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Elemental Mod Reworks (And Some New Ones)


RustyNaps
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I hear DE is working on Damage 2.0 and in Damage 2.0 Elemental mods are getting a rework. So here's my little two cents on what elemental damage should be like. Note, the same principles apply to all elemental type mods. I'll think of upgraded stats later (These are base stats). And yes, all these effects are packed into 1 mod, this will make the elementals unique and will put some definition into weapons. 

 

Note you will only be able to equip 1 elemental mod onto a weapon in my two cents rework.

 

Fire Damage Mods:

- Does not Bypass Shields

- Does 10% of DoT damage from total weapon damage every 2 seconds

- DoT effect last for 6 seconds, DoT damage can be spread to others upon touch.

Blowing out ship windows will put fire out.

- DoT time will be reduced by frigid temperatures

- DoT damage will be increase by ship fires

 

Ice Damage Mods:

- Bypasses Shields

- Target will be under Ice for 8 seconds

- Reduces enemy speed by 35%

- Increases critical chance for melee by 15%

- Chance for instant kill 3% due to brittleness

- All effects will be increased under frigid temperatures 

- All effects will be decreased under ship fires

 

Electricity Damage Mods:

- Damage boost by 15% against shielding

- Stuns target

- Under electrical effect for 10 seconds

- Target has a 45% chance to be randomly stunned multiple times while under effect causing minor damage

- 15% more damage under heavy electronics

 

Now time for the new mods!

 

Poison Damage Mods:

- Bypasses shields

Does 15% of DoT damage from total weapon damage every 1 second

- DoT effect can be stacked 2 times

- DoT effect will keep effecting health for 10 seconds

- No effect against Toxic Infested units

 

Explosive Damage Mods:

- 15% less damage to shields

- 15% more damage to armor

- 25% Chance of bullets exploding in a small AoE (Like Seer Bullet Impacts)

- Explosion can hit multiple targets

 

Shadow Damage Mods:

- No faction is weak or strong against it

- Target has 40% chance to be under Shadow

- Shadow duration 10 seconds

- Target under shadow will take 2.0x more damage from fellow Tenno

- Targets damage will be debuffed 15% under shadow

 

Well theres my rework two cents for elemental mods + 3 new ones.

 

Comments are Appreciated 

 

UPDATES: Took Kolos1001's feedback and made changes.

Edited by RustyNaps
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I think your times are a bit off. 10 seconds is reaaaaaally long

Also shield bypassing is a bad mechanic for this game imo

 

Fire seems good

Ice seems op.

Lightning is alright.

poison: ok but idk what you mean by single target. How would it work with puncture? Also instead of buffing toxics should just not take any damage from that source

explosion. Good enough without the blind

shadow. Would never use honestly.

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I think your times are a bit off. 10 seconds is reaaaaaally long

Also shield bypassing is a bad mechanic for this game imo

 

Fire seems good

Ice seems op.

Lightning is alright.

poison: ok but idk what you mean by single target. How would it work with puncture? Also instead of buffing toxics should just not take any damage from that source

explosion. Good enough without the blind

shadow. Would never use honestly.

Ice, it seems op but  the way I have it upgrade it won't be that way.

Poison, what I meant by single target is that it does not spread like the fire one does, was trying not to get people thinking Saryns venom.

Explosion, I'll remove the blind

Shadow, I had a good idea for it but it escaped me while I was writing it. It's mean't to be a neutral element that no one really had any strengths to so it's debuffs would have full effects on all factions. I'll rewrite it.

 

Thanks for your feedback.

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