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Information On Damage 2.0


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#21 KARMA2605

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Posted 19 November 2013 - 03:29 PM

@DERebecca - also, when the heck did you get "Overlord" added to your profile?  Made me spit out my drink when I saw that just now...so much awesome...I mean, All Hail!


Edited by KARMA2605, 19 November 2013 - 03:30 PM.

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#22 CeePee

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Posted 19 November 2013 - 03:29 PM

What about weapons that already do 100% fire damage, such as the Ignis? Does this mean you can only get Fire related combos with the weapon?

 

The system does look promising.


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#23 Hybridon

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Posted 19 November 2013 - 03:29 PM

"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."

 

Does this mean the enemy levels on the star chart will be changed, or is Pluto being 50-70s what you are aiming for to make the game more challenging? :)


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#24 Casardis

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Posted 19 November 2013 - 03:30 PM

"Slash: Bleed (health reduced over time, healing blocked)"

 

Poor poor Trinity when Evicerators strikes :( Saying this half-jokingly of course since we have to experience it first before judging.

 

This is probably the most excited part of the future updates to me since there will be lots to test and discover!

 

I also noticed that Toxin gives poison damage over time TO HEALTH; does this mean Saryn's powers, Torid, Embolist and Acrid will damage health directly with their DoT and bypass shields + armor?

 

"Viral: Sickened"

What exactly is it? It can't be DoT since that's regular Toxin. Is it a reduction to max health like the initial spreadsheet?

 

Seems like the scanner/codex will be much more useful than getting simple drop data from enemies; you'll also learn about their weakness and which damage type/elemental is more useful on them (along with personal experience of course).


Edited by Casardis, 19 November 2013 - 03:37 PM.

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#25 Bitfly

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Posted 19 November 2013 - 03:30 PM

Enemy Levels

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.

Does this mean that planets like Pluto will feature enemies comparable to level ~200 in Damage 1.0?


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#26 DAFIRE

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Posted 19 November 2013 - 03:31 PM

So...I suppose U11 tomorrow :O or is scott going to enjoy seeing us "suffer" releasing the alad V catching event instead of U11?
And please,Overlord @DERebecca,don't disappoint me on the glaive prime :P,anyways, thanks for the news :D

Edited by DAFIRE, 19 November 2013 - 03:34 PM.

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#27 kiwicanfly

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Posted 19 November 2013 - 03:31 PM

yay :p

Now just tell us the exact time when armor 2.0 is coming out ;)


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#28 KARMA2605

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Posted 19 November 2013 - 03:31 PM

What about weapons that already do 100% fire damage, such as the Ignis? Does this mean you can only get Fire related combos with the weapon?

 

The system does look promising.

 

I think a lot of people are curious about this as well.  I wonder if they will make them unable to equip any elemental mod type besides their own?  I do think people are looking forward to the new "Michael Bay Splosions" Ignis tho.


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#29 Relkin

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Posted 19 November 2013 - 03:31 PM

LOL wow the difficulty scale, this is going to be fun.  Feel bad for the noobs though....this may make their lives rather terrible. 


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#30 TheCometCE

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Posted 19 November 2013 - 03:31 PM

wow, this stayed closer to the design council sneak peak than I expected, I'm liking how the ui adjusts for your mod selection.

looking forward to my torid creating gas clouds within gas clouds!
*torid ception*
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#31 Psychosist

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Posted 19 November 2013 - 03:31 PM

Fire. Cold. Electric. Toxin is the hierarchy of elements. I understand Fire is priority to be mixed, so say I have Fire and Cold and Electric on a gun. This would mean the result in output would be (Blast plus Electric) as opposed to (Fire plus Magnetic), correct?
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#32 jrkong

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Posted 19 November 2013 - 03:32 PM

Wrecking ball incoming, countdown to impact:

T-24 hours (give or take a few hours)


Edited by jrkong, 19 November 2013 - 03:33 PM.

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#33 CrimsonTea

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Posted 19 November 2013 - 03:32 PM

Cheers for the Info.

Looking really good, and will add depth to the combat system. Nice!


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#34 Sixty5

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Posted 19 November 2013 - 03:33 PM

I hope to see it Soon™

 

or rather Right Around The Corner™


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#35 MotherCorpus

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Posted 19 November 2013 - 03:33 PM

I'm in love with the new elemental system now! I'm glad I read these for once. Being able to mix and match and creating new damage types.


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#36 SilverBones

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Posted 19 November 2013 - 03:34 PM

a.k.a. "50 Shades of Damage 2.0"

 

Bad Letter13! Back in your box!


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#37 SortaRandom

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Posted 19 November 2013 - 03:34 PM

Thanks for the update!

 

The "the difficulty of a Level 40 enemy in Damage 2.0 will be comparable to a Level 100 enemy in Damage 1.0" really concerns me, though. Wasn't this supposed to be countering the absurd enemy scaling, and not the other way around?


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#38 DroppedaBeat

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Posted 19 November 2013 - 03:35 PM


Enemy Levels

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.

 

 

oh_zps562251b1.gif

I'mscared


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#39 Haldos

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Posted 19 November 2013 - 03:35 PM

Appreciate the clarification, Rebecca. All the more reason to be excited.


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#40 AlienTetris

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Posted 19 November 2013 - 03:35 PM

Cool, sounds.. iiinterestinnnggg


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