Hi! I noticed that you removed the Operational Supply from the SyndicatesNavVisual template, due to it being a temporary syndicate. But according to the FAQ in this forum post , it is obvious that DE is planning to carry on this system to future events. Here are the questions about this:
"Is my progress/rank in the Operational Supply Syndicate saved?"
Yes, your rank in the Operational Supply Syndicate will be saved when the event ends and is carried forward.
"Will my earned Standing in the Operational Supply Syndicate carry forward?"
No, your Standing will not carry forward so be sure to spend it all while you can!
So is it too early to say that the Operational Supply is going to become irrelevant after the end of event?
Hello, thanks for coming by. There are two imposing problems here:
It doesn't make any sense if DE wants to carry over Operational Supply ranks to the next event. This would mean that everyplayers will instantly have access to the latest wares when another operation releases. Perhaps DE meant to say that your overall rank will be archived in their database.
It's not a permanent part of the game. After the Plague Star event ends, the syndicate would not be accessible anymore in the game until the next event releases, and events only happens once in a blue moon, sometimes months on end.
Thanks for bringing this up! I hope this clarifies my decision on doing so.
I understand what you said and it makes sense to me. It seems to be a bad idea to put a temprary syndicate in a navbox at the top of every syndicate. Perhaps leaving it only in the bottom navbox is better. Thanks for the reply.
The reason these dates are off a day is because they actually were sold 02/05/2015 GMT, but when Mogamu uploaded those vids it was still only 01/05/2015 because he's in a different time zone than GMT, which is the date YouTube displayed.
I want to begin with I just started playing Warframe about 5 days prior to this writing. I'm still learning a lot, and have been frequenting this wiki and the Warframe Forums to gather information to help me.
With that being said, I find encouragement in taking what are typically considered the weakest "stuffs" (gear, weapons, etc.) and making them the strongest they can be, while acknowledging that other weapons could be significantly stronger by simply modding them.
That brings me to my question. I noticed that there's a notification on the Weapon Comparison Chart saying the DPS column was removed, and there was a thread prior to this decision, and ensuing arguements after it happened. I was wondering, for my knowledge, how that column was calculated? I want to make a list of weaponry that went from weakest to strongest, so I could work through them at my leisure, and still enjoy the game while I'm at it.
I want to say, I am NOT asking for that column to be put back up. I just want the equation / formula used to make it. I thank you for your time reading this.
For Burst DPS, it's quite simple, really. Burst DPS refers to how much damage can be pumped out in 1 seconds, it's a simple Firerate*DMG.
Sustained DPS is slightly more complicated, it refers to how much damage can be pumped out in 10 seconds, taking in mind that the weapon may need to reload. Unfortunately, the values in the Sustained DPS column was hard-inputted without prior equation, which means that I do not have the formulae used to calculate the result, you might want to ask him instead. I hope this will help, cheers!
Hello Raynuva, first let me link you to two very handy websites that do DPS calculations for you: WarframeBuilder and DPSFrame. These websites are what most players use to gauge the weapon's DPS without needing to pull out a calculator and do it themselves, try becoming familiar with them.
As Twilight053 stated, Burst DPS is basically your total damage when emptying a Magazine averaged over one second, which can be expressed most simply as:
BurstDPS = BaseDMG × FireRate
Melee DPS is actually the same thing as Burst DPS for most primary and secondary weapons, but instead of factoring in Fire Rate you use the weapon's Attack Speed:
MeleeDPS = BaseDMG × AttackSpeed
However, Sustained DPS is really only applicable to primary/secondaries. It takes into account both Reload Time and Magazine Size of the weapon (not necessarily limited to 10 seconds though), which can be expressed as:
The equations are actually a bit more complicated than that but those are their basic outlines and you probably won't need the other ones till your builds become stronger (especially when you start working with Critical Hit builds). Feel free to ask us again in the future for help or the true equations!
This is exactly what I'm looking for! Please remember, I'm looking at base weapon, no bonuses from Warframes (impossible, I know) or Mods.
I would rather have the full equations so I work through the calculations myself. I find it more enjoyable to have fully worked through and understood a certain aspect of a game, rather than it being fed through an info-site like a Wiki (no offense to you or your work!)
As you might have read in my original post, I'm trying to do this for my sole enjoyment of the game. Thanks for your help in advance!
Edit:: I just checked the DPSFrame weblink and it has some of what I'm looking for. That still helps a ton.
Raynuva wrote: Edit:: Just thought of something else. What about weapons like the Gorgon, that have a wind-up? How would they be calculated?
Unfortunately, special cases like Gorgon, Burston, Vectis or Lesion/Dual Toxocyst have uncontrolled variables like you previously mentioned such as wind-up, burst delay, shot combo and proc buffs which made the current formulae unreliable. It's also why we've decided to remove the DPS columns from the comparison since almost half the numbers are crude, inaccurate value.
Ya, there can't really be a single general equation that accounts for all variables such as wind up or proc buffs as each of those variables use special mechanics.
I believe for wind up weapons you would need to actually measure how many seconds it takes to empty a magazine, then divide your total damage by said time. Which of course sounds like a huge pain to test.
For procs, in most cases, you can calculate DPS as normal then apply the buff to that value. But you would likely need to account for Status Chance too.
Vectis can only be calculated for BurstDPS I think, since RoF doesn't really apply when there is a magazine size of only one. Same with Bows and other bolt-action weapons, though the BurstDPS equation might need to be tweaked a bit.
Burst fire is something that would probably be pretty complicated to calculate, but I believe you can make a general formula exclusive to Burst fire weapons.
Shot combos are easy, simply multiply your DPS by a combo of your choosing and you've got your DPS for when you reach said combo (exception of Vectis of course).
I might try to come up with additional equations to help you out with these types of situations, but there's a lot to cover and the holidays are here.
I just read and confirmed that the bonuses from Coaction Drift stack multiplicatively with each other (as in, auras that apply directly to the user being multiplied by 1.15, and then 1.15 again, for solo), but am not quite sure how to edit this in while keeping in line with the Wiki's style of grammar (there's also some laziness involved too).
If you don't believe me/wanna see for yourself, the way I confirmed was with Physique on an Inaros (you'll have to do a capture or something though, since the simulacrum's currently bugged with auras). Just be aware that the game rounds down with health values, even if they're .5 or higher.