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Some Corrupt Mods Need Balancing


hyperblaster
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Critical Delay is the worst offender. Point Strike provides up to +150% critical chance with no drawbacks. Critical Delay only adds a measly +48% with a 36% penalty to fire rate.

 

Hollow Point has a similar issue with critical hit damage. Target Cracker is equally effective without any downsides. Hollow Point actually lowers the base damage of your secondary weapon as a side effect. Combined with the low crit rate of secondary weapons, this probably lowers your overall dps in most cases.

 

Magnum Force only adds a maximum of +66% damage compared to the +220% possible with Hornet Strike. Still, this adds base damage, so it's still useful especially for now with secondary weapons with no inherent recoil. However, the damage increase is low compared to what we get with Heavy Caliber on rifles. On a related note, can anyone explain why damage and multishot mods scale so differently on primary and secondary weapons?

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The point is you can have these mods with the other main mod, for a total of say +286% pistol damage, +198% crit chance, etc.

 

They aren't meant to replace the mods, but just to get a BONUS to the mod, but getting that bonus gives drawbacks.

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At this point you already have "perfect builds", with lot's of elementals, extra damage, extra fire rate, multishot,.....

 

These mods create a disturbance in that 8 mod build you have, because you need to take something out in order to get the extra damage, so not only you sacrifice by using the corrupt mod, you will also get another penalty by removing a mod you liked on that weapon, on top of this, you have a likely fusion core hunt in order to level up the mod and a possible polarization.

 

This changes depending on the weapon and it's purpose, some weapons will surely instantly benefit from it, while others will suffer one way or the other.

 

This disturbance is exactly what the game needs so that players create different good builds

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These mods create a disturbance in that 8 mod build you have, because you need to take something out in order to get the extra damage, so not only you sacrifice by using the corrupt mod, you will also get another penalty by removing a mod you liked on that weapon, on top of this, you have a likely fusion core hunt in order to level up the mod and a possible polarization.

 

That's why I do like the new mods. Except that the bonus amounts seem to be rather arbitrary. Could someone cast a light on why the bonuses are so inconsistent with other mods? (Other than saying the mods got corrupted, so it's all over the place).

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Out of the mods listed, Hollow point is the only one that does not add any positive DPS to a weapon when added.

preposterous. on Pistols that already get a lot of their damage output from Crits, will further benefit from it. 

DPS is the most useless statistic, so i basically disregard it. 

i find Hollow Point to be great on any pistol which has a 15% base Crit Chance. my Vasto now Crit Headshots for 798. and with 3 projectiles being a common happening, that's actually pretty effective. makes the ammunition efficiency a good bit better, as well. even without Multishot, for that average, 3 shots on each high level enemy, the first two dealing normal damage, the third killing it because of how slightly ridiculous the Crits are.

 

Lex is even sillier :p

personal preferences, but there are things other than DPS @.@

 

 

i admit though, Critical Delay is a real tossup for anything but a Sniper Rifle, IMO. Sniper Rifles will get a great benefit, but any automatic weapon, would probably end up suffering. there's just so few rifles that would benefit from that Crit Chance. so many are 2.5,5,7.5 & 10% that the extra Crit Chance doesn't add up to a whole lot.

the Grakata is literally the only non Sniper class rifle i can think of that could actually positively benefit from Critical Delay.

 

 

@Hyperblaster:

the mods are intended to be used in addition to already existing ones. that's why they are less powerful. because say, 220% more weapon damage, PLUS 66% weapon damage, is a considerable improvement already.

and besides, Rifles are getting more benefit out of Corrupted mods clearly because Pistols were dumbly more powerful than Rifles until now. now Rifles can compete, with 330% total damage increase, over the 286% for Pistols. and that will still end up with Pistols being basically just as powerful(still more powerful though, 'cause dat Multishot), anyways. because they all have higher base damage to start with.

Edited by taiiat
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the mods are intended to be used in addition to already existing ones. that's why they are less powerful. because say, 220% more weapon damage, PLUS 66% weapon damage, is a considerable improvement already.

and besides, Rifles are getting more benefit out of Corrupted mods clearly because Pistols were dumbly more powerful than Rifles until now. now Rifles can compete, with 330% total damage increase, over the 286% for Pistols. and that will still end up with Pistols being basically just as powerful(still more powerful though, 'cause dat Multishot), anyways. because they all have higher base damage to start with.

 

Quite aware that the corrupted mods are meant to supplement existing mods. So are you saying that the corrupted mods are modeled specifically to balance out the regular mods (serration vs hornet strike, split chamber vs barrel diffusion?)

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Quite aware that the corrupted mods are meant to supplement existing mods. So are you saying that the corrupted mods are modeled specifically to balance out the regular mods (serration vs hornet strike, split chamber vs barrel diffusion?)

not only that. but they combine things like BASE damage which affects all of the other stuff that gets multiplied onto of that so the actual effect is greater. plus used right, both stats can be beneficial (sometimes) or at least used in a way that the drawback does not actually result IN a drawback.

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