Jump to content
The Lotus Eaters: Share Bug Reports and Feedback Here! ×

Making Melee Prowess useful without overpowering it


GruntBlender
 Share

Recommended Posts

This mod is +15% status chance. It's useless, considering Drifting Contact is +40% with additional benefits. On a 30% status weapon this mod grants a whopping 4.5 percent points that no longer get multiplied by Weeping Wounds.

A possible solution would be to make it 10%, but buffing the base chance like Cat's Eye does for crit chance. This would make it comparable with Drifting Contact on weapons with 25% status, and Weeping Wounds would grant an additional 4 percent points per multiplier.

 

Let's look at some examples:

Base 10%. With DC and WW at 12x we get 58%. With new MP and WW at 12x we'd get 108%. Hefty boost (but sacrificing that combo duration) making many weapons more status viable.

Base 30%. With DC and WW at 6x we get 102%. With new MP and WW at 6x we'd get 120%, 104% at 5x. A little bit of a boost to offset losing that combo duration, now you have options.

Base 40%. With DC and WW reaches 88% at 3x multiplier. New MP and WW gives 90% at the same multiplier. There wouldn't be power creep problems with Weeping Wounds.

 

But what about those 60/60 mods? Having two of those gives you 120%, same as 3 extra multiplier of Weeping Wounds.

Base 10%. With 120 and WW at 12x we get 66%. With 120 and new MP, 44%.

Base 30%. With 120 and WW at 4x we get 102%. With 120 and new MP, 88%.

 

We see it's no replacement for Weeping Wounds. It competes squarely with Drifting Contact and uplifts lower status chance weapons into being vaguely status viable while having compromises in other areas. Out of curiosity, let's combine two 60/60 mods, Weeping Wounds, and alternate between Drifting Contact and proposed Melee Prowess:

Base 10%. With DC, 70% at 12x. With MP, 108% at 12x, 100% at 11x. Great, a bit of a boost to low status chance weapons at the cost of 10s combo duration.

Base 30%. With DC, 102% at 3x. With MP, 104% at 2x. You hit the cap a little faster while sacrificing combo duration.

Base 30% With DC + MP + 2 60/60 mods, but no WW we get 104%, giving us an alternative build for Condition Overload that doesn't use Weeping Wounds to get 100% status.

Again, more options. None of this should be a problem unless there are plans to use status chance above 100% in the near future, which I doubt. The reason I picked buffing the base instead of an additive multiplier like True Steel was partly due to the 100% cap, partly to prevent making other status mods on high status weapons irrelevant, and partly to give a larger benefit to weapons that need it most.

  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...