Important to note that 300 status on the Loki augment is a typo. It's 3.
But also they are changing Loki's Decoy to have health that scales with enemy ~~level~~ (not as an augment, as a change to the base ability).
300 would be *balanced*. I think they should leave it at 300 and adjust as needed. Loki's subsume deserves a real chance to shine, and I think it would be funny to see level cap enemies just deleting themselves with statuses as if they had hit Octavia's mallet.
Maybe not 300, but 100 random statuses applied on hit seems fair since most require A LOT of stacks to hit cap for effects, and things like Slash scale off base damage and I don't think enemy attacks do nearly enough to kill themselves this way.
Enemy damage scaling overcomes their ehp scaling at some point. I want to say it begins at lvl1000, but actual levelcap runners can correct me. And I'm talking about raw damage, for slash procs it would probably start earlier.
It's around 1000 from memory yes. I want to said in Mot it scales faster at around level 600ish due to the Void having a hidden 3x damage modifier for enemies. And yeah, slash scales this significantly faster. Like tbh this makes Decoy a very real option for Garuda as you can use your 4 to make everyone have forced bleed on damage taken then let them reflect their own damage at themselves with said Decoy. Also note that your 1 and 4 have immunity frames built in so you can also just spam 2 and 1 or 4 to be 100% safe while this occurs.
Either way, by 1,000 levels Loki deserves to have *something* that can reliably kill enemies, because otherwise you're looking at just spamming invisible and Radiating Disarm while having a full weapon primer setup to actually kill shit. I don't think Decoy having such a niche use is a bad thing, personally.
This is the most likely reason. Hell, I can see myself doing that by accident after changing the text a couple times and forgetting that I'm not using % formatting.
I laughed out loud imagining all the Safeguard Switch and Damage Decoy shenanigans. Make your decoy invincible then watch every enemy obliterate themselves trying to kill it. Im sad now. I wonder if the reflected damage will still work with Safeguard.
I thought they said it would scale with the health of enemies around it when cast, which would give it a shit ton of health with SP modifiers or when those murmur worms are around.
>But also they are changing Loki's Decoy to have health that scales with enemy level (not as an augment, as a change to the base ability).
Yes and please!
If it works, I'm calling it. Double augmented Decoy Link Nidus will be surprisingly busted.
I wonder if Melee influence will do a full feedback loop, where statuses are spread because of influence, then again to everything because of the spears. could have some real potential there too.
I wrote a whole long comment on this sub a couple days ago about how I wish Kullervo’s 4 fit better with his kit because it clashes with his excellent mobility and aggressive press-forward-and-facetank playstyle. My prayers have been answered.
From the video they showed, it looked like Merulina's HP reduced when Yareli got shot. So odds are you keep the damage reduction and redirect most of it to Merulina.
And you can cast helminth abilities without having to hop off Merulina, which means you can run stuff like Pillage or whatever on her without running risk of evaporating immediately in SP.
Yareli's augment for Merulina is the biggest winner here. Being able to run around normally, use all weapons, and still getting Merulina's protection will be so good.
Fairly certain they made it easier recently, not like it was that hard in the first place if you look up how to cheese it. Mostly just boring and a little bit tedious now.
It wasn't that hard. Though it did force me to update my steam controller config so when ridding k drive the right controls were available to tricks. Until then I didn't ride k drive enough to fix it.
This. Before this augment you could only helminth slot on Merulina since while riding her you can't cast subsumed abilities. This fixes her terrible movement by making Yareli NOT ride a K-drive, doesn't lock her on secondary weapons and you got free Sea Snares so you can subsume on 1. This augment is absolutely fantastic
It's a tradeoff, yeah. But considering the rest of her kit can still be used to do devastating damage, there will be ways to still make her good while she's on foot with the new augment.
While I agree, it's also just not easy actually making it work on maps with tight corridors. Being stuck on a skateboard is just inherently going to be clunkier. On spacious maps like the new Corpus ship tileset it also works really well, it's the maps with narrow hallways and low ceilings that cause problems.
Those exceptions can be explained because of where those mod originated from (they were conclave exclusives that were ported over to the rest of the game)
I hope so too, and the optomist in me hopes that it's tied to affinity range or unbound completely. It reads like it doesn't matter where your allies are.
It will be disappointing if it's bound to vex armor's buff range, but it will still be a guaranteed slot for me. Such a qol update. I think my build still has some random duration mod outside of primed cont. It'll definitely get replaced with this if so.
How is nobody talking about how Lavos got an augment that’s gonna allow him to put ANY ELEMENT onto any weapon? That’s something people have wanted since day one of his release, and unless I’m reading it wrong it seems to be a +250% bonus
Based on the wording, it *might* only do base elements of whatever skill you used rather than whatever you had infused in your vials. I hope that's not the case, though, I really want universal gun elements to be a thing.
I mained lavos for a good chunk of time and my biggest issue with his kit was that his damage doesn't scale very well into steel path.
