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[WARFRAME & RAID CONCEPT] "Parafros The Eternal Madness" & "The Realm of Madness"


weeaboopotato

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[Parafros the Eternal Madness]

The idea of this frame, was a frame that could bring insanity to the battle field, not by destroying hoards of enemies but by creating chaotic uncontrolled sitations all around. Escalating bad situations and adapting to the chaos it causes. Into one frame which is true to it's personality and how it was made to be. A psychotic warframe that wants nothing but pure madness. 

Stats
H
200(600)
S 100 (260)
A 300
E 100(160)
S.s 1.1 

Abilities

Spoiler

 

Passive
-Enemies have a sanity meter, which slowly goes down whenever they're hit by any abilities that affects their AI. When their sanity is below 85% they will begin to panic and randomly shoot things, past 50% the damage they deal to each other (if they ever hit one another) will steadily increase, the more their sanity depletes at a growth of 6% per percentage. Capping out at 300% increased damage towards eachother.

Additionally you too have a sanity meter. The higher your sanity is, the higher damage reduction you'll receive(1% damage reduction per percentage). The lower your sanity is, the higher the damage you'll deal. Sanity is increased when you're not taking damage, Sanity is decreased when you kill an enemy. Capping at 100% on both effects granting 1% more on both effects per percentage. Both buffs can be active but decrease and increase varying on percentage.

[35/30/25/20 energy]
1)Idol of Madness
-Tap to steal 50% of the enemy's sanity and mark them. The target will aggro other enemies and when they look at the marked enemy, their sanity meter will deplete. Kill the marked target to collect the sanity they've taken and making the damage dealt to them, splash onto others by 150% of the damage dealt. Hold to immediately detonate all marked enemies. The aggro will affect all enemies who look at the marked target. Mark last for 12s.

[5/4/3/0 energy/drains Sanity]
2)Psychosis State
-Slowly deplete your sanity and gain a minimum 20%/Maximum 100% fire rate and attack speed buff varying on how much sanity was depleted. In this state you heal for 33% of the damage you deal. Last for 10s. 

[60/55/50/45 energy]
3)Delusion
-All enemies below 85% sanity will start seeing delusions and start attacking eachother. Enemies who die during this spawns a delusion, which will also draw aggro. If the delusions are dealt enough damage to, they will implode. Dealing all the damage dealt to them in impact damage within a 10m range. (ability cannot be casted if no enemies are below sanity threshold)

[100/75 energy]
4)Insanity
-Enemies with the sanity of 25% or lower, will become a Behemoth of Madness. Behemoth of Madness are units that are enraged, allowing their sanity to go towards the negative percentage and doubling their damage growth. Behemoth of Madness units will actively seek out enemies, while also increasing their size. They unit's defences will decrease gradually but their health pool will increase by 50% per percentage. They can still be killed by allies but they won't harm allies until the end of this ability. This ability last for 8s but will not despawn the Behemoths of Madness. Rather it will stop their growth and they will permanently be like that until killed.

 

[How to obtain]

Spoiler

-Parafros will act like the alcolytes, everyday he will spawn in a specific node where you can find him. The node where he could be find changes everyday. Although he is not like any regular target to kill, he is more of an activity himself. Introducing a new activity: Called "The Realm of Madness"



[Realm of Madness] 
[Raid Concept]

  • [1st Encounter]:Fragments of Parafros
Spoiler

-Once entering the node, as you play the node mission. Parafros spectres can be seen around, these Parafros spectres will always be at lvl 40. The moment you see Parafros spectres, a bar will appear near your abilities. This bar is your sanity meter, the less sanity you have the more reddish and distorted reality will be. Your damage will be increased by 1% per percentage of sanity loss. Everytime you see a Parafros spectre, it will attack you utilising its abilities like a normal spectre. However the longer you're in combat with it, the lower your sanity meter goes. Sanity also goes down when killing enemies who are present near a Parafros spectre. Once you reach 0% sanity, suddenly you can damage your teammates. Killing a Parafros spectre or disengaging in combat will increase your sanity. At least 3 minimum Parafros spectres will appear throughout the node. However the amount of Parafros spectres will be added by 1 per teammate. When all teammates are at 0% sanity, reality itself will completely distort starting the 2nd encounter.

