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New prime mods


(PSN)SEA_TOASTER

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8 minutes ago, (PS4)REAL_OBAMA_69 said:

Hello me again I think we could use some new prime mods and I have 3 mods I think would be perfect candidates 

STRETCH 

REDIRECTION 

FAST DEFLECTION 

 

A have a bad feeling a primed stretch would cost ten ranks to stretch out to 60-66% ability range at best, but who knows. 

The rest seem a little more likely. 

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14 minutes ago, (PS4)REAL_OBAMA_69 said:

STRETCH

Good luck

14 minutes ago, (PS4)REAL_OBAMA_69 said:

REDIRECTION

Can't be primed based on DEs current system, since it is already rank 10. You're better off with something like an Umbral variant.

14 minutes ago, (PS4)REAL_OBAMA_69 said:

FAST DEFLECTION

Why? It's not good enough now, nor would it be primed.

 

The main primed mods we need are Streamline and Blunderbuss. And yes I feel Streamline is much more likely than an actually good primed Stretch.

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il y a 6 minutes, KitMeHarder a dit :

Why? It's not good enough now, nor would it be primed.

That's actually a good reason to prime it.

They could also add a little plus like they did with Primed Regen and the additional revives.
Something like +x% shield gating time for each rank above 5 would fit the mod and give it some new uses.

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19 minutes ago, KitMeHarder said:

Good luck

Can't be primed based on DEs current system, since it is already rank 10. You're better off with something like an Umbral variant.

Why? It's not good enough now, nor would it be primed.

 

The main primed mods we need are Streamline and Blunderbuss. And yes I feel Streamline is much more likely than an actually good primed Stretch.

I think Primed Streamline with any significant bonus is even less likely than a primed stretch with any significant bonus, but DE has outpowercreeped my expectations before lol. 

Regardless, if they ever umbral or prime Streamline or Stretch, I expect the final bonus to be low enough that you have to get it to rank 7-8 minimum before it competes/is better than the regular. They aren't going to make that kind of efficiency or range easy for us. 

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35 minutes ago, Tesseract7777 said:

I think Primed Streamline with any significant bonus is even less likely than a primed stretch with any significant bonus, but DE has outpowercreeped my expectations before lol. 

Regardless, if they ever umbral or prime Streamline or Stretch, I expect the final bonus to be low enough that you have to get it to rank 7-8 minimum before it competes/is better than the regular. They aren't going to make that kind of efficiency or range easy for us. 

Efficiency caps at 75/90% anyway so I see little reason for them to prime it. 

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13 minutes ago, (XB1)Skippy575 said:

Efficiency caps at 75/90% anyway so I see little reason for them to prime it. 

A theoretical primed streamline, if it really just had ten extra ranks and didn't have values adjusted, would get quite cloes to the cap (60%), with a whole extra mod slot now freed up if you don't use fleeting and no duration issues (or you use both mod slots, but you only need fleeting at rank 1 and have almost no duration losses... that's the balancing issue there, at least as regards to why they haven't don it, I think. 

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1 hour ago, (XB1)Skippy575 said:

Efficiency caps at 75/90% anyway so I see little reason for them to prime it. 

Maybe not for most frames.  Channeling frames would get massive boosts out of this.

Channeling powers are desperate for something like this because drain is a factor of duration and efficiency

  • Fleeting Expertise increases efficiency at the cost of duration.  Which makes it's benefits highly dependent on what other mods you have on.
    • Using it on a build with neutral duration/efficiency it has a neutral effect on drain
    • Using it on a build with neutral duration/+30% efficiency it caps out drain efficiency (some people might not know that >+75% efficiency still aids channeled abilities)
    • Using it on a build with -27.5 duration/neutral efficiency it negatively effects drain efficiency(Yep, adding an efficiency mod wrecks your drain efficiency)
      • Neutral drain is 3.5 energy/sec (100%/100% duration/efficiency)
        • Drain is 4.83/sec with -27.5 duration/100 efficiency.  (Transient fortitude)
        • With -87.6 duration and 160 efficiency drain is 6.13/sec (Transient fortitude + Fleeting Expertise)
        • Drain is 2.8/sec with -87.6 duration and 190% efficiency (Transient fortitude + Fleeting Expertise + Streamline)
        • Drain is 1.92/sec with +27.5 duration and 130% efficiency (Transient fortitude + Streamline + Primed continuity)
  • Blind Rage costs efficiency
  • Transient fortitude costs duration

Basically, all the significant +power mods are in direct conflict with channeling efficiency and you need to carefully consider what mods you use.

  • From neutral stats, Blind rage OR Transient fortitude paired with fleeting expertise will hurt your channel efficiency.
    • Best way to counteract this is by adding narrow minded/Primed continuity
      • Which is why channel builds hurt really bad when trying to go for strength.  You need 2 mods instead of 1 to increase efficiency
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Primed hammer shot is a wasted opportunity since DE decided to make rifle aptitude obsolete 

Primed chilling reload 

Primed intensify was an option to fix forced unleveled umbra mods but DE already gave us more lf them

Primed armoured agility a reason to focus more in armour for sprinting frames

Primed status mods/duration or a rotation between rifle pistol shotgun and melee with idk

For the ones in topic

Yes for fast deflection 

No for stretch /doubt it i can see us getting more range in like constitusion like mod

Umbra like for redirection maybe just make ir vandal with overshield capacity as bonus

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5 hours ago, (PS4)REAL_OBAMA_69 said:

Hello me again I think we could use some new prime mods and I have 3 mods I think would be perfect candidates 

STRETCH 

REDIRECTION 

FAST DEFLECTION 

 

Prime stretch will never happen. Over extend have major draw back with 90% and stretch has no draw backs with 45%. We are not going to get something in the middle with no draw backs. 
 

For HP, armor and shield there are no prime mods. At some point we are likely to get an Umbra polarity set for shields. So that would be redirections. Fast deflection ain’t worth it. I do not use this on a single frame. This is an early game mode that has no purpose late game.

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6 hours ago, Tesseract7777 said:

A theoretical primed streamline, if it really just had ten extra ranks and didn't have values adjusted, would get quite cloes to the cap (60%)

It'd be 55% just like Primed Continuity. DE doesn't care if you spam abilities, want DE doesn't like is nukers that almost always rely on range. Their current game design seems to favor that you cast an ability and then run 15m to cast it again to get the coverage you want, instead of just standing in one spot and spamming.

(I guess minimal extra interactivity is better than none.)

4 hours ago, zehne said:

Using it on a build with neutral duration/+30% efficiency it caps out drain efficiency (some people might not know that >+75% efficiency still aids channeled abilities)

Only if you have negative duration

7 hours ago, lukinu_u said:

They could also add a little plus like they did with Primed Regen and the additional revives.

But Regen had the revive in the first place, FD has nothing. Not saying it couldn't happen, but they've never added a new effect to a prime mod before.

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