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%.