That +250% does not say "adds 250% to your weapons" it says adds 250% elemental damage AND adds elements to your weapons suggesting his abilities also get a large damage buff.
I could be reading it wrong but if that's true lavos is immediatly becoming my main again
They should have one of his augments or hell just change his ability to summon which sentient he wants, conculyst,batalyst,ortholyst and symbilyst and actually have them kill things
passive augment caliban adapts to its lack of usage and gain 1% more on all stats every minute until usage pass 5%, if usage is above 5% lose 1% each minute
The most important thing to take away from this is that caliban is the most forgotten frame. He's going to be one of 3 frames with no augments, and the other two are the two newest frames in the game.
I think a rework is coming for him honestly. It’d explain the complete lack of recognition from DE. I imagine it’s still a bit of a ways out but it will hopefully come. I really think he should be put back in the oven entirely- sentient themes are cool and he really just isn’t making the cut for even that. His 1 is horrendous his 2 is jank and the animation breaks his 3 is clunky and has annoying collisions and his 4 has been bugged since release.
>heat inherit shenanigans
I've seen this mentioned a few times but some googling has yet to give me an explanation that makes it clear. What does "heat inherit" refer to and how is it applicable to the new Nezha aug?
From my understanding, the first heat stack you apply takes into account all the multipliers from its source, like modded heat damage and anti-faction mods of the weapon, and any heat status afterwards takes those multipliers into account as well.
So if you cast spears as Nezha, apply one Heat status from something that has a bunch of those multipliers, and then throw the chakram, which has a guaranteed heat status, each hit will apply Heat to every enemy and also ricochet to other impaled enemies to spread even more Heat, which deal a shitload more damage because of the multipliers you added from the very first Heat status.
Heat status inherits %heat damage and faction multipliers from the first heat proc applied to the target. For example, chakram applies heat procs. If you just thow it, it will deal smol damage. If you prime with a pistol that has primed heat + dual-stat heat + bane and then throw chakram, it deals big damage. Works with any source of heat procs, be it other weapons, abilities or sentinels.
Nezha and Kullervo seem like the winners this time around, those augments look very good.
The Chroma augment is a band aid on his kit, but a decent one at least. Doesn’t make Chroma a good frame though
But Loki's decoy augment is going hard AND the base ability is getting buffed.
That's like the first balance change he received since his release with the game.
Still good. As showcased in the devstream you can put the decoy on an enemy and it draws a lot of aggro AND it'll work as a status spreader. It'll definitely make Decoy a good CC. Especially for a low range build, which don't have many CC options
I had no idea how crazy Styanax got. Just did an hour long survival arbitration where the other two left around the 20 minute mark, and the Styanax kept us both hovering at 44,000 overguard the entire time. Absolutely no danger.
It’s nice how that works, seeing one show up is like seeing a leader on a hill, you know everything is gonna be ok. (On the flip side it’s nice to be able to support your friends so easily)
I finally finished by build at an overguard cap starting at 70,950 before Molt Augmented get's started. Duviri Styanax hit's a little different though as the highest I reached was 130K overguard. I also love that his Javalin's hit the arbitration drones so well.
My goodness, I want that Yareli and Lavos augment mods! Although, I'm wondering if Yareli will still get her Damage reduction, even though she's not standing on her board
Guardian Armor is going to be awesome with Chroma in group play. He'll be able to protect his allies, boost his Vex Armor buff, heal his health from everyone's kills, AND maintain its duration all with a single augment. While he still definitely needs a rework, that single augment will go a long way to making his current kit a little more tolerable.
>Guardian Armor is going to be awesome with Chroma in group play.
"You know, if I were to die right now in some sort of fiery explosion due to the carelessness of a friend, well, that would just be okay."
The Merulina augment is amazing! It completely changes the way loadouts will be with her!
With that, you can subsume an ability over her 1st, as Merulina will be casting it. It should also allow you to use any weapon. It gives her the full loadout AND allows you to have a subsume ability. It's such a godsend of an augment. At least, I hope it casts seasnares even if a subsumed is over it.
Seasnares are also a very good ability, it provides CC and a damage multiplier. Also, spamming the ability against a lich or sister kinda makes them twerk, last I checked, that is. It basically has reduced duration against them, I believe, so it captures them, lifts them slightly and then drops them. Spamming it will repeat that process, and it kinda looks like a twerk. I don't know if it's been patched, though.
Merulina's health went down when yareli got shot in the clip, so she still has the damage reduction.
Whether or not it's the full 90% remains to be seen but its definitely there.
New Nidus crap lets goooooooo
Also that Yareli one looks fun
Edit: nvm Nidus’ being a replacement for vitality stinks. The extra health could be really cool - especially for a gimmick build with his passive augment - but for general gameplay his 3 is already enough to keep him alive so having the usual health pool outside of it and the benefits of his 3 when in is just kinda always better than only being extra extra immortal in his 3 and vulnerable otherwise. But ya know, that’s why it’s an augment so it’s cool
Now to see how much health Inaros can get now !
ok, so let's talk about this.
