a high status chance, I proc statuc constantly using shred to hit multiple enemies at once. You can indeed proc it more than once per second (unless fire rate effects it maybe). I suggest shred anyways, shooting them cubes through enemies really helps prevent enemies from being in the way.
Basser 2015 年 4 月 26 日 下午 1:11 
引用自 Magus Coldfire
Thanks for the answer guys. So it isn't really clear if it's per second or per second AND enemy. If it is per second and enemy, it would be great, since I would switch my focus between enemies and give them radiation or explosion+corrosion ^^
No, it is clear.

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.
Magus Coldfire 2015 年 4 月 26 日 下午 1:36 
引用自 Basser
引用自 Magus Coldfire
Thanks for the answer guys. So it isn't really clear if it's per second or per second AND enemy. If it is per second and enemy, it would be great, since I would switch my focus between enemies and give them radiation or explosion+corrosion ^^
No, it is clear.

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.
Basser 2015 年 4 月 26 日 下午 3:19 
引用自 Magus Coldfire
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.
The "damage per second" was implented for continuous fire weapons, since the way the "ray" works is as if it shot one bullet after another, and every single one of those shots would have its dmg number showing on screen, making it a mess to read.

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.
最后由 Basser 编辑于; 2015 年 4 月 26 日 下午 3:20
Incunabulum 2015 年 4 月 26 日 下午 6:20 
引用自 Magus Coldfire
引用自 Basser
No, it is clear.

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.

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.
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发帖日期: 2015 年 4 月 26 日 上午 5:18
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