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Base damage mods variations


lukinu_u
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With melee 3.0 and the changes to Conditions Overload, all of the 3 melee damage mods got different usage depending on the situation (even if one is better in 90% of situations) and are rarely used together :

  • Condition Overload beat both other damages with only 2 status on the target, and grow stronger, but actually need to proc these 2 status (which can be seen as a bad point) and doesn't work against status immune targets.
  • Primed Pressure Point is worst than Condition Overload is most of situation, but get the damage buff on the first hit and still work even on status immune targets.
  • Sacrificial Pressure weaker than both, but provide enough additionnal damages against sentients to beat Primed Pressure point against them and Condition Overload (since sentients are immune to status).

Even if the system can be improved, the idea is there and my idea is to expand this to other weapon category and give different options to replace Serration, Hornet Strike and Point Blank with other options than have downsides or encourage specific ways of playing.

All base damage mods would be treated as the same mod and can't all be equiped simultaneously (pretty much like you can't equip Primed Pressure Point and Sacrificial Pressure). Because of this, all of them are balanced to be weaker than the pure base damage that already exist but grow stronger if used in the right conditions.
 

  • Pure Damage - Provide flat amount of base, regardless of the situation.
    +165% damage (+11% per rank)

     
  • Faction Damages - Provide lower amount of damages, but also increase the damages against a specific faction.
    +121% damage and +55% faction damage (respectively 11% and 5% per rank)
    The mod alone in rougly 29% stronger than serration alone and become less effective with the use of other faction mods, but is still stronger.
    • alone, it's 29;2% stronger than serration.
    • with faction mod it's 18.6% stronger than serration.
    • with primed faction mod it's 12.9% stronger than seration.

       
  • Aim debuff - Proivde more damage than serration but at the cost of other stats that heavily affect your aim. Three variations exists that decrease accurary, flight speed or increase recoil.
    +220% damage and -66% aim debuff (respectively +20% and -6% per rank)

     
  • Non-critical Damages - Provide bigger damage increase but won't effect critical hits.
    +275% damage on non-critical hits (+25% per rank)
    This mod is meant to give more use to weapon that mainly rely on status or raw damages but critical damages. It's 41% than serration, which mean it act like a constant 1.41x critical multiplier on 100% critical chances, which is not that good but can save weapons with very low critical chances.

     
  • Status on target - Each status on the target will increase the weapon damage against it.
    +55% damage per status type affecting the target (+5% per rank)
    Since most of shooting weapons have far higher firerate than melee, the damaged penality from not having status on the target yet is less a problem. Therefore, I decided to lower the value from +120% per status to +55%, so the mod become more situationnal and only fit high status or high firerate weapons. It equal serration at 3 status, is stice stronger at 8 status and is 3.4x stronger when all 15 status are applied.

     
  • Punch Through - Provide slighly lower, but each target punched through will increase the damage dealt to enemies behind.
    +154% damage and 110% damage per targed punched through (respectively +14% and +10% per rank)
    This mod is meant to encourage lining up target to get maximum damage output, best used with weapon featuring high innate punchthrough and external way to stack enemies.

     
  • Successive shots - Provide low amount stacking on a same target for each successive shots.
    +5.5% damage per successive shot (+0.5% per rank)
    The value may sounds low but the mod is balanced for automatic rifles with average to fast firerate (8 to 20) and high value can quickly be achieved. The mod is a lot stronger on high firerate weapons but is balanced due to high firerate weapons also generally being ammo hungry and less accurate (which increase your change of missing a shot and reset the bonus).
    • With a firerate of 8, the mod equal serration after 4 seconds and grow 2 time stronger after 10 seconds.
    • With a firerate of 20, the mod equal serration after 2 seconds, grow 2 time stronger after 4 seconds and 4.5 time stronger after 10 seconds.

       
  • Successive headshots - Each successive headshots kill increase your weapon damage by a low amount.
    +22% per successive headshot kill (+2% per rank)
    This mod is a lot weaker than other but is meant to give some sort of infinite scaling to players with high aim skills for long endless runs. While missing a shot won't reset the bonus, killing without headshot will do.
     

I named the mods by their usage, but let me know if you find interesting to each of them, or have cool idea for other base damage mods !

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