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Some Mods Sugestions: Chroma - Oberon - Augments - Bows


Famecans

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Some Mods Sugestions

All numbers are speculatives/sugestives, need to be polished with tests

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Exile Warframe

Exiled: Warframe does not receive team squad global effects
*nyx and nova benefit from this mod as it will deny "power donation" and "rhino roar".

Ammunition Camp: +100% Magazine to Snipers. Collected ammunition reloads snipers magazine automatically. Sniper have no extra magazine
*Sniper has no extra ammo magazine to reload
*When all ammo are finished, it does not automatically switch to secondary weapon
*Switch to secondary works manually
*Synergizes with protea skill 3
*Synergizes with "Skull Counter"(one of me mods suggested below)

Light Magazine: -90% Magazine to Shotguns. +60% Reload Speed to Shotguns. +60% Fire Rate.
*This mod synergizes with "Collapse of Bodies" (one of me mods suggested below) 
*This mod can disable "Collapse of Bodies" (one of me mods suggested below) if the capacity is less than 2 bullets 

Cursed Pellets: +80% Projectile Speed to Shotguns. +320% Damage to Shotguns. +320% Spread to Shotguns.
*This mod needs a positive or negative polish
*This mod is Rank 10 to be upgraded for different types of shotguns and different spread levels 
*This mod needs a drop rarity inaccessible for beginners
*This mod needs a drop location inaccessible to novice players 

Rigvveda Weena: The 4th hit with Arrow: +60% Ability Range for the next skill use. Passive: +90% Projectiles Speed. -100% radial attack damage. -95% Magazine
*Hit counter is increased by hit same enemy
*Hit counter is increased by hit invulnerable enemies
*Hit counter is powered by multshot
*-100% radial attack reduces all range of explosive radial damage
*-95% Magazine negatively affects bows with magazine
*-95% Magazine does not affect common arrow single bows
*Passive effects of this mod are applied after all mods equipped in the arrow
*The name of this mod is a reference to Rig Veda and Veena

Gale Kick v2.0: Jump Kick with sparring hit a enemie with 100% Knockdown the target.
*This mod is currently in the game but not looks functional
*Hitting the target is equivalent to a melee hit
*Hit is affected by all melee equipped mods, including combo counter and critical chance
*This mod is only equitable in sparring 

 

 

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Snipers

Prompt Trigger: While Aiming: +12 Combo Shot to snipers. Passive: 100% Chance to apply +10 Cold Status Effect on the first shot magazine.
*This damage only depends on the weapons modded base damage and is therefore not affected by elemental and physical damage mods

Skull Counter: After hitting: Any Enemy that is in sight will have Body Bullet Attractor. Resets upon reloading. Passive: +100% Magazine
*Body Bullet Atrator will direct all bullets to the enemy's body (not to the head)
*Body Bullet Atractor is instantly transferable to any enemy when aiming scope
*Body Bullet Atractor will be ignored by Warframe skills like Xaku Xata and Arcana
*Body Bullet Attractor is not visible to other players
*Body Bullet Attractor is identical and void status effect
*Body Bullet Attractor will receive emissive color from the weapon 

 

 

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Shotguns

Collapse of Bodies: Last magazine shot: applies all status of target for all enemies within 12m. +60% bonus status chance to first magazine shot.
*Status applied to enemies within 12m is affected by status duration mods like "Lingering Torment" or "Hunter Track"
*Last shot does not work for shotguns with 1 bullet per magazine
*First shot works for shotguns with 1 bullet per magazine

Bullet Collector: +12% Critical Chance per status type affecting the target. Stacks up to 4x. Stacks redefined when applying any physical damage
*This mod synergizes with beam shotguns without physical damage
*The name of this mod is a reference to players who do not use weapons with physical bullets

Freezing Breath: 100% of the weapon's physical damage is converted to cold damage
*When at 100% the shotgun firing sound is completely replaced by Tonkor firing sound
*This mod is Rank 10 to be upgraded for different types of shotguns and different convertion levels 

Electrical Affinity: 100% of the weapon's physical damage is converted to electricity damage
*When at 100% the shotgun firing sound is completely replaced by Tonkor firing sound 
*This mod is Rank 10 to be upgraded for different types of shotguns and different convertion levels

