(XBOX)Architect Prime Posted July 13, 2019 Share Posted July 13, 2019 Thinking: Daggers are pretty much covert lethality. Mod: +500% puncture and slash damage, -80% status. Build logic: Daggers are so fast and weeping wounds exists. Allowing too much status with an insane damage buff could get OP real fast. While originally thought up as straight 1000 and 90, I've split it into puncture and slash, and brought the 90 to 80. While I obviously can't test this, I have no way of tuning it. It's just the concept that counts anyway. And I honestly wouldn't mind more mods of extremes like this on other things. 😄 Link to comment Share on other sites More sharing options...
krc473 Posted July 13, 2019 Share Posted July 13, 2019 My main melee weapon is a dagger. It works perfectly fine in regular combat at Sortie level. I see no need for this mod at all. Why only puncture and slash damage? 1 Link to comment Share on other sites More sharing options...
kgabor Posted July 13, 2019 Share Posted July 13, 2019 Isn't Slash kinda useless without status to apply the finisher damage though? This might work for crit or pure damage(lol) builds, but i can't imagine it scaling well, even with combos. And yeah, Rakta Dank Dagger with status works well without CL at sortie levels. I wonder what numbers could this mod reach with, Weeping Wounds, Berserker and all other attack speed and combo options worth adding on a crit-attack speed dagger zaw, the status from Weeping Wounds should still add up at some point to make up for that -80% status. 1 Link to comment Share on other sites More sharing options...
HugintheCrow Posted July 13, 2019 Share Posted July 13, 2019 12 minutes ago, kgabor said: still add up at some point to make up for that -80% status. Put 2x 60% status 60% damage elementals on, you've nullified the -80% and have +40%. It's can't be a flat -80% because then every single dagger would become 0% status chance. Link to comment Share on other sites More sharing options...
GinKenshin Posted July 13, 2019 Share Posted July 13, 2019 I'd rather wait for the melee buffs than have a band aid mod tbh >_> 3 Link to comment Share on other sites More sharing options...
rapt0rman Posted July 13, 2019 Share Posted July 13, 2019 Just now, GinKenshin said: I'd rather wait for the melee buffs than have a band aid mod tbh >_> ^Entirely this^ Link to comment Share on other sites More sharing options...
(XBOX)Architect Prime Posted July 14, 2019 Author Share Posted July 14, 2019 9 hours ago, GinKenshin said: I'd rather wait for the melee buffs than have a band aid mod tbh >_> Just to put into perspective: even the nemesis system was shown at tennocon. We're not getting melee 3.0 for a whiiile. 9 hours ago, HugintheCrow said: Put 2x 60% status 60% damage elementals on, you've nullified the -80% and have +40%. It's can't be a flat -80% because then every single dagger would become 0% status chance. 20% of 10 is 2. So how does it get to 0 on every single dagger? 10 hours ago, kgabor said: Isn't Slash kinda useless without status to apply the finisher damage though? This might work for crit or pure damage(lol) builds, but i can't imagine it scaling well, even with combos. And yeah, Rakta Dank Dagger with status works well without CL at sortie levels. I wonder what numbers could this mod reach with, Weeping Wounds, Berserker and all other attack speed and combo options worth adding on a crit-attack speed dagger zaw, the status from Weeping Wounds should still add up at some point to make up for that -80% status. The point is to build for status/crit since damage is handled. The slash and puncture statuses would do slick damage. Especially the slash obviously. Everyone - remember that the numbers are just placeholder. It's about the concept. Link to comment Share on other sites More sharing options...
HugintheCrow Posted July 14, 2019 Share Posted July 14, 2019 2 minutes ago, (XB1)Architect Prime said: 20% of 10 is 2. So how does it get to 0 on every single dagger? I literally said it doesn't. 10 hours ago, HugintheCrow said: It's can't be a flat -80% FLAT being the key word. You know the mod called "Maiming Strike" (of course you do)? That mod gives FLAT 90% crit chance. Most mods give a multiplier to the weapons base value, and combine with each other additively. Hence, your mods 80% malus would be effectively nullified by two 60%/60% elementals. 10 hours ago, HugintheCrow said: Put 2x 60% status 60% damage elementals on, you've nullified the -80% and have +40%. 1 Link to comment Share on other sites More sharing options...
rapt0rman Posted July 14, 2019 Share Posted July 14, 2019 TBH, the +100 base damage built into Covert Lethality already serves the purpose of giving daggers some extra damage in regular combat, is conveniently built into Covert Lethality, and is much less limited. 1 Link to comment Share on other sites More sharing options...
Dreddeth Posted July 14, 2019 Share Posted July 14, 2019 Stinging Thorn stance gives daggers far better DPS compared to plenty of other weapon categories already, to the point that the trade-off in reach is really the only thing keeping the Rakta Dark Dagger and Zaw daggers from making nearly every other melee category irrelevant. Assuming Melee 3.0 does away with combos and their damage multipliers for a more utilitarian system, as shown on stream, Covert Lethality on top of Pressure Point still boosts Dagger damage to the low end of the Heavy Blade spectrum at the very least, which is still great. But honestly, how much do you want to have on top of that script-kill? Meanwhile Dual Daggers, Warfans, and probably a couple other melee categories, are lacking in a weapon worth using and/or a stance mod worth using. 1 Link to comment Share on other sites More sharing options...
(PSN)gershwonder Posted July 16, 2019 Share Posted July 16, 2019 Daggers already have enough options to buff damage. I don't see how more damage would make them more useful or have them seen played more. their main drawback is range. if that could be addressed in a practical manner, then maybe this weapon class would be more popular 1 Link to comment Share on other sites More sharing options...
(PSN)Tomplexthis Posted July 16, 2019 Share Posted July 16, 2019 the Link to comment Share on other sites More sharing options...
(NSW)ShinobiEX3 Posted August 28, 2019 Share Posted August 28, 2019 Yes the only thing the daggers need now is a bit more range everything else is fine Link to comment Share on other sites More sharing options...
KennBone Posted August 28, 2019 Share Posted August 28, 2019 I suggest you to wait for real melee 3.0 wich daggers supose will be fun and really usefull to use.. atm they are a mess Link to comment Share on other sites More sharing options...
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