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A few ideas on damage changes and enemy AI tweaks/improvements


Shaden73

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   Hi, these are a few ideas i had going around in order to lower the insane damage number of weapons without making the damage type mods useless and also a few changes to the Ai to make them more skill based or at least give them a strategic purpose other than meat turret with gun. I understand that some enemy rework/tweaks are needed with these changes but this is mostly to deflate the huge insane numbers while offering some challenge and variety to builds. ( and pardon my bad English )

   First, the damage type and mods:
Instead of having different values of damage on a weapon, the weapon will have its damages merged and the other damage types to be changed to effectiveness which scales with the weapons damage.

What do mean by this. Lets take the braton Prime:

Braton Prime
⦁     Base damage - 35.0 
⦁     Impact damage - 1.75
⦁     Puncture damage - 12.25
⦁     Slash damage - 21.0

As you can see the weapon has low impact, medium piercing and high slash which can be increased with damage type modes like jagged edge, etc: 

Braton Prime with changes
⦁    Base damage - 35.0 (the base damage is kept and other damage types will scale with it)* note: this will indeed lower the damage number of weapons but offers an alternative to the insane number stacking)
⦁     Impact - 10%  (very low stagger power meaning you will be more likely to trade bullets with the enemy)
⦁     Puncture - 15% ( how much of the enemy armor will be ignored on proc)
⦁     Slash -  30% (how much of the weapon damage is going to be applied with every tick on bleed)

 

How do these value function?


   IMPACT  
⦁    Affects the stagger power of the weapon - the higher the number, the higher the push back or stun of the proc preventing the enemy from retaliating
⦁    Other effects: Headshot damage bonus and shield damage bonus on proc (scaled by the effectiveness)
⦁    Over effectiveness( having  over 100% effectiveness ) - has an extra chance to knockdown the enemy or completely stunning them, opening to a finisher 


 PUNCTURE
⦁    Instead of damage reduction on enemy which kind of makes no sense, instead will ignore armor on proc - amount of armor ignored is based on the effectiveness value
⦁    Over effectiveness: It has a chance to ignore shields and grineer shields on proc


  SLASH
⦁    Applies a damage overtime dot on the enemy which ignores armor 
⦁    Damage is based on effectiveness of the damage type ( ex: 100% slash effectiveness results in the full weapon dps is applied with every tick) 
⦁    Stacks up to 10 ( stacks do not increase damage but duration )
⦁    At 10 stacks a "Rupture" effect is applied which instantly deals the full amount of  accumulated damage ( damage is further increased with duration mods )
⦁    Over effectiveness:  applies an extra stack

ELEMENTAL CHANGES:

Spoiler

 Effectiveness represents the amount of weapon damage applied or the strength of the elemental effect and over effectiveness doesn't apply to non-stack type effects

  • All non elemental weapons will have a base elemental effectives of 10-15% when elemental mod is inserted 

⦁    Gas - bypasses shields instead of toxic - stacks up 5 times increasing damage and causes nearby enemies to take damage (overexposure to the affected enemy cause a minor stun effect)
⦁    Toxic - is damage over time and prevents healing or lowers healing effects (stacks increases damage for 5sec and stacks 5 times)
⦁    Cold - getting up to 10 Stacks freezes enemy aside from just slowing them - Frozen enemies take increased damage from impact
⦁    Radiation - Enemies become hostile and damage each other while taking slightly more damage (damage based on effectiveness)
⦁    Viral - Lowers enemy hp and damage (amount is based on effectiveness)
⦁    Corrosive - amount of armor striped(based on effectiveness) with every proc
⦁    Magnetic - Lowers shields with every stack up to 10 stacks (% amount of shield is based on effectiveness) and over effectiveness has a chance to stun machine type enemies and jam weapons
⦁    Fire - same as it is with an extra effect on 5 stacks - spontaneous combustion - causes enemy to burst with a chance to set nearby enemies on fire
⦁    Electric - stuns the enemy and places a shock dot effect (stacks up to 5 times for increased damage)and creates an arc effect when near other shocked enemies, damage is further increased for every enemy caught in the arc)
⦁    Blast - Stagers enemy with every proc and has a knock down chance depending on the effectiveness ( knockdown enemies take increased damage from blast procs )

Enemy AI changes and a few quality of life changes (these are just a few examples):

