What to expect with Damage 2.0: or:
"What to expect when you're expecting Damage 2.0" or
"A Fish called Damage 2.0" or
"How I learned to stop worrying and Love Damage 2.0" or
"Much ado about Damage 2.0" or
Grineer Damage 2.0!"
Coming up with a clever name is hard! But, information in this post is relevant to all Tenno. Let's get started, shall we?
Read this post to learn about the coming Damage 2.0 changes in Update 11.
This new damage system introduces a number of new terms. This post will take you through introducing and explaining these terms, then elaborating on what they mean for combat. Keep in mind that things are subject to change, that some terms may be placeholder.
Every weapon in the game is made up of a combination of these three damage types. The overall damage of any given weapon is the sum of Impact, Puncture, and Slash damage. Weapons will exhibit a variety of combinations on the Impact, Puncture, and Slash damage spectrum. Mods will affect damage types as decided by the player by their loadout.
In short, Weapon Damage = (Impact + Puncture + Slash)
Real-life Firearm Metaphor: Impact=Slug; Puncture=Armor Piercing; Slash=Hollow-point. When assigning physical damage aspects to weapons we avoid making them 'pure' (100% in one direction). This ensures you can damage all enemies in the game.
In addition to the 3 base damage types, Elemental Damage can be applied on top of a weapon’s base damage depending on what Elemental Mods are applied. For some rare weapons, elemental damage is all they have.
There are four primary Elemental Damage types:
Elemental Damage can be applied alone but if you combine primary elements they create new combined elemental damage types! This opens up new possibilities, reduces 'rainbow build' problems and reduces some of the confusing effects like 'frozen guy is on fire'.
Combined Elemental Types:
To create these combined elements requires mixing two primary elements together:
Blast (Fire + Cold)
Gas (Fire + Toxin)
Radiation (Fire + Electricity)
Magnetic (Cold + Electricity)
Viral (Cold + Toxin)
Corrosive (Electricity + Toxin)
Elemental Damage is applied in addition to a weapon’s physical damage types.
Weapon Damage = (Impact + Puncture + Slash) + (Elemental).
Elemental Damage Hierarchy & Combining Elementals Elemental damage combinations are made by following a strict order.
Fire, Cold, Electric, Toxin.
As an example: If you want Fire damage + Magnetic damage (Cold + Electricity), you will need to split it between weapons because when a Fire Mod enters the mod loadout any other elementals will combine with it as it is first in the hierarchy.
Elemental Damage & Combining Elements: CHANGES!
After reviewing this thread and working things out with combinations, we have changes to report to Elemental Combinations. Elemental combinations will no longer be based on a predetermined elemental hierarchy, but instead a MOD PLACEMENT hierarchy.
This hierarchy is from closest to top left (first to be considered) to closest to bottom right (last to be considered) on the Mod Layout.
If you place Cold, Toxin, Fire, and, Electric, in that order from top left to bottom right, you will get:
(Cold + Toxin) and (Electric + Fire).
Status Effects ('Procs')
All damage types have a chance to inflict a status on the target – including you!
Puncture: Weakened (reduced damage output)
Slash: Bleed (health reduced over time, healing blocked)
Fire: Ignited (fire damage over time)
Electric: Chain Electricity Damage
Toxin: Poison Damage over time to health.
Gas: Poison in area
Radiation: Confusion (difficulties targeting)
Magnetic: Shield reduction
Corrosive: Armor Damage
The UI will represent all these damage stats numerically. Attached are screenshots of what you can expect to see with Damage 2.0.
Exhibit 1: 3 images that show the Physical Damage types represented in the UI, and the added Heat damage after a Heated Charge is added.
Exhibit 2: 2 Images that show the impact of a No-Return mod on Puncture Damage
Exhibit 3: 2 images that show the impact of an Elemental Damage combination.
Enemy levels now fall in a more compressed scale. Level 1 enemies are still the easiest, but the difficulty of a Level 40 enemy in Damage 2.0 will be comparable to a Level 100 enemy in Damage 1.0. Infinite mission types will still feature ever increasing enemy levels. Enemies will be wielding weapons that can inflict different types of damage and Procs on the Tenno, meaning the difficulty will come from a combination of their loadouts and their level.
Know your enemy.
Enemies will react to damage types differently. Begin hunting your enemies to discover the best way to approach different faction and enemies. With your Primary, Secondary, and Melee weapon, you will be able to take on the fiercest foes with many different combinations.
Significance of Change
Damage 2.0 is a very significant change to Warframe. We are standing by to receive feedback and experiences on this new Damage system when it is released.
Thank you for reading, everyone!
Edited by DERebecca, 20 November 2013 - 03:19 PM.
Changes to report