Heated Atmosphere: 100% of the weapon's physical damage is converted to Heat damage
*When at 100% the shotgun firing sound is completely replaced by Tonkor firing sound 
*This mod is Rank 10 to be upgraded for different types of shotguns and different convertion levels

Arrow

Saraswwati Head: The 5th enemies headshot: applies their status effects to all enemies affected by other status effects whitin 35m. Passive: +30% Bonus Status Chance. -100% Blast Damage. -95% Fire Rate.
*Headhost counter is increased by hit same enemy
*Headhost counter is increased by hit invulnerable enemies
*Headhost counter is powered by multshot
*5th headshot is not wasted when missing enemies headshot
*5th headshot is not wasted when hit bodyshot enemies
*5th headshot does not work for invincible enemies headshot
*5th headshot is not wasted on invincible enemies
*Headshot counter works for invincible enemies
*The name of this mod is a reference to Goddess Saraswati generated from the fifth head of God Brahma

 

 

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Fist and Sparring

Furious Stimulant(Fist): After hitting 5 enemies: +12 melee range for the next hit.
*This effect guarantees only 1 hit with 12m range after hitting 5 different enemies
*Range is stacked with "Primed Reach" and "Riven" mods
*Mechanics similar to "Mod Energy Channel" 

Implosive Collision(Fist): On slam attacks: Enemies within 12m affected by status effect drops their weapons
*Only enemies affected by status effects drop their weapons
*Similar loki disarming skill

Dynamic fighter(Sparring): On hit: 3% chance to regenerate 30% of warframe shields by 20s. Shield regeneration stacks up to 3x. Passive: +75% Attack Speed. 

Meat Softener(Fist/Sparring): Hitting the same target deals impact damage within 2m. Reach stacks up to 10m.
*Resets after the enemy dies
*Resets if you stop hitting the target for 3s 
*This damage only depends on the weapons modded base damage and is therefore not affected by elemental and physical damage mods
*Impact damage apply shattering impact 

 

 

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Melee

Heavy Fury: Heavy Attacks can lock-on distance enemies. +12 Attraction range.
*Enemy become targets of attraction for lock-on, only to Heavy Attacks
*Attraction lock-on will look like Garuda Dread Mirros Skill
*Attraction lock-on does not work for invincible enemies
*Attraction lock-on does not work for lifted enemies
*Attraction lock-on range is increased by range mods like "Primed Reach" and "Riven"
*Heavy attack only works if there is an enemy in range
*Heavy attack do not work without enemies in range

Focused Hate: Attacks can lock-on lifted enemies. +12 Attraction Range to lifted enemies. Lock-on duration 2s.
*Lifted enemies become targets of attraction for lock-on
*Attraction lock-on does not work for invincible enemies
*Attraction lock-on will be similar to "Extend" mod of arch-melee
*Attraction range is increased by range mod like "Primed Reach" and "Riven"
*Heavy Attacks also works for attraction but will knockdown the enemy
*Heavy attack does not work for enemies far from attraction range, this avoids spend the combo counter

Energetic Friction: 100% +1 energy when hitting an enemy without causing critical damage or status effects.
*Does not work for invincible enemies

Slaughterhouse: On Ground Finisher: Applies all target status effects to enemies within 12m.
*Currently ground finishing is not consistent, needs to be revised 

Shocking Death: On kills with ground finisher: Open Enemies to Front/Back Finishers within 12m.
*Currently ground finishing is not consistent, needs to be revised 

Scare Slam: Hit Slam Attack: have 50% Chance of open enemies Front/Back finisher. Countdown 2s.

