UPDATE: THIS IS A BUG AND HAS NOTHING TO DO WITH NIDUS, KOUMEI IS THE CULPRIT LOL. THAT IS ALL, THE MOD IS STILL GOOD WITH NIDUS UPDATE2: KOUMEI WITH HELMINTH CHARGER WILL CRASH YOUR GAME AFTER 2 BILLION HP UPDATE3: THIS HAS NOW BEEN HOTFIXED, BUT I STILL RECCOMEND THIS DOGGO WITH NIDUS AS YOU CAN STILL REACH CLOSE TO 40K HP WITH THIS SET UP ru-vid.com/show-UC14KKwaibjSu07JxkTrW7cAcommunity?lb=UgkxhrFy0rMQkPF6ZONIzSqNidQAg5jEQZMT
Makes sense, since this game has 32-bit signed integer values used for health. Maximum negative health isn't something this game was designed to withstand.
So I did some testing after the patch last night. And from what I can tell it scales off modded health and itself. Each time you pick up a maggot it multiplies whatever your current max health by 1.04. So for the maximum of 8 maggots from the helminth charger, and you are picking them up on cooldown it's a "permanent" 36% hp increase with a maximum of 87% that has a theoretical 5 second downtime. But even the base of 36% is very good for a health tank setup. This of course isn't taking into account nidus or pathocyst, just the raw power of the set within itself. It being multiplicative with modded hp was a real suprise for me as alot of bonuses in the game go off base hp.
@@noonesfang131 The wiki says only the maggots produced by the strain mod set work for the health bonus, not those produced by abilities or pathocyst. Is this correct?
If i have a nickel for everytime the helminth charger became op due to some code shenanigans, i'd have 2 nickels. Which isn't a lots but it happened twice now.
I’ve got a bit of nostalgia for the Charger, since I got lucky and found out about them by chance. Used it for most of Star Chart. It’s nice to see it becoming viable.
So, here's the thing... I saw a video. There IS an integer overflow. Around 2 Billion. Reaching higher than the max will instantly kill you. For those who don't know what this means, it means that some games can only count so high, and if it tries to count higher than the limit, it wraps around to the absolute lowest number. Gandi in Civ did this. He got so nice that when he maxed out his kindness, it went from 10/10 to NEGATIVE 255. OUT OF TEN.
@@Chse.ait’s funny how when people say this dialogue script it’s almost synonymously with “allows me to never lose & autopilot it to the degree of an auto battle game as possible”
Don't forget Pathocyst for more MaggotMaxing Helminth Charger also procs Archon stretch if you mod it for Electric. Meaning a Pet can now replace your need for Hunter Adrenaline. Plus with a Violet Shard your Electric spam can boost the damage of your 1.
I tried this and it didn't work. So I looked at the wiki and in the notes it says. "Maggots spawned by the Pathocyst used do not interact with  Nidus's abilities or the Strain Mod Set."
Maybe, maybe not. Health tanking has been the worst survivability tool in the game for a long time. You have frames that are straight up immortal and others that can be invisible for the entire mission. This isn't as broken of a survival tool as mesmer skin. But, there was no text change on the mod and nothing in the dev stream or patch notes about it so it probably is just bugged.
;-; I have the complete opposite effect where my Helmith charger and my health are reduced ☠️. In my ship he’s got over 5k health, but going into any mission his health gets cut to around 2k
There was a clip on Reddit of someone hitting the integer overflow, which killed his Nidus after flipping over to negative. SO yes, 2B+ health is possible but you have to stop before it overflows 😅
Did you know that health bars were invented back in 1876 by John HealthBar. Before that, the enemies in Warframe had no health values, so anytime they'd get damaged by any amount - they would immediately die. That is why the Warframe 'meta' didn't exist at all back then, because everything was collectively and individually as good as everything else. That all changed when John HealthBar invented the enemy live-o-meter he patented as "healthbar" as he wanted to make sure he got the credit from his idea for years to come. Even now, many video games use his patented HealthBar™ technology to demonstrate different measurable values of any given enemy type in question. This however prompted John HealthBar's long lost nephew, George BulletSponge, to patent HIS own tech he called 'bulletsponge' to add into John HealthBar's original invention back in 1924. This had limited success over the years, but the markets persisted and it remained consistent feature even in Digital Extremes' games such as Warframe™. George died of leukemia in 1977.