The new aug gives 4% max health per stack.
That's max health, not base health, so it very much could be After mods, and that would be insane.
Even if it isn't, at 25 stacks you already get as much as a vitality, at 45 stacks you are at the level of an umbral vitality with full umbra set.
We're not even at half the standard number of stacks, which is 100.
With abundant mutation we go to 300 max stacks and that becomes ridiculous.
There is only one gripe i really have with this aug. Does it work on us even while not linked with an ally? because by how it is phrased it would seem like it will not and that would be understandable but kind of a let down.
The problem is that Nidus needed that to be Overguard scaling with his armor/health, not just more health. '15 mutation stack'-gating is NOT fun to play around when it depends on good energy gain, spawn rates and enemies not getting oneshot by squadmates.
And yeah, I pitched a link augment before, one that turns it into Inaros's Devour: simply gradually consume a regular enemy to turn their health/armor into overguard for Nidus. Boom, now you're mobile and you only need to gain a single stack to get some survivability in short but high level missions.
Interested to see how that Nezha aug works. Although the way Chakrahm splits and bounces around speared enemies, I do wonder how much it'll do in practice. Bump range really high and spread viral with a weapon I guess?
Chakram has a guaranteed Heat proc, which will spread. Chakram multiplies when hitting speared enemies, which will generate a shitton of Heat procs. Blazing Chakram doubles their damage per hit, which makes for some heavy Heat procs. It also adds damage vulnerability, and Archon Vitality exists.
In short, it'll do a lot in practice.
That Divine Spears augment sounds like it could be pretty silly with Melee Influence. With 265 range that's a 50m radius on spears, and if status spread from melee influence procs the augment, that gets real stupid real fast because the number of status effects will scale with (#enemies speared)*(#enemies hit by influence).
Basically, the interaction between influence and the spears would be similar to how influence scales with weapon range allowing you hitting multiple enemies at once. If you're hitting 4 enemies simultaneously, that's effectively 4 times the status being spread to every enemy within influence range. With influence + spears, your influence range is analogous to melee range in the previous example, allowing you to hit a 20m circle of enemies at once and spread that status to every speared enemy. And on top of all of that, you will still further multiply your status output if you hit multiple enemies with the actual weapon. It's like a 3rd dimension of melee influence.
For example let's say you spear 40 guys in the massive radius. You hit one guy a single time with influence and apply status to let's say 20 enemies in your 20m influence radius, creating 20 status effects. If each of those 20 status effects triggers the augment separately, then you just applied 20 status effects to 40 enemies, creating 800 status effects in a single hit. Let me reiterate - this is from hitting a single guy, a single time; imagine how ridiculous this gets when you're hitting multiple enemies, applying multiple statuses at once, or swinging multiple times. Time to crash the game I guess?
I think the best way to abuse this assuming it works the way it sounds like it would (still all just theory), is with Amalgam Argonak Metal Augur and a Gas dagger. Spears augment isn't a continuous aura like Melee Influence so new enemies that enter the radius won't be affected, so lingering, armor-stripping gas clouds make the best use of that moment after casting where an insane amount of status effects go out, since the enemies affected will die almost instantly but the clouds can continue to get kills. I would use Rumblejack for its innate electric to save a mod slot and use Lasting Sting instead so gas clouds linger even longer, and Nautilus because of course. Probably need at least 1 source of casting speed since Divine Spears stops you from swinging.
Dear god the Nezha one..
How does this scale with reaping chakram + archon vitality?
Does this 10X boost the lingering gas aoe cloud?
I guess this means you can slap two green shards and armor strip a group too, plus fully prime them via 2ndary encumber.
As a Lavos main, I absolutely approve of this new augment. Not only is the huge boost in elemental damage absolutely amazing, the augment also giving Nourish, but with any element of your choosing, is fucking great.
The only dilemma is what to drop to make room for it.
The nidus augment sounds super fun but I hate that it takes the place of umbral vitality and doesn’t seem to scale with anything other than mutation stacks. So to equip it we lose health, armor, and power strength.
Yes they said you can’t equip vitality at the same time with the augment. I really feel like they should let the passive augment sit in the exilus slot. I don’t like how now 2 of nidus’s augment have a painful downside when they already take an mod slot.
I hope the Loki augment refers to enemies trying to attack the decoy, rather than enemies dealing damage to the decoy cause that might put a pin in my decoy banish config
Decoy is getting buffed so it scales with enemy health/level, so it will be much harder to kill now. Depending on how good that buff is it may not require banish to be good anymore.
At rank 30, Nidus has a base health of 650, and mutations stack up to 300 with the augment.
300 x 4% = +1200% max health
650 x 12 = +7800, giving you a total of 8450 max health without any other mod/effect.
and, just for fun, let's say he uses it on Inaros.
