Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Impact Procs and Finishers.


Kainosh
 Share

Recommended Posts

Impact proc now stacks and increases Finisher (Parazon) chance to get finisher symbol when enemy drops below 5% HP.  Chance per stack is 10%

 

Bad news: it does not work. Its bad.

You need a specific Impact Build and some serious Trigger discipline  to SLIGHTLY benefit from it.    Coz even at 10 procs (maximum amount, supposedly 100% chance for finisher to appear) you can still "overkill" the target if your build is not entirely gimped.

It just doesnt work in actual combat.  Stacking Impact 10 times is a dumb idea to begin with....And then you still can fail to use this sht coz something else kills the target. 

 

If you want it to actually work, do it like this :

1) Finisher icon Always appears when enemy HP is below 5%.   EDIT:  Finisher icon always appears when enemy HP is below threshold.  Basic threshold is 5%, and can be increased by Impact procs.

2) Impact Proc adds 2% to finisher HP threshold.     At 10 Impact Procs, Target becomes Finishable at 25% HP.

 

This way it will be somewhat useful....for when you struggle hard enough to actually apply 10 Impact Procs on a single target without killing it.  

Edited by Kainosh
some clarification.
  • Like 2
Link to comment
Share on other sites

I would also like to see it reduce the Threshold for finishers. The chance was a step in the right direction, and certainly made combat with my Shaku considerably more fun against lvl 60+ enemies, as I can set up parazons with some consistency. It's far less practical and more style currently. Not terribly against that, but certainly doesn't make it anywhere near as function for players to take as Viral or Toxin.

Link to comment
Share on other sites

1 hour ago, Kainosh said:

If you want it to actually work, do it like this :

1) Finisher icon Always appears when enemy HP is below 5%

2) Impact Proc adds 2% to finisher HP threshold.     At 10 Impact Procs, Target becomes Finishable at 25% HP.

 

This way it will be somewhat useful....for when you struggle hard enough to actually apply 10 Impact Procs on a single target without killing it.  

It still wont really work. If you manage to stun the enemy for a finisher with 25%hp is it really worth the time to close the distance and finish the enemy off? I'll rather just shoot it or melee it to death. We need to have an incentive to actually parazon an enemy. A health orb or ammo is too little.

There will be a LOT of overkills even if you actually want to parazon everyone and playing online will just make it unusable.

I see few ways to make impact kinda viable. Remember, that is IMPACT we are talking about, if it is going to return from hell it curently resides for like 6 years it needs serious buffs.

So:

1.

Your second idea but with removed 10 impact limit. 25% is still too little. When an enemy has 25%hp left it is usually ridden with statuses and already dead.

( this idea highly favours, fast, bullet spewing status weapons, slower, heavier weapons would be way less useful so thats a minus)

It could be capped at 50-90%hp so player actually has to deal some damage (could be easily exploited if it went to 100%hp)

2.

Current impact but instead of 5% hp threshold it would be something like 40-60%, less overkills, way more useful on heavier enemies.

3.

Add MORE parazon mods! Using impact to create parazon finishers would be way more attractive if there were more mods that would reward doing them.

For example, a mod that makes parazoned enemy explode dealing X%hp to everyone in X meters. Parazon an eximus or heavy and look how a whole room explodes.

A mod that shreds armor of every enemy in X meters of parazoned enemy.

A mod that adds up stacking armor (lets say 20 armor per parazoned enemy capping at 1.000) for each parazoned enemy untill the end of the mission (not really useful in non endless, but godlike in endless missions)

A mod that gives X% increased damage/X%increased attack speed/X%fire rate/X% abillity strength for X seconds after parazoning an enemy.

 

Even if impact will be in a perfect place and opening enemies to parazons will be easy it still wont be enough because using parazon to JUST execute an enemy is too little. We need way more mods for parazon to make these executions useful.

 

 

 

 

Edited by Savire510
Link to comment
Share on other sites

Or...keep it simple

Slash = added 210% damage as dot (as it currently is, adds up to potential 300% damage which a large volume ignoring armor)

Puncture = attack deals true damage on proc ignoring all damage reductions (armor and type modifiers) and bypassing sheilds

Impact = on proc attack deals double damage, bit like a crit. INSTANT GRATIFICATION

Leave the fancy stuff to the fancy elements! Blast, magnetic, radiation need massive buffs to compete with lolviral, but impact puncture and slash should be simple effects!

Edited by (PS4)ForNoPurpose
Link to comment
Share on other sites

12 hours ago, Savire510 said:

is it really worth the time to close the distance and finish the enemy off

Sometimes.   Making it stronger than that can fuc up the game. Im pretty sure about that.

 If you have Arcane energize and Parazon "Energy for blood" mod, it can be pretty decent....Especially if you fight something like Nox and just dont want to waste ammo on that 25% hp he got left.

There is also "Health conversion" mod.

Also, you can use it for other Finisher triggered arcanes (not sure if Mercy triggers them tho).   

 

So yeah....There are mods and builds that can benefit from that.  Lots of them actually.  You just dont realise.

Link to comment
Share on other sites

1 hour ago, Kainosh said:

Also, you can use it for other Finisher triggered arcanes (not sure if Mercy triggers them tho).   

 

Yes, mercy kills can activate Arcanes that trigger from finishers. Nightwave challenge considers them as normal finishers. You have:

Arcane Trickery for 15% chance of 30s of invisibility and Arcane Ultimatum for 100% chance for 1200 armor for 45s. Which, honestly are pretty good arcanes, both of them.

The problem is that opening enemies to parazon finishers is not really consistent. Overkills and other players are a problem too.

Maybe every enemy should be eligible for a parazon finish after HP falls under a certain % to make it more consistent? ( that would really work with melee )

Also a few new parazon mods wouldnt hurt. We have so much warframes, so much skills and arcanes that even few mods can create a compeletly new build or a new way to play the game.

 

 

Edited by Savire510
  • Like 1
Link to comment
Share on other sites

1 hour ago, Savire510 said:

Maybe every enemy should be eligible for a parazon finish after HP falls under a certain % to make it more consistent?

 

16 hours ago, Kainosh said:

1) Finisher icon Always appears when enemy HP is below 5%

I kinda typoed....But that actually means that you ALWAYS get Finisher icon when enemy HP goes below THRESHOLD (Not only 5%)

 

Gotta fix that, thanx for pointing out btw...

Link to comment
Share on other sites

On 2020-04-18 at 8:32 PM, Savire510 said:

A mod that adds up stacking armor (lets say 20 armor per parazoned enemy capping at 1.000) for each parazoned enemy untill the end of the mission (not really useful in non endless, but godlike in endless missions)

I will upvote you because I'm a Rhino main and more armor means more fun for me.

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...