@@John7Wirth That's definitely one of the stories of all time ❤ And now excuse me, I'm gonna check how much of my healthbar™ will be left after shoving 72 pringles up my a$$
Have you tried the infested throwing glaive that also spawns a maggot on the throw? (Tbh I think that’s what it does I really have to go look at it later)
Why? Why do people think this is even close to broken compared to being downright immortal with mesmer skin or invisible? Heck, Loki can be invisible AND completely immune (immunity that is unable to be cleansed by any source at that) for an entire mission. Probably a bug because the mod didn't change text. For some reason, I thought they removed the 45 second duration but that seems to still be there. BUT it still isn't even that broken. It isn't stronger than shield gating because you can comfortably survive level cap with a decent shield gate setup and that isn't even hard. They actually even made that easier by making your invulnerability duration have a visual indicator on your health bar. If there are fairly easy ways to survive level cap by utilizing shields then why not one for health? It locks you into using a singular companion in order to do it as well. Now you have the choice of shield gating with other companions or health tanking with helminth charger.
It should not be THAT intensive on load, actually. Just have it written as "stack" - "timeout mark". When timeout mark is reached - stack disappears. Current amount of added health and regen is just derived from current stack counter.
This makes me happy. Loved the Helminth Charger when it first came out, but its lack of usefulness made it hard to justify (in most cases). Now I kinda just wish they'd update the abilities.
Tip for anyone looking to actually USE all this HP (you can literally see in the video that tens of health orbs per second cannot fill the bar), I strongly recommend equipping arcane grace over arcane blessing on the build. The percentage healing becomes incredibly strong when your health is this massive
@@callumprice1710 Good idea! That works too, but I just wanted to suggest something to replace arcane blessing, which I have no idea what it's doing here (unless the extra HP increases the HP you get from link)
Yo, can you hit stack over flow and can you health tank at level cap with this? I had always wanted too try helminth at level cap because that %hp dmg sounds so good with Oberon's smite never got a chance pre rework not enough forma sadge, might try it now with the 5 free forma and several ones coming from goal reaching and qtcc streams
In the name of health tanking what sorcery is this?! I was happy with Strain Eruption finally proccing corrosive (it did the 4% corrosive damage but with no proc chance before) because it would let my vanilla Nidus build finally be able to not rely on Unairu's Caustic strike to get rid of armor so Ravenous could deal its max damage (Will continue to ask them to let the Ravenous maggots to proc their blast damage until I succeed heheheeee), but getting exponentially increasing HP is absurdly cool and I hope it doesn't get nerfed, as it will allow a lot of frames to simply go berserk on higher levels and stop relying as much on shields, besides, it can only be achieved with one companion and a special mod set, so there are sacrifices to be made on each part of our arsenal, albeit for greater good! Man, update so far is being great _now back to work I go until evening_
Since you get egregious amounts of health, do you really need arcane blessing? Wouldn't something like arcane grace be better since it regenerates health based on a % meaning extreme amounts of healing?
can you use magus repair to fully heal in 4 seconds? it heals warframes by 25% every second while you're in void mode so if it's counted as proper max health it should work
Thats what haooens when the devs leave the testing for public release. Also the buff doesnt even hve an icon its suposoed ti last 45s(probably indivifual stack idk)
This build wasnt fully fleshed out, i wanted to just let people know like, “hey run this and get infinite health.” If i had a trinity they could of just maxed my hp then you guys could have seen it. But yea right build set up / comp easily hit 1million hp
nidus is the first frame to have a built in timer, cause if you get enough stacks the integer resets him to negatives. meaning he will die any time you try to revive lol
If they don't intend on ever capping it, that'll make me wonder if this was a subtle way of giving end game level players like me a way to more easily coast through higher tier end game content as solos or in smaller groups than the max 4. Especially since being end game doesn't necessarily always mean our builds are busted OP right away. I know I'm certainly a bit of a potato at times, that's for sure. XD
I'm very happy with the companions. Getting some much needed TLC. When the update came I didn't get much testing done myself because it was pretty tired and had something to do later today. My only real criticism is that the Smeeta kavat. I feel it's doomed to go from one of the most dominant use companions to going to be one of the least used. Because so far no matter what I did to her she was not seem incapable of doing any damage and still path. And some mobs I think just straight up in a work. Is size of Sean mechanic which is more of a support for the Warframe. She would likely not be used because her real bread and butter can now be put on any other companion and if those companies can do anything similar to this companion. The smeets will be abandoned. Which is a shame because it's honestly my favorite companion. And just happened to be good for farming. They also technically nerve to because now I can't overlap. Being a continuous effect so it can't stack its multipliers. Vancouver