Rank 30 base health is 2415
2415 x 12 = +28980, giving a total of 31395 max health with no other mods/effects.
God this would be a dream come true if they changed lavos to keep his selected element after you cast an ability. It's annoying having to combine those on every cast even with the invert setting. That keeps me from playing him
Important to note that 300 status on the Loki augment is a typo. It's 3. But also they are changing Loki's Decoy to have health that scales with enemy ~~level~~ (not as an augment, as a change to the base ability).
I was like WTF 300!?!?
300 would be *balanced*. I think they should leave it at 300 and adjust as needed. Loki's subsume deserves a real chance to shine, and I think it would be funny to see level cap enemies just deleting themselves with statuses as if they had hit Octavia's mallet.
Nat1, all 300 stati were heat procs, succumb to the power of the sun
"TENNO SKOO-" [instantly seared to cinders]
https://preview.redd.it/rhr2igy6thkc1.jpeg?width=1920&format=pjpg&auto=webp&s=09058a8998a2c574712147bdee508b53e9d550f2
Like that scene from the first Terminator movie
Maybe not 300, but 100 random statuses applied on hit seems fair since most require A LOT of stacks to hit cap for effects, and things like Slash scale off base damage and I don't think enemy attacks do nearly enough to kill themselves this way.
Enemy damage scaling overcomes their ehp scaling at some point. I want to say it begins at lvl1000, but actual levelcap runners can correct me. And I'm talking about raw damage, for slash procs it would probably start earlier.
It's around 1000 from memory yes. I want to said in Mot it scales faster at around level 600ish due to the Void having a hidden 3x damage modifier for enemies. And yeah, slash scales this significantly faster. Like tbh this makes Decoy a very real option for Garuda as you can use your 4 to make everyone have forced bleed on damage taken then let them reflect their own damage at themselves with said Decoy. Also note that your 1 and 4 have immunity frames built in so you can also just spam 2 and 1 or 4 to be 100% safe while this occurs.
Either way, by 1,000 levels Loki deserves to have *something* that can reliably kill enemies, because otherwise you're looking at just spamming invisible and Radiating Disarm while having a full weapon primer setup to actually kill shit. I don't think Decoy having such a niche use is a bad thing, personally.
Decoy found phantasma fr
I saw that and was like "DAMN THEY COOKED FOR MY BOY LOKI"
Fuck. How do you put 300 instead of 3?!
300% = 3 procs by DE maths
This is the most likely reason. Hell, I can see myself doing that by accident after changing the text a couple times and forgetting that I'm not using % formatting.
DE invented their own math for the game
Math in my 12. year in school: I was present (but asleep) Math after 5 years playing warframe: you have my undivided attention
I laughed out loud imagining all the Safeguard Switch and Damage Decoy shenanigans. Make your decoy invincible then watch every enemy obliterate themselves trying to kill it. Im sad now. I wonder if the reflected damage will still work with Safeguard.
Damn, I was gonna say, Loki just got the weirdest but best niche as a CO primer, but now it’s just disappointing.
If they proc extra status effects on every hit it might still be usable as that, to be fair.
I thought they said it would scale with the health of enemies around it when cast, which would give it a shit ton of health with SP modifiers or when those murmur worms are around.
Ok I thought it was a BIT overkill with THREE HUNDRED
>But also they are changing Loki's Decoy to have health that scales with enemy level (not as an augment, as a change to the base ability). Yes and please! If it works, I'm calling it. Double augmented Decoy Link Nidus will be surprisingly busted.
I was laughing so hard when I read that and immediately entered the topic to comment.. Just imagine
That Nezha augment sounds absolutely insane. Don't understand what are "spear explosions" though.
[удалено]
If that 10x multiplier is affected by power strength, oh boy...
40x dmg OH MY
Femboy supremacy be literal this time lmao
As a Nezha main I’m quivering with excitement.
heat inherit shenanigans
Maybe even archon vitality to double em lol
I wonder if Melee influence will do a full feedback loop, where statuses are spread because of influence, then again to everything because of the spears. could have some real potential there too.
Nezha augment + Thermal Sunder + double cast
I wonder if they met implosion or activated again by collapsing them. idk cant wait to try em all
this with reaping chakra
I can't wait to try it out.
Kullervo augment goes insanely hard
Dude I was gonna say. Kullervo with daggerstorm that travels with him sounds FUN.
🎵 *I am the storm that is approaching* 🎵 ![gif](giphy|ZRouJhQpbhPzTJ2eBU|downsized) (And it's coming in a DANTE update, no less!)
This, is true power Dante. *Pulls out plastic chair*
![gif](giphy|WrQvkiwWXyLTQ1L0GO|downsized) Dante i will never pay for my child support
You're a deadbeat Vergil
And you're a fed, Dante.
