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Element_all

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  1. Global Illumination looks amazing, but there are a few things I can fault it for at this moment in time. 1. Performance costs are there, but definitely much less taxing with the current optimizations, so I'm looking forward to any more of those being optimized. 2. I have lots of red and I mean Saturated ***RED*** but it seems that many glowing effects will instead turn out a strange Pink-Fuscia thing. Ok, so Minutes after posting, this got fixed, but now the next question... Where is the Blue/White supposed to be coming from? All of the lighting in this section is Red...
  2. Let us start with Nova: Nova: lots of explosions in her wake, that was the main design principle I think. Passive: stays the same, but: Enemies that take Blast Damage from Nova will have Blast Status applied to them. Additionally, the knockdown wave deals a small amount of Blast Damage. 1: Null Star: stays mostly the same, but damage reduction is now a general DR, rather than only affecting health. Additionally, when it seeks a target, it will explode when target it hit, rather than exploding right away. This deals 75% of damage dealt in the explosion radius. This is done as Blast Damage now. 1a: Neutron Star -> Magnetar: Changed from Heat to instead prime targets that Null Stars can seek out. In addition to this, Primed Targets lose armor when Null Star is triggered, stripping up to 100%. 2: Antimatter Drop: no problem with this one really, but 2 things. 1. Make it take crits. 2. Antimatter Absorb should act like a Mag bubble, absorbing all projectiles in its radius into the orb. Radiation damage would be changed to Blast. 3: Wormhole: it's alright, but make it portal both ways, for increased movement. 3a: Escape Velocity: In addition to the speed boost, the other portal launches you forward based on Strength. 4: Molecular Prime -> Atomic Primer: for the longest time, as a new player, I though Molecular Prime was her signature weapon because of 'prime' lol. Additionally, explosions will now deal around 100% of enemy health as Blast Damage. This can be affected by Strength, making chain explosions more likely. 4a: Molecular Fission -> Atomic Fission: Max Null Stars is defined at 18, as that is the DR Limit for them. This makes it easier to maintain a high level of survivability. Notes: In my Status Rework Idea: Blast had been changed to provide explosions of damage dealt to a target as blast damage.
  3. I understand with Radiation, cause I didn't know it quadruple dipped like that. However, I'm not sure about True Damage from Status effects, since I'd already given True Damage a Status effect. I do like the Concussion idea, because it kind of reminds me of a Destiny 2 thing: Kinetic Tremors. I'll see what I can do, but I really like the idea of stat increasing statuses, since that makes base status chance on crit weapons have additional uses.
  4. I've made an update to this rework idea based on your feedback. I don't think having magnetic already group enemies together is the best way to go, simply due to the fact that Melee Vortex and literally every other grouping tool exists. However, having Magnetic reduce accuracy feels right because of how much it #*!%s with UI and electronic optics.
  5. This is just me thinking of ways to improve lesser used status effects. Under the new changes in mind: -Impact: in addition to staggering and mercy increases, each impact proc also increases Final Critical Chance, by up to 50%. On enemies that don't have mercy meters, instead it creates a chance for Kinetic Tremors on target when hit, causing the enemy to suffer multiple instances of damage based on the damage dealt.. Each stack increases the chance and number of instances of damage, dealing 100% of the damage source per instance as Impact Damage. Chance is capped at 100%, starting from 10%, and instances capped at 10, starting from 1. -Puncture: In addition to weakening, each stack of puncture increases Final Status Chance, by up to 50%, now stacking up to 10x. Weakening now starts from 50% and stacks up by 5% capping at 95%. Also, grants a chance that damage taken from direct impacts ignores armor values, ranging between 5% -> 50%. -Slash: stays the same. Toxin: stays the same. Heat: stays the same. Cold: increased to 10 stacks, allowing for up to 95% slow. This is in addition to it's Critical Damage increase stacking up to 50%. Frost Passive rework: enemies that receive their 10th stack of cold, or is damaged after their 10th stack of cold, from frost will be frozen solid for 10s. Electricity: stays the same. Magnetic: While increasing damage to shields, enemies have reducing accuracy, up to 90%. Blast: No longer reduces accuracy, instead granting a 5.5m explosion when damaged, dealing 50% damage dealt as blast damage. This stacks by 0.5m per stack, up to 10m at 10 stacks. Viral: stays the same. Gas: Now deals 100% of the source of the proc a Gas Damage in it's AoE. Each proc ticks like slash. Corrosive: stays the same. Radiation: stays the same, but Boss enemies are temporarily stunned by Radiation procs. Void: stays the same. True: Status Effect: Bypass: Converts a portion of damage dealt into True Damage, stacking from 3% to 30%.
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