Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
A 4 stack of Corrosive projection makes T3/4 60 mins super easy. The enemies drop like flies.
With no armor the enemies take ages before they become tanky if you use the right weapons and elementals, and of course warframes. Enemies becoming tanky with 4 man CP? Slap some Nova P on em and they are all coated in primed goodness.
http://i.imgur.com/u4MltFI.gif
Could it be something else going on with the critical hits that isn't so easy to spot? Similar to how boosting critical range over 100% give you those red critical hits that do insane amounts of damage? That there's a reduced threat range or something like that when the armor value is higher?
Of course there's special rules as to the body part that's been hit and elemental / physical critical damage as well... see http://warframe.wikia.com/wiki/Critical_Hit_(Mechanic) for some math and examples.