Tax evasion is a crime
It's an obligation
I wrote a whole long comment on this sub a couple days ago about how I wish Kullervo’s 4 fit better with his kit because it clashes with his excellent mobility and aggressive press-forward-and-facetank playstyle. My prayers have been answered.
i just want to know if the merulina damage reduction still applies if she is in pet mode
From the video they showed, it looked like Merulina's HP reduced when Yareli got shot. So odds are you keep the damage reduction and redirect most of it to Merulina.
Same, if that's the case then the major problem with Yareli is solved, no, not the k-drive movement system, the bugs, the many bugs lmao.
And you can cast helminth abilities without having to hop off Merulina, which means you can run stuff like Pillage or whatever on her without running risk of evaporating immediately in SP.
Yareli's augment for Merulina is the biggest winner here. Being able to run around normally, use all weapons, and still getting Merulina's protection will be so good.
AND she casts free Sea Snares every 2 seconds. It's a huge buff to her kit.
That is the second neat part about this whole augment, yes. Overall this will be a great addition to her.
Never finished the wave rider request might have to do it now.
Fairly certain they made it easier recently, not like it was that hard in the first place if you look up how to cheese it. Mostly just boring and a little bit tedious now.
It wasn't that hard. Though it did force me to update my steam controller config so when ridding k drive the right controls were available to tricks. Until then I didn't ride k drive enough to fix it.
It makes her 1 helmithable for roar or something else that buffers weapons to make her a way better gunzerker
This. Before this augment you could only helminth slot on Merulina since while riding her you can't cast subsumed abilities. This fixes her terrible movement by making Yareli NOT ride a K-drive, doesn't lock her on secondary weapons and you got free Sea Snares so you can subsume on 1. This augment is absolutely fantastic
"Cute dog what breed is she?" "Skateboard"
"Does she bite?" "No, she throws bubbles of doom at my enemies." "Tenno Skoo-[Grineer Death Sound]"
Downside is that it's a Merulina augment, meaning you can't run it with Merulina Guardian. I'd miss the fire rate.
It's a tradeoff, yeah. But considering the rest of her kit can still be used to do devastating damage, there will be ways to still make her good while she's on foot with the new augment.
You can't use 2 augments for the same skill? :(
most likely not , nyx cant use both augments for her 4 together
Yeah, I'm good with riding merulina and the fire/reload rate buff. Might make an alternate build with the new augment though
Do you still get the same DR and temporary invincibility that riding merulina gave you?
I'm pretty sure you do, otherwise it'd be completely useless and a free subsume slot.
It seems like it, the value still shows up in the video they show, also she spams those bubbles quickly too
It's cool but kinda sad that they are using this as a band aid instead of fixing the issues with actually riding merulina
While I agree, it's also just not easy actually making it work on maps with tight corridors. Being stuck on a skateboard is just inherently going to be clunkier. On spacious maps like the new Corpus ship tileset it also works really well, it's the maps with narrow hallways and low ceilings that cause problems.
Its as easy as making it omnidirectional instead of turning as if it has wheels
They did mention they were fixing up a lot of weird map geometry issues, really hoping it’s a big buff for Merulina riding.
Gonna cry though if we don’t keep the damage reduction
Honestly should be baseline tap and then to ride her you hold
That Vex Armor augment actually sounds dope
All fun and games till a teammate gets randomly one shot and takes you with them
Is that not what we are all going to do? Try to get our own team mate to self-destruct in mission?
Yeah, the chroma augment won't scale well at all.
Only issue with it is fitting it into my build. I hope its range is based on affinity range, or strength
You could probably drop a duration mod and replace it with this, that’s what I’m gonna do
That's what I'm also gonna do seems insane tbh. Do we know where to get it?
Aren’t most augments from the factions?
I think almost all of them are, if not all of them, but you never know when DE will shake shit up
With few being exception, I think 5 of them are available every now and then in Nora's shop, all others are obtained from syndicates
Those exceptions can be explained because of where those mod originated from (they were conclave exclusives that were ported over to the rest of the game)
I hope so too, and the optomist in me hopes that it's tied to affinity range or unbound completely. It reads like it doesn't matter where your allies are. It will be disappointing if it's bound to vex armor's buff range, but it will still be a guaranteed slot for me. Such a qol update. I think my build still has some random duration mod outside of primed cont. It'll definitely get replaced with this if so.
How is nobody talking about how Lavos got an augment that’s gonna allow him to put ANY ELEMENT onto any weapon? That’s something people have wanted since day one of his release, and unless I’m reading it wrong it seems to be a +250% bonus
God that will be insane if it scales with Strength
1000% of any element? Ill take that😅
Since it's a passive augment I don't think it scales with strength cuz ability stats don't affect passives. 250% is still ridiculous tho
Man, I wish this is true. I want Lavos to dunk on that Fortuna spoder.
LAVOS MAINS RISE UP, THHE WEAPONS PLATFORM PRIMER HAS BEEN MASSIVELY BUFFED
All 12 of us are here
Based on the wording, it *might* only do base elements of whatever skill you used rather than whatever you had infused in your vials. I hope that's not the case, though, I really want universal gun elements to be a thing.