Spoiler

Melee enemies:
⦁    Faster than ranged enemies (no more teleport or blink except for special enemies )
⦁    Will block light/medium ranged weapons while targeting you ( only full charged bows, puncture proc and melee heavy attacks will bypass their block while impact will stop their charge and push them back, breaking their guard)
⦁    Higher level or special melee enemies will dodge left and right when overwhelmed or heavy ranged weapon is used
⦁    When performing a special or high damage attack a red outline will be shown on the enemy to give a better dodge indication, if the enemy is out of sight, a red arrow with danger message will appear showing the direction of the attack
⦁    Enemy melee attacks will stagger you, forcing you to dodge and counter-melee or create distance
⦁    Melee attacking right before an attack will counter and push them back if the melee opponent is a light type
⦁    Heavy attacks bypass their block
⦁    Can parkour or get to high places easily
⦁    Enemy melee attacks are faster
⦁    Player melee attacks won't be interrupted by their block

 
Ranged Enemies:
⦁    Has slight target acquisition delay after regaining line of sight (snipers and robots do not have this delay)
⦁    limited parkour (cannot climb or jump to high places)
⦁    Reloads weapons after a while


Heavy enemies:
⦁    Removed radial slam ( the instant aoe knockdown thing that ppl hate)
⦁    It will go in a defensive stance absorbing huge chunks of damage and immunity to physical effects if meleed for too long, afterwards will retaliate with a quick telegraphed heavy attack knocking you down if successful (pushed back if you're Rhino) - Heavy attacks bypasses this skill 

⦁    Heavy melee enemies can do a weapon slam and lunge weapon slam


Animal enemies (kubrow,charger etc)
⦁    Will dodge backwards when attempting to attack them directly
⦁    Will circle around you and try to flank you


Snipers: 
⦁    Will attempt to get to higher ground before attacking the player
⦁    When targeting a players a crosshair will start forming on the center of the players indicating  time before shot
⦁    All snipers will sink their shots ( shoot you at the same time if youre the only target )
⦁    Can shot you while airborne
⦁    Uses grappling hock to get to high ground easily

 

Leader/commander/overseer:

  •   Makes nearby enemies more aggressive
  •   Can mark players for all enemies in the room to focus on
  •   Heals allies
  •   No more Loki switch! 

 

Enemy specific changes:


 Grinner Scorpion(light):
⦁    Melee logic is applied
⦁    Anti-Air focus - will grab onto airborne/gliding players and slam them on the ground
⦁    Can use smoke bombs to go invisible


 Shield Grinner(light):
⦁    Blocks direct attacks and aoe attacks right in front of them
⦁    Other ranged units can pile behind them for the same protections
⦁    Shield will glow red when attempting to charge at you or shield bash you
⦁    Shields can be destroyed with melee with the exception of heavy shield ( shield hp is represent by glowing cracks on the shield)


 Bombard(heavy):
⦁    A red target indicator will appear on the player when the bombard is ready to fire a rocket with a quick ticking sound indicating time before impact.
⦁    Rockets will have a large red glow
⦁    Bombards will only shot when stationary and have an increased shot timer
⦁    Moves slower than ranged enemies


 Napalm(heavy):
⦁    Doesn't target the player directly
⦁    Focuses on shooting the areas around the player lowering movement space
⦁    Moves slower than ranged enemies


 Manic(special):
⦁    Will pounce and throw a few strikes before retreating
⦁    Won't attack you directly
⦁    Will dodge, run away and hide until your back is turned
⦁    His initiative to attack is put on a timer, so he won't attack you right away when your back is turned
⦁    Moves very fast


 Nox(heavy special)
⦁    Immune to toxic and gas
⦁    Shoots around large mass of toxic sludge around the room which will detotate on contact with the player, staggering them and applying toxic proc
⦁    Shoots a line of toxic stream on the floor that persists for a few seconds
⦁    Breaking his helmet will cause him to be more aggressive and release a small cloud of toxic fumes that trails behind him


 Corpus Osprey:
⦁    Shield Osprey - Gives shields in aoe bubble effect instead of energy link(this is just visual) and shield buffed enemies have a blue glowing outline
⦁    Knocking down the drone disables its effects temporary
⦁    Mine  Osprey - mines will have a grenade like indicator and a red circle range indicator - mines will not do damage overtime but instead blast or shock the player


 MOAs:
⦁    Higher accuracy
⦁    Fast target acquisition
⦁    Can move fast while shooting
⦁    Has lower Shields and keeps its distance from close combat


* Still hoping for corpus mech or maybe corpus mad scientist that sends mech assassins to kill you
 


 

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