survival technically doesn't drop kuva. It doesn't count as a pickup in that tile set or mission. I still need to test this theory though. Hopefully you're still affected. The smeeta needs something new added to a kit. Otherwise the mods that are exclusive to kavat two don't seem to work. Ether have not gotten to yet or buged. One being- sharpened claw. A mod that came out before the armor scaling was changed. Otherwise it would help Especially if it's synergized with the other kavats mod for hitting multiple enemies I forget what it was called. But even back then it only ever walked on the single Target and the rest of the targets when it gets stripped. But as I said I tested it compared to the other army stripping companion mod. And the 15% One beat it. Well the other one I'm pretty sure it wasn't even activating. Or started questioning how it functions. Tried doing research but that research is old and also inconsistent. It seems to affect the base value but since the base value is increased by 300%. Then I can't fully strip so you would assume it would need multiple hits but if it needs multiple hits it should beat the other one then right? No the 15% was stripping heavy gunners faster. So I tried one time isolating and by himself and sharpened claw didn't seem to do anything. I want to do some heavy testing but I'm frustrated by the results I'm getting. and again this is only about three or four hours till I had to go to sleep
@@tenozz idk. Even way back over 10 years ago when I first played affinity never really bothered me. Really feels like a filler ability. There's so much options now. That's ridiculously efficient for affinity. I never onec was like man I could use an affinity boost. So this doesn't give me any hope. Btw did more testing like I planed an I think thay fixed a few things that was not working. So at least that not an issue. I'd like to take credit a mod so that every companion can. Now double resources but I feel like they also could have kept that inside of charm. As a slight tweak. C&S they tweaked it anyways they could have just left that in there but made it a constant effect as that did with the new mods. That way you get to have one extra mod slot to make up for it. I would otherwise not complain about the mod slots seeing as a freed up a lot by making melee. But so did everyone else so it's still the dtrax dlfeom charm. Could have been built in
could be the only way (together with the mecha set) to actually make Inaros tanky (he is squishy shit with only HP) however they WILL for sure cap it so it will become useless again pretty soon, so im not gonna invest into it for like couple months and only if it survives 1998 will I start using it
So what am I missing? I have all the set mods in but it doesnt even close go up that crazy as y do.. So what am I doing wrong? How do you get those maggots to die? Iam confused
The small problem with this setup is that you will need to use Arcane Grace if you wish to get to high levels, because HP regen is going to matter a lot there when enemies constantly remove 10 000+ HP or more with every single hit... Which means, 1 million HP is barely enough, probably. Though since Arcane Grace is a % based on max HP regen, you may as well not need the original 2HP / 1 second stackable regen. Whatever. It's good indeed, but it takes mod slots, and you gotta stack it without missing that 45 seconds, so while you get to have HP you don't get to AFK lol Digital Extremes are smart, they know what they are doing. This is not a bug mate. They made it like that. They figured that Revenant and other OP no damage taken frames simply dominate the meta way too much and that's not good for the game. This is intentional and it's actually balanced! A normal Nidus build doesn't die anyway, on base Steel Path, so this is not broken. It's just okay. That's all it is. Maybe it's even very good once you hit level cap on SP cascade, potentially. But you can't go AFK and you have to refresh that 45 second cooldown before it hits 0 all the way, pretty much. Also, this means you shouldn't remove any of the Nidus' abilities! Which is something I like to do... So eh, cool I guess, thanks DE! Not sure if I am even interested in this lol Very good change though!
i dont think this works. ive been playing around with this inside the training mode and it only really maxes out at 1k bonus hp before it starts declining. nidus's maggots dont seem like they work either.
I think ability strength is the way to go because Parasitic link augment scales off of strength making your health pool bigger i believe. I havent played a lot of nidus.
@@ScreaminpirateEDC oh also work on maxing out two syndicate that are allied with each other, it will take you like 2 weeks to get to rank 5 but it's so worth it because you will be basically getting 100p every 6 days passively, the days get less the higher Mastery rank you get to, it takes like 4 days to reach 125k standing on rank 5 if you are mr30.
Likely a bug as there is no official information about it and the mod has the exact same text as before. Completely fine change imo as it isn't better than shield gating because with shield gating you can use any companion you want and still survive level cap. This locks you into a single companion and you would continue to need to stack DR on a health tanking build like this. I think if they don't treat this as a bug becomes feature type of thing then they should 100% nerf shield gating to be less viable without support frames to help like trinity or protea as you need support frames to help you survive through health tanking and even then, it isn't nearly as comfortable as shield gating.
Look like it's gonna get nerfed, otherwise all you need to do is being helminth charger and wait for a bit and any frame will become tanky without shield gate