@@GianMarcoPagano-yp4kbexactly, if you dealt literal damage cap to an entire room without any setup or condition, it would literally break the game. It would trivialize any and all current and future content, unless they uped the memory used for damage and started making enemies with health in the billions, but I'd say it's the worst decision they could ever make
@@robf4605 Because the comment is pointing out an opportunity cost. It might be funny to deal -2bil damage to 1 enemy, but often it takes so long to set up and the area of effect is so small that it's functionally better if you just opted to do 2mil damage to 100 enemies instead.
Hold on i thought to much crit chance resulted in negative returns was this changed ? Or is it just in the way you apply the crit chance. If that is the case does that mean we have multiplicative crit chance now?
@markhorvath2525 im aware of this i mean the crit chance . I was under the impression to much crit was possible and resulted in going from red crits back down to say yellow if you have to much .
Not really, If you get "hits" before Enervate resets you can stack it Like this: ruclips.net/video/8IdqqDnTVeU/видео.htmlsi=bfjvaXr5LZf-mjtt (but not as crazy)
It can be stacked theoretically unlimitedly with blast procs (which are always non crit and count as separate hits) or with bodyshots on Sicarus Incarnon Paragon Essence perk (x0 Critical Chance on Bodyshots, +150% Critical Chance on Weakpoint Hits)
@@GunterBunterWarframe Been seeing such stuff a lot in a while. Like I expected Pax Seeker to work as a weapon buff, and should triple dip roar, but then I find out it is enemy debuff, because of which the patch notes say that ability headshots also trigger it. Basically DE tries so hard to prevent damage double dipping but ironically that results in even crazier bugs.
Sad thing about Warframe sometimes is; crazy damage doesn’t always equate to high KPM.
That's the only real thing holding back fixes broo
@@GianMarcoPagano-yp4kbexactly, if you dealt literal damage cap to an entire room without any setup or condition, it would literally break the game. It would trivialize any and all current and future content, unless they uped the memory used for damage and started making enemies with health in the billions, but I'd say it's the worst decision they could ever make
How is that sad? Such a dumb comment😅
@@robf4605 Because the comment is pointing out an opportunity cost. It might be funny to deal -2bil damage to 1 enemy, but often it takes so long to set up and the area of effect is so small that it's functionally better if you just opted to do 2mil damage to 100 enemies instead.
@fredxu99 lol you don't get it
Wow😊
Hold on i thought to much crit chance resulted in negative returns was this changed ? Or is it just in the way you apply the crit chance. If that is the case does that mean we have multiplicative crit chance now?
if u hit dmg cap it will display in negative
@markhorvath2525 im aware of this i mean the crit chance . I was under the impression to much crit was possible and resulted in going from red crits back down to say yellow if you have to much .
Isnt enervate resets on orange crits? Shouldn't it be at 0% pretty much all the time?
Not really, If you get "hits" before Enervate resets you can stack it
Like this: ruclips.net/video/8IdqqDnTVeU/видео.htmlsi=bfjvaXr5LZf-mjtt (but not as crazy)
It resets after 5 orange+ crits at max rank as the tooltip says
It can be stacked theoretically unlimitedly with blast procs (which are always non crit and count as separate hits) or with bodyshots on Sicarus Incarnon Paragon Essence perk (x0 Critical Chance on Bodyshots, +150% Critical Chance on Weakpoint Hits)
does sevagoth 1 augment work
It does not double dip, because it's an enemy debuff, not a weapon buff
@@GunterBunterWarframe Been seeing such stuff a lot in a while.
Like I expected Pax Seeker to work as a weapon buff, and should triple dip roar, but then I find out it is enemy debuff, because of which the patch notes say that ability headshots also trigger it.
Basically DE tries so hard to prevent damage double dipping but ironically that results in even crazier bugs.