 

 

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Beast Mod Set:

Beast Focus "COMPANION": Precept: The companion will attack a target marked during 6s. Passive: Any enemy hit by companion +180 warframe armor for 40s, warframe armor stacks up to 5x.
*When precept mod is activated: the companion will attack only marked targets
*When precept mod is activated: companion not attack common targets if there is no target marked
*When precept mod is activated: the companion will wait for a target marked for 12 seconds
*Bonus armor is a passive function of this mod
*Bonus armor will only accumulate if enemies are hit by companion
*Bonus armor accumulate when companion attacks invincible enemies
*Bonus armor is similar to the "arcane guardian", ideal for novice players with companions
*This mod needs to be accessible by novice players 

Beast Tracking "PRIMARY": After headshot: +30% bonus status chance for primary and companion for 20s 
*The bonus status chance is only active after the first headshot 

Beast Trainer "SECONDARY": +120% multshot. -90% Range. When killing with secondary weapon: the companion hits a enemy to be lifted
*The negative range percentage will reduce the range of beam weapons
*This mod will only take effect after an enemy is killed by the warframe's secondary weapon
*The enemy will be hit with a 100% chance of being lifted
*The lifted enemy will be the closest to the warframe 

Beast Discipline "WARFRAME": When hitting enemies with skills: the companion receives 10 health and their warframe receives 10 true damage
*This mod causes damage to the shields and then to the health of the warframe
*This mod needs to work similar to the "combat discipline" mod
*The wearer of this mod can die from the loss of shield and health
*Hitting many enemies with AoE skills can be deadly
*Works on hit invulnerable enemies
*Self damage activates Arcane Guardian and synergy with Non-AoE frames like Chroma, Inaros, Trinity...  

Beast Overload "MELEE": +10% critical chance bonus per status type affecting the target. when killing an lifted enemy with melee the companion will mark a target
*This mod cannot be equipped with "Condition Overload"
*Critical chance bonus can be stacked up to 4x
*"Target marked" will be the same as "Mecha Mod Set"
*"Target marked" is not dependent on "Mecha Mod Set" but works together as it increases chance of mark
*"Target marked" will only be activated if a lifted enemy is killed by the melee
*"Target marked" will be the companion's closest enemy
*"Target marked" will not be triggered for enemies in a period of invunerability
*"Target marked" can be triggered on enemies after the period of invunerability 

Bonus Mod Set 5/5: 100% to activate a precept mod after companion kills.
*The activated mod precept will work with slot rotation system, A B C and D ...
*Precept empty slots will be ignored instantly for the next slot with mod
*Do not stack precept skills 

 

 

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Companion:

Chaos Spreader(Precept): +75% Bonus Status Chance. Companion will hit 10 enemies sequentially within 20m. Precept skill duration 20s.
*Only one hit per each enemy in range
*Do not repeat hits in same enemy
*All Skill ends after hitting 10 enemies
*All Skill ends after finishing time

Companion Adaptive: When damaged: +10% Resistence to tath Damage tipe for 20s. Stacks up to 90%
*The same function as the Adaptation mod

Reinforced Health: After Companion hit: 50% their health as a warframe health bonus for 40s. Stacks up to 8x

Reinforced Armor: After Companion hit: 50% their armor as a warframe armor bonus for 40s. Stacks up to 8x

Reinforced Shield: After Companion hit: 50% their shield as a warframe shield bonus for 40s. Stacks up to 8x

Why do some mods have two simultaneous effects?
Why not just make a mod for each effect separately?
Why do these mods have such high numbers and percentages of increases?

The loadout will never have diversity of builds because the number of slots is limited and the link of mods between weapons is not reliable.
The Warframe needs to have a system that increases the number of mods for each slot, a "blank mod" type that can couple 2 linked mods in each slot, a new type of mod doubled blocked by account level, all this inaccessible by low level players, a linear progress to damage, a system totally free from nerfs caused by the popularity item.

 

 

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21 hours ago, Joezone619 said:

that "exiled" should be an option in the setting menus, not a mod.

I had thought of this interface button idea but it depends on an interface rework and maybe a warframe skill rework, a new mod is simpler, it is universal to a new frame and will never be affected by an interface rework or skill rework.

yes, unfortunately this mod will occupy a slot, but it is better a occupied slot than joining a random squad with negative synergy

I imagined a valid effect for this "exile" mod:

+30% power strength if power strength is greater than 100%
-30% power strength if power strength is less than 100%

but... this can make power strength less than 10%, this broke nova

nova will need a rework to limit their maximum speed

Spoiler

now was added to the exiled mod:

+30% power strength if power strength is greater than 100%
-30% power strength if power strength is less than 100%

 

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