Tuesday, June 30, 2015

[Off Topic] The Real Reason Why Digital Extremes is Pulling out Mag Prime on July 7


It's because on july 10 Mag will be needed for a far greater mission...




[PSA] Mag Prime, Dakra Prime and Boar Prime To be Pulled Out of the Void



It was just announced today that the following parts and blueprints will be removed from the void on July 7, 2 pm EDT:
1) Mag Prime
2) Dakra Prime
3) Boar Prime

The official post is here.

Get your hands on these before they are pulled out. Once this happens it'll be more difficult to trade for one and more expensive to buy one. Click the links above for eeach weapon to see the Warframe Wiki page so you know where to farm these.

As reference, Frost Prime's parts cost has high as 350 platinum for a set after it was pulled out. Latron prime and reaper prime sold for more than 100 platinum.

Sunday, June 28, 2015

[Weapon: Primary] Simulor Review and Build 16.10.1


Background:

Simulor was released in  16.10.0.

Acquisition:

The weapon can be obtained from Simaris for 75,000 standing. Just go to his sanctuary in any relay (it takes 12 hours to build).
You can also purchase the weapon for 210 plat.



Polarities:

It has a built in “D” and “-“ polarities which is nifty given that it’s a low status weapon. This means it’ll take less forma to max.

Primary Fire:

The primary fire function sends circular a projectile towards the target. If it hits anything, it’ll bounce off and deal no damage. It doesn’t destroy containers or any items that usually be destroyed by gunfire. Projectiles are not subject to gravity and will float in place after the initial 12m flight. Projectiles will disappear after 8 seconds.

Whenever 2 projectiles collide, these merge dealing an AOE burst around it. The more projectiles merge the stronger the damage, stacking up to 5. Once two projectiles merge, it generates a small field that makes other projectiles drift closer to it. The more projectiles merge the bigger and stronger the attraction will be to the other projectiles. Each time it merges with another projectile, the 8 second lifespan of the projectile is renewed. Once it elapses, the projectile is detonated.

Once 5 projectiles have merged a small vortex will be produced. This blocks weapons fire hitting the center, deals AOE damage and causes status procs. Any further projectiles merged with the vortex will refresh it’s 8 sec duration. Similar to merged projectiles mentioned above, the vortex will detonate if left for 8 seconds dealing AOE damage to all enemies close by.

Secondary Fire:

The RMB triggers the detonation of the projectile, merged or unmerged. The damage increases with each merged projectile capping at 5. The damage per stack is listed in the arsenal.

Mods:

All mods work with the weapon except the following:
  1. Firestorm
  2. Terminal Velocity
  3. Sinister Reach

Notes:

Jetstream (Turbulence augment), increasing flight speed, increases the speed and range of the Simulor projectiles. Using it is ill advised at high power strength because the projectiles deal no damage upon impact. If Terminal Velocity does get applied to this mod, test the percentages before using it in battle since faster projectiles tend to become less predictable.

Verdict:

It's a nice specialty gun that's fun. The fact that projectiles deal no damage suites it more for area control than anything. A running battle will find the weapon lacking since the usual suspects, Boltor and Soma are well suited for this.

The weapon might find use in Void defenses (T3 and up) where Nulliflers pop up since it can easily kill them even with the bubble on, once they get in range.

This won't replace Tonkor as your favorite launcher, but if you have the space, it might be a fun gun to carry.

Unranked Gameplay Video:


Final Build 5 Forma:


Fully Moded with 5 Forma Gameplay:


Wednesday, June 24, 2015

[Build] Excalibur Max Damage Finisher Build 16.9.4

1,241,994 damage to level 95 Corrupted enemies (Bombard and Heavy Gunner)


Here's the Video:


Method:
1) use Radial Blind
2) Execute finisher

Excalibur Build:


Skana Build:

Monday, June 22, 2015

[Build] Max Damage Excalibur 16.9.4

Here are some screen shots of the highest damage that can be dealt by Excalibur's Exalted Blade.

Parameters:

Build:
Excalibur: (Arcane Pendragon)

Skana:


Where:
Simulacrum

Targets:
Corrupted Bombard
Corrupted Heavy Gunner

Level: 95

Damage Method:
1) use Radial Blind
2) execute Finisher (while channeling)

Values:
Corrupted Gunner: 484,628
Corrupted Bombard: 484,628 - (Fluke 545,207)




Sunday, June 21, 2015

[Build] Max Damage Excalibur 16.9.3


Here are some screen shots of the highest damage that can be dealt by Excalibur's Exalted Blade.

Parameters:

Build:
Excalibur: (Arcane Pendragon) Reflection should be replaced. I just need to add one more forma. Although it something that i will do  once the changes are more stable.

