Okay, first and most important thing to realize:
- Do NOT compare the new damage system to old damage system. It is completely different and you're just going to confuse yourself trying to somehow translate new mechanics into the old stuff.
Scott/Grineeer tried to explain it in the livestreams, and DERebecca tried to explain more in the forum, but the great majority of people who logged into U11 were completely confused. So start from scratch, forget the old damage/enemy/weapon system, and realize everything is going to be okay. Now onto some explanations... (btw, TL:DR, pics at the bottom to tell you how to build your weapons, if you don't care about the mechanics).
Info in next spoiler is outdated according to 11.3.2/11.3.3 update. There is currently no rational explanation, or simple way of explaining, damage 2.0 according to Update 11.3.x. Check back later when they've settled on... idk... whatever they're trying to do.
There are 10 possible elemental types, but that doesn't mean you should use all of them at once. Just like with the physical damage types, some elemental types are more useful on certain weapons than others. Here's a quick overview of what they are and how they combine:
Well, if you played with the old damage system, you know Corpus shields are weak against Cold, and they can be stunned by Electricity if they don't have shields up. Infested
The number one rule with Damage 2.0 is:
- Use the right tool for the job, and compliment your weapon's base stats.
Learn to think of your weapons as anti-Corpus, anti-Grineer, or anti-Infested. When you start viewing it like that, it becomes completely obvious that you need to use an elemental that Corpus are weak against on your anti-Corpus weapon. If you've got a high puncture weapon, you're going to want the Corrosive element as well, because that's what Grineer are weak against. A heavy impact weapon? That's great for Corpus, so add on some Magnetic element.
Slash weapons are particularly useful for... you guessed it, Infested! Simply add some Heat and Blast damage and go eradicate some Infested areas of the galaxy.
The primary elementals are fairly straightforward, but I also like to divide the combined elementals into 2 categories:
- Blast - Stun/knockdown
- Gas - Poison AoE
- Radiation - Confusion and slowed fire rate/reduced accuracy
- Magnetic - Shield reduction
- Viral - Health reduction
- Corrosive - Armor reduction/removal
Utility is most useful as a secondary effect, on top of a primary effect you've given your weapon. For example, Embolist already defaults to Toxin damage (a primary), and it's really nice to have Blast (secondary from fire and ice) on top of that to keep things locked down.
Hopefully that explains most of what DE Scott intended, and it really is an elegant design for weapons and enemies, once the kinks are worked out and it's explained to players better in-game. Any more questions?
- DE_Steve has suggested Radiation against Grineer,
and testing it out with Synapse shows little penetration through Armor, but to non-armored Grineer health it's fairly effective.(Although in-game codex states no weakness)
- Added FAQ below based on questions in this thread.
- Updated information further based on testing and feedback (Thanks to: Phoenix86, NegimaSonic, MeduSalem)
- Updated according to U11.3.3, I guess. Hugely controversial update to Damage 2.0, which... dunno... I can't think of any way to explain it in its current state, sorry guys. Updated the cheat sheet at the top at least.
FAQ Follow-up Questions
Edited by _Aahz, 15 December 2013 - 03:41 PM.