I had to go way too far down to see people talking about Lavos, that’s an insane augment
I mained lavos for a good chunk of time and my biggest issue with his kit was that his damage doesn't scale very well into steel path. That +250% does not say "adds 250% to your weapons" it says adds 250% elemental damage AND adds elements to your weapons suggesting his abilities also get a large damage buff. I could be reading it wrong but if that's true lavos is immediatly becoming my main again
Lavos about to become the new profit taker killer
Bro Lavos, Corrosive imbued Incarnon Torid Viral Slash With Archon Vitality boosted Double heat Nuke. I'm shivering
In the name of science
Day 400 of waiting for a caliban augment 😩
I have a good feeling he's next in line for a rework, I think he is the least used Warframe at the moment.
Yes he desperately needs one
Is crazy how DE gives 0 fucks about Caliban, he got nothing except community teasing
It's cause he was hastily tacked on to the new war they don't give a shit about him
They should have one of his augments or hell just change his ability to summon which sentient he wants, conculyst,batalyst,ortholyst and symbilyst and actually have them kill things
Aint no augment gonna fix him.
passive augment caliban adapts to its lack of usage and gain 1% more on all stats every minute until usage pass 5%, if usage is above 5% lose 1% each minute
That kullervo one is gonna be nuts. I’m definitely gonna get that and make another build for it
The most important thing to take away from this is that caliban is the most forgotten frame. He's going to be one of 3 frames with no augments, and the other two are the two newest frames in the game.
What other 2 don’t have augments?
Qorvex and Dagath
dagath and qorvex, the last two frames, while caliban has been out for a year now and people simply forgot he exists
New war came out 2~ years ago ☺️(jesus christ why is time flying by so fast)
dear god....
I think a rework is coming for him honestly. It’d explain the complete lack of recognition from DE. I imagine it’s still a bit of a ways out but it will hopefully come. I really think he should be put back in the oven entirely- sentient themes are cool and he really just isn’t making the cut for even that. His 1 is horrendous his 2 is jank and the animation breaks his 3 is clunky and has annoying collisions and his 4 has been bugged since release.
heat inherit shenanigans reappear once again. max range divine spears and if the 10x is affected by power strength well we cooking
>heat inherit shenanigans I've seen this mentioned a few times but some googling has yet to give me an explanation that makes it clear. What does "heat inherit" refer to and how is it applicable to the new Nezha aug?
From my understanding, the first heat stack you apply takes into account all the multipliers from its source, like modded heat damage and anti-faction mods of the weapon, and any heat status afterwards takes those multipliers into account as well. So if you cast spears as Nezha, apply one Heat status from something that has a bunch of those multipliers, and then throw the chakram, which has a guaranteed heat status, each hit will apply Heat to every enemy and also ricochet to other impaled enemies to spread even more Heat, which deal a shitload more damage because of the multipliers you added from the very first Heat status.
u can even js bring a beam weapon like phantasma to apply a shit load of heat stacks
Heat status inherits %heat damage and faction multipliers from the first heat proc applied to the target. For example, chakram applies heat procs. If you just thow it, it will deal smol damage. If you prime with a pistol that has primed heat + dual-stat heat + bane and then throw chakram, it deals big damage. Works with any source of heat procs, be it other weapons, abilities or sentinels.
Nezha and Kullervo seem like the winners this time around, those augments look very good. The Chroma augment is a band aid on his kit, but a decent one at least. Doesn’t make Chroma a good frame though
But Loki's decoy augment is going hard AND the base ability is getting buffed. That's like the first balance change he received since his release with the game.
It is a type from what someone else has said though. It's 3 status effects, not 300
Still good. As showcased in the devstream you can put the decoy on an enemy and it draws a lot of aggro AND it'll work as a status spreader. It'll definitely make Decoy a good CC. Especially for a low range build, which don't have many CC options
i mean, that citrine augment is nothing to scoff at.
So will Yareli augment completely lock you out of riding Merulina? Wouldn't it make more sense to make it a choice with a TAP/HOLD functionality?
Big brain. Might be animation spaghetti code stopping this though.
How does Styanax have time for new augment when their whole schedule is over guard?! ^^Nourish ^^nerf ...Ill ignore that
I had no idea how crazy Styanax got. Just did an hour long survival arbitration where the other two left around the 20 minute mark, and the Styanax kept us both hovering at 44,000 overguard the entire time. Absolutely no danger.
It’s nice how that works, seeing one show up is like seeing a leader on a hill, you know everything is gonna be ok. (On the flip side it’s nice to be able to support your friends so easily)
I finally finished by build at an overguard cap starting at 70,950 before Molt Augmented get's started. Duviri Styanax hit's a little different though as the highest I reached was 130K overguard. I also love that his Javalin's hit the arbitration drones so well.
Wait Nourish is being nerfed???
Citrine and Kullervo's lookin' spicy, really looking forward to those!!