Skana:

Where:
Simulacrum

Targets:
Corrupted Bombard
Corrupted Heavy Gunner

Level: 95

Damage Method:
1) use Radial Blind
2) execute Finisher (while channeling)

Values:
Corrupted Gunner: 585, 554
Corrupted Bombard: 585,554


[GamePlay Video] Excalibur Revisited 16.9.3 Energy Blade Build


Showcases the build and the damage mostly from energy blade.

This also shows you how to set up the energy to stay in Exalted Blade throughout the mission.

The builds can be found here:
http://warframechronicles.blogspot.com/2015/06/build-excalibur-revisited-frame-and.html

and here:
http://warframechronicles.blogspot.com/2015/06/update-exalted-blade-changes-1693.html

Saturday, June 20, 2015

[Syndicates] Alliance with 4 Syndicates Finale

After all the work I finally got enough to get the Steel Meridian Syandana while maintaining my standing with thee rest of the three (Veil, Perrin and Loka). It was a tough challenge, but well worth it.
Here's the final Screen Before I get the Syandana:

And here's Excalibur wearing the Syandana:

I'll be waiting for a few more weeks (hoping for the release of the syndicate primaries and then switch to the other side. :)

See you on the other side!

Friday, June 19, 2015

[Update] Exalted Blade Changes 16.9.3



This updates comes with a lot of changes to the Exalted Blade [EB] power along with some other fixes. You can see the change log here:

The gamepaly video can be found here:
http://warframechronicles.blogspot.com/2015/06/gameplay-video-excalibur-revisited-1693.html

Here’s how the changes affected EB’s energy wave:
(Tested these personally)
Mods that work:
  1. Elemental Mods
  2. Channeling Mods

Mods that no longer work (may be a bug)

  1. Pressure Point [PP]
  2. Spoiled Strike [SS]
  3. Syndicate Mods like Bright Purity [BP]
  4. NEW Steel Charge NEW


Other Changes to EB:
  1. Channeling effects now affect EB’s energy waves, but channeling doesn’t increase the damage (may be a bug)
  2. Using Radial Blind causes EB’s energy waves to deal Critical damage jumping from 2.1k to 19k (yellow/Crit)
  3. Power Strength affects the damage of Energy Blade (again)

Here’s my current build:

Basically just put as many elemental damage mods I can fit, plus Attack Speed and Life strike. It deals 2.1k damage and up to infested units in Gabii, Ceres. 


Thursday, June 18, 2015

[Build] Excalibur Revisited: Frame and Weapon Build (as of 16.9.1)


UPDATE:
Visit here for a more updated build based on 16.9.3:
http://warframechronicles.blogspot.com/2015/06/update-exalted-blade-changes-1693.html

the gameplay video can be seen here:
http://warframechronicles.blogspot.com/2015/06/gameplay-video-excalibur-revisited-1693.html

Visit here for a finisher build that does more than one mil damage based on 16.9.4:
http://warframechronicles.blogspot.com/2015/06/build-excalibur-max-damage-finisher.html

The new changes to Excalibur just went live. Feedback is being gathered in the forum and so far, it’s been fun!

The official change log can be viewed here:

Here’s the bit about the rework:
Excalibur Rework
No matter your play style, Excalibur is always a formidable Warframe choice.  With newly re-worked Abilities, he is now more versatile than ever.

The following changes have been made to Excalibur’s Abilities.  Please note that we will continue to monitor these changes after launch to make any necessary tweaks to balance.
First Ability: Slash Dash: Slash Dash will now target enemies within a conal distance from Excalibur, targeting all enemies within the range of cast.  Enemies hit by Slash Dash will count towards the player’s melee combo counter.
Second Ability: Radial Blind: Cast on the move and opens AI to finishers.
Third Ability: Super Jump has been removed from Excalibur’s Abilities.
Third Ability: Radial Javelin is now Excalibur’s third Ability and costs 75 Energy to activate.
Fourth Ability: New Ability: Exalted Blade: Excalibur summons a sword of pure light and immense power.
Stat changes: Excalibur Armor:  Excalibur’s base has been increased to 225 and to 250 for Excalibur Prime.
Excalibur’s Abilities have all been given a visual overhaul in line with his new Exalted Blade ability.

I personally enjoy the new Slash Dash and Exalted Blade.

Here’s the Excalibur Build:
This build focuses on the damage of Exalted Blade energy waves. With this build and the Arcane Pendragon helm, you can deal 1321 damage per wave to level 38 Volatile Runners (tested in Seimeni, Ceres). Your melee slashes will still deal a lot more damage so don't be afraid to use Slash Dash to finish tough enemies or to get close enough to whack them with the energy blade.

