![]() So if you don't want any more clutter to your hud then don't turn it on. I also asked for it to be an option toggle. All of which have their own buff icons and a simple calculator entry check away. All the % based boosters go towards the frame's base armor count (which you should know before going into a mission) and/or is a fixed armor count add in. With all due respect, the same could be said for armor buffs. This one isn't even a variable buff, like Damage or Armour, so why do we even need a total listing anywhere on our already-cluttered HUD? In both cases, since you can't change the value it adds within the mission, just knowing the buff is active is enough to know how much Evasion you have. You can actually stack this with the Carnis set for another 30% for 6 seconds (that's 30% of the remaining 25%, or an additional 8.3%) and again this has its own icon already for the actual buff being active. The same goes for Xaku, as Xaku always has 25% unless casting the Vast Untime when it becomes 75%. Since the Evasion bonus is always 50% and cannot be changed by mods, then just knowing the buff is active tells you 'I now have 50% Evasion'. For example, Titania's Razorwing buff to Evasion already has a buff icon and it doesn't stack with other buffs because you can't activate the other Evasion buffs while you're in Razorwing. The thing about this is that only your own abilities effect Evasion, so when you have Evasion buffs present all you need to know is that the buff is there. This specific one is a 'why would you need it' question. I know this topic is only about armor, but would it be too much ask in addition for evation % to also be displayed? But armour doesn't really increase or decrease the way shields do, it's only a health multiplier, so there isn't really an "overarmour" case besides invulnerability, which turns the bar grey anyways Even in general it would be nice to know how much of your damage to expect to lose when you shoot or hit themĬolour changing could matter if there was a reason for it, like how blue shields turn purple when you get overshields. And that's my problem with it, the yellow is too vague since there's no way to know exactly how much armour they still have, which matters when trying to strip their armour, or go no lower than 1% remaining for elemental-weakness reasons. If they have any amount of armour, it's yellow. ![]() There's no gradual change, it's only on or off. Don't the Grineer (and other enemies) have some changes in their health bar colours when their armor values change? Can't we do something similar the a frame's health number: let it change color based on your armor values?
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