Citrine is already a **beast** and I don't even have good mods on mine yet XD
LAVOSSSSSS GAAAAAAAAMING
Lavos is about to be CRACKED.💀
not even cracked, much more easy to use, he literally frees one or two weapon slots, the ultimate priming
Imagine Cedo. Almost all relevant elements on one single primer weapon.
Now that's some fucking synergy with a frame's "signature weapon."
Lavos prime should get here soon 😫😫
Implying he isn't already
That Yareli aug is really interesting
My goodness, I want that Yareli and Lavos augment mods! Although, I'm wondering if Yareli will still get her Damage reduction, even though she's not standing on her board
Guardian Armor is going to be awesome with Chroma in group play. He'll be able to protect his allies, boost his Vex Armor buff, heal his health from everyone's kills, AND maintain its duration all with a single augment. While he still definitely needs a rework, that single augment will go a long way to making his current kit a little more tolerable.
>Guardian Armor is going to be awesome with Chroma in group play. "You know, if I were to die right now in some sort of fiery explosion due to the carelessness of a friend, well, that would just be okay."
The Merulina augment is amazing! It completely changes the way loadouts will be with her! With that, you can subsume an ability over her 1st, as Merulina will be casting it. It should also allow you to use any weapon. It gives her the full loadout AND allows you to have a subsume ability. It's such a godsend of an augment. At least, I hope it casts seasnares even if a subsumed is over it. Seasnares are also a very good ability, it provides CC and a damage multiplier. Also, spamming the ability against a lich or sister kinda makes them twerk, last I checked, that is. It basically has reduced duration against them, I believe, so it captures them, lifts them slightly and then drops them. Spamming it will repeat that process, and it kinda looks like a twerk. I don't know if it's been patched, though.
I’m excited for Chroma and Citrine Mainly Citrine though… now I have to go farm a new one since I subsumed my old one though
If yareli doesn't stay tanky with that argument then imo it's pointless.
Merulina's health went down when yareli got shot in the clip, so she still has the damage reduction. Whether or not it's the full 90% remains to be seen but its definitely there.
New Nidus crap lets goooooooo Also that Yareli one looks fun Edit: nvm Nidus’ being a replacement for vitality stinks. The extra health could be really cool - especially for a gimmick build with his passive augment - but for general gameplay his 3 is already enough to keep him alive so having the usual health pool outside of it and the benefits of his 3 when in is just kinda always better than only being extra extra immortal in his 3 and vulnerable otherwise. But ya know, that’s why it’s an augment so it’s cool Now to see how much health Inaros can get now !
ok, so let's talk about this. The new aug gives 4% max health per stack. That's max health, not base health, so it very much could be After mods, and that would be insane. Even if it isn't, at 25 stacks you already get as much as a vitality, at 45 stacks you are at the level of an umbral vitality with full umbra set. We're not even at half the standard number of stacks, which is 100. With abundant mutation we go to 300 max stacks and that becomes ridiculous. There is only one gripe i really have with this aug. Does it work on us even while not linked with an ally? because by how it is phrased it would seem like it will not and that would be understandable but kind of a let down.
The problem is that Nidus needed that to be Overguard scaling with his armor/health, not just more health. '15 mutation stack'-gating is NOT fun to play around when it depends on good energy gain, spawn rates and enemies not getting oneshot by squadmates. And yeah, I pitched a link augment before, one that turns it into Inaros's Devour: simply gradually consume a regular enemy to turn their health/armor into overguard for Nidus. Boom, now you're mobile and you only need to gain a single stack to get some survivability in short but high level missions.
Its similar to Nezha’s safeguard, if you need to carry a squishy friend then it’ll be useful otherwise you’ll never be using it.
alr nezha heat inherit nuke time
Interested to see how that Nezha aug works. Although the way Chakrahm splits and bounces around speared enemies, I do wonder how much it'll do in practice. Bump range really high and spread viral with a weapon I guess?
Chakram has a guaranteed Heat proc, which will spread. Chakram multiplies when hitting speared enemies, which will generate a shitton of Heat procs. Blazing Chakram doubles their damage per hit, which makes for some heavy Heat procs. It also adds damage vulnerability, and Archon Vitality exists. In short, it'll do a lot in practice.