The basic game plan is to fill up with energy using Rage and Winds of Purity (Furis), then turn Exalted Blade and never turn it off. It’s a fun build that showcases the changes to Excalibur.



Synergies: Rage, Winds of Purity (Furis), Flow (Primed or not), Steel Fiber and Vitality

Survivability:
I took advantage of the armor buff and placed Steel Fiber and Vitality. This gives the frame a larger health pool and armor to survive with.

Damage:
The increase comes from as many efficient sources as I got my hands on. That means Transient Fortitude and Intensify. Blind Rage was too costly in terms of efficiency so I passed on it. Another good mod to increase damage is Steel Charge which increases melee damage, including the damage of Exalted Blade slashes and energy waves.

Efficiency:
I after testing max efficiency, I went with maxed Fleeting Expertise. Duration didn’t wasn’t a problem and 60% efficiency was more than enough to always have Exalted Blade on after filling your energy with rage and Furis (Winds of Purity) especially with the already low drain on energy that Exalted Blade has (3 per second base)

Range:
Stretch was replaced Streamline to make Slash Dash more viable in the build. I might replace it with something else.

Duration:
Duration was not moded for in this build.

Here’s the Melee weapon build (Skana/Prime):


UPDATE:
Visit here for a more updated build based on 16.9.3:
http://warframechronicles.blogspot.com/2015/06/update-exalted-blade-changes-1693.html

Damage:
This weapon was not meant to be used outside of Exalted Blade. I placed Pressure Point, Spoiled Strike and Bright Purity for Damage since these are the only mods that affect the damage of the energy wave at this point.

Attack Speed:
Fury and Berserker help with the speed allowing the frame to create more energy waves. Berserker only has a chance to proc if your energy sword hits an enemy (not the wave). Easy enemies will not even get close, but if they do manage to, the Berserker proc will allow you to push enemies back with a barrage of energy waves!

Utility:
Reflex Coil, Focus Energy and Life Strike provide a source of survivability without having to cease Exalted Blade. The good thing about it is it only counts as a channel hit if your energy sword (not the wave) hits the enemy. So you can just Slash Dash if you need health and keep channeling on with Exalted Blade without having to worry about losing energy too fast.

Alternatives:
Other weapons that may work are any melee weapons with a syndicate mod that adds +100% melee damage. If you don't have one, a regular Skana should be okay.

Enjoy the build!


Friday, June 12, 2015

[Trading] Fair Platinum Pricing For Baro's Items

When Baro’s in the system peddling his goods people often have to guess at the prices. Some aim too high, while some aim too low.

Buy at a high price and you’re wasting your plat. Buy at a price that is too low and you’re wasting your time. If you have plat and a bit of patience this guide can help you save plat and time with something in between.



Fair Pricing for Ducats
Have you ever seen people buy prime parts for 1p each? That’s a fair price. Since most prime parts can be traded for 10 ducats your exchange rate then becomes:

1p = 10 ducats

If you use this then the Prisma Grakata which needs 610 ducats + 100k credits will convert to 61 p.

Consider the 100k credits though and round it up to about 65 p – 70 p. There then is your buying price. I just bought 1 for 70p and got an offer immediately after posting my price “B> Prisma Grakata for 70p”

If you use the same logic you can get Prisma Skana (510 ducats +175k credits) for about 60p.

Use it as your base price and go up or down by 5 p increments based on availability.




What To Do With the Ducats I Save?
Buy the cosmetic items. These can’t be traded while weapons and mods can.

Pardon the my Frost Prime's drab color scheme

Disclaimer
Just remember that this only applies while Baro is still in the system selling what you’re buying. The prices increase after he leaves.

This is just pricing guide. Follow it if you will but you ultimately will be the one shelling out the platinum and it is your time that you’re burning. In terms of buying prices, lower prices will take longer and higher prices get faster offers. The choice is still yours.


Sunday, June 7, 2015

[MODS] Maxing 10-Rank Mods: Some Insight into The Amount of Credits and Cores Required

The following are screenshots of the amount of Common rank 3 cores needed to max a 10-rank mod. I’ll be showing Primed, Rare, Uncommon and Common mods.

I’ll be listing the amount of cores and credits required for each.

i hope you find it useful.

Here's a table of the values
CoreCost in Cores (Common rank 3)Cost in Credits
Common694520,500
Uncommon1,3881,041,000
Rare2,0811,560,750
Primed2,7752,081,250

I was quite surprised at the linear progression of the cores and cost. I thought it was more exponential.




Primed
Cores Required: 2,775
Credits Required: 2,081,250

Rare
Cores Required: 2,081
Credits Required: 1,560,750


Uncommon
Cores Required: 1,388
Credits Required: 1,041,000



Common
Cores Required: 694
Credits Required: 520,500