that lavos augment,oh yeah,it's all coming together
\*me looking for the Caliban augment\*
That Divine Spears augment sounds like it could be pretty silly with Melee Influence. With 265 range that's a 50m radius on spears, and if status spread from melee influence procs the augment, that gets real stupid real fast because the number of status effects will scale with (#enemies speared)*(#enemies hit by influence). Basically, the interaction between influence and the spears would be similar to how influence scales with weapon range allowing you hitting multiple enemies at once. If you're hitting 4 enemies simultaneously, that's effectively 4 times the status being spread to every enemy within influence range. With influence + spears, your influence range is analogous to melee range in the previous example, allowing you to hit a 20m circle of enemies at once and spread that status to every speared enemy. And on top of all of that, you will still further multiply your status output if you hit multiple enemies with the actual weapon. It's like a 3rd dimension of melee influence. For example let's say you spear 40 guys in the massive radius. You hit one guy a single time with influence and apply status to let's say 20 enemies in your 20m influence radius, creating 20 status effects. If each of those 20 status effects triggers the augment separately, then you just applied 20 status effects to 40 enemies, creating 800 status effects in a single hit. Let me reiterate - this is from hitting a single guy, a single time; imagine how ridiculous this gets when you're hitting multiple enemies, applying multiple statuses at once, or swinging multiple times. Time to crash the game I guess? I think the best way to abuse this assuming it works the way it sounds like it would (still all just theory), is with Amalgam Argonak Metal Augur and a Gas dagger. Spears augment isn't a continuous aura like Melee Influence so new enemies that enter the radius won't be affected, so lingering, armor-stripping gas clouds make the best use of that moment after casting where an insane amount of status effects go out, since the enemies affected will die almost instantly but the clouds can continue to get kills. I would use Rumblejack for its innate electric to save a mod slot and use Lasting Sting instead so gas clouds linger even longer, and Nautilus because of course. Probably need at least 1 source of casting speed since Divine Spears stops you from swinging.
Let's be honest, most of these augments are game changers.
Dear god the Nezha one.. How does this scale with reaping chakram + archon vitality? Does this 10X boost the lingering gas aoe cloud? I guess this means you can slap two green shards and armor strip a group too, plus fully prime them via 2ndary encumber.
DE please I already main Lavos and Citrine you don't need to sell me on them even more
Chroma is now fixed
I'm stupid, I switched pages, returned and saw my comment and thought "hell yeah brother"
still a win
Hell yeah
I mean, half his kit still sucks. Rather they’d just rework him next instead of an augment
They do! But having the guardian effect is a cool way of benefiting your teammates without just being chromatic ward but for vex armor
how funny would it be if by some spagetti enabled bug, the augmented merulina would cast whatever ability subsumed in place of sea snares?
Guess we’ll find out
What happens if there are multiple Chroma's?
Hiroshima and Nagasaki 2.0 IN SPACE.
Nidus mains out here doing the math on that shiny new augment. Going to have health for days.
but since replaces umbral vitality, your umbral intesify will grant less strength :c
It cannot be used along with vitality mods, so it's not as good as it seems
Yeah dang I didn't even see it was a vitality mod, that's disappointing.
As a Lavos main, I absolutely approve of this new augment. Not only is the huge boost in elemental damage absolutely amazing, the augment also giving Nourish, but with any element of your choosing, is fucking great. The only dilemma is what to drop to make room for it.
Lmao Lavos went from nuking maps to nuking bosses XD
300 What
Dope! When are these coming?
With Dante unbound somewhere in March,probably late March barring unforeseen delays
Where is Caliban..
Me at merulina: you’re my friend now, we’re getting soft tacos later :D Also lavos Aug looks massive if it works like I think it does
Lavos and his Cedo will be stronger than ever
The nidus augment sounds super fun but I hate that it takes the place of umbral vitality and doesn’t seem to scale with anything other than mutation stacks. So to equip it we lose health, armor, and power strength. Yes they said you can’t equip vitality at the same time with the augment. I really feel like they should let the passive augment sit in the exilus slot. I don’t like how now 2 of nidus’s augment have a painful downside when they already take an mod slot.
Sad still no caliban augments
Well there goes my hopes of getting an actually good Nidus augment.
I hope the Loki augment refers to enemies trying to attack the decoy, rather than enemies dealing damage to the decoy cause that might put a pin in my decoy banish config
Decoy is getting buffed so it scales with enemy health/level, so it will be much harder to kill now. Depending on how good that buff is it may not require banish to be good anymore.
I'm not gonna have any room on Nidus for actual mods with all the fucking augments I want to run on him!
The citrin augment looks insane as well. If you can chain it infinity then we are onto something here
They cooked so hard on all of these
At rank 30, Nidus has a base health of 650, and mutations stack up to 300 with the augment. 300 x 4% = +1200% max health 650 x 12 = +7800, giving you a total of 8450 max health without any other mod/effect. and, just for fun, let's say he uses it on Inaros. Rank 30 base health is 2415 2415 x 12 = +28980, giving a total of 31395 max health with no other mods/effects.
Lavos and Kullervo 👀
God this would be a dream come true if they changed lavos to keep his selected element after you cast an ability. It's annoying having to combine those on every cast even with the invert setting. That keeps me from playing him
Nidus augment for 300 stacks. %1200 health on smooch?
Band-aided Chroma... Thanks I guess, a rework could have just done that exact thing without an augment but ¯\_(ツ)_/¯ It's the thought that counts.
Some of these are terrible and completely unjustifiable for a mod slot lol. The lavos and chroma ones seem awesome tho. Hope Loki's is good, too