 

  • [2nd Encounter]:Hall of Madness
Spoiler

 

-Upon completion, reality is completely distorted. You will be greeted with the Hall of Madness. In an reddish landscape of what seems to be a wrecked distorted orokin tileset. Multitude of doors will be seen around the area, scattered everywhere. Each door has a random encounter in each of them. An entity surrounded by an aura of madness will send out an aura that will take out your shields, then hide into one of the doors. All in the mean time, avoid hitting teammates as friendly fire will be turned on. Luckily the area is quite wide. Opening a door can do 3 things. Find the entity in one of the doors.

  • 1)- Spawn a hoard of enemies of that tile set but enraged, giving them a 300% damage increase. However their levels depend on the node.
  • 2)- Spawn a Chaotic Energy orb which can be cleansed by using any void attack on it to give 50% decaying sanity, giving you 50% damage reduction while also being unable to hurt teammates nor be hurt by teammates for as long as your aren't at 0% sanity. The orb also fully restores your energy. For hildryn it fully restores shields, for Lavos it resets all cooldowns.
  • 3)- Spawn a Parafros Spectre. Killing it will restore 50% sanity but for as long as you're in combat with it, your sanity will reach the negatives. Making it so you deal a 1% increased damage to teammates per negative percentage. Negatives are instantly cleared upon killing it.


Finding the right door will make the entity show itself. Chaotic Energy orbs will appear all around the area. Gaining sanity, will allow you to see the entity's true form. Which is Parafros himself. You are allowed to damage him for as long as you have sanity. The damage window will end in 30s. If you haven't defeated him, in that window. The cycle will repeat again and he will once again hide within the doors. As all of them will close again and recycle on what they'll spawn. Once defeated, he'll turn back into a formless entity and retreat into a larger door which will be behind you all in the room. If the entity passes through you along it's travel path, you will be dealt 300 heat damage.

The entity has over 1,550,577 points of health. increasing by 100,000 per level exceeding lvl 30 the node is in.

 

 

  • [3rd Encounter]: Insanity's End
Spoiler

 

-Once that encounter ends, you can follow Parafros into that door. Showing you the place where Parafros was executed. A perfectly fine orokin council room along with a colloseum will be the stage. In the middle of it all a golden guillotine, can be seen in the middle. Although the orokin never uses guillotines, yet here one lies. As a metaphor to his end. At first it would look all normal but the moment someone touches the golden guillotine, a blinding light will shine. Turning the once perfectly fine fancy orokin room, into a broken down hellish landscape of what it once was. The golden guillotine now replaced by that same formless reddish entity that is Parafros. a health bar will be shown below with 5 thresh holds.

Enemies will start to constantly spawn around you, However there are pillars and some places you can hide behind for cover. These enemies do not start out enraged but the longer they aren't killed the more damage they slowly deal. Growth rate of 6% per second if they haven't been killed in 10s. Enemies have a chance to drop Chaos energy orbs. Which will do just as it has in other encounters. Giving you 50% sanity and allowing you to damage Parafros. The only difference now is that the entity could use Parafros's abilities. Except they work differently and it is displayed what ability he'll use.

  • When he uses 1)idol of madness he instead spawns a squishy Parafros spectre that slowly becomes tankier the more enemies die within 8m of its presence.
  • When he uses 2)Psychosis state, he is temporarily invulnerable for 5s; Shooting him in this state will increase the frequency of his attacks by 50-200% once it ends(varies on how much damage he has absorbed.
  • When 3)Delusion is used, delusions will start spawning and attack you; sending out slow moving projectiles that stun you for 2s if you're hit.

4)Insanity will not be used until the last thresh hold. Upon depleting the first threshold, he will turn back into a formless entity and be invulnerable. Spawning 3 Parafros spectres, killing all the Parafros Spectres will spawn Chaos energy orbs. Allowing you to start damaging him once again.

Once you reach the last threshold, he'll use Insanity spawning 3 Behemoths of Madness. If there are enemies who have reached at least a 60% damage increase, they are turned into a Behemoth of Madness as well. Behemoths of Madness have over

  • 500,000 points of health
  • 800 infested sinew 
  • but walk incredibly slow

They are melee but every now and then perform a charge animation, when they perform it is essentially a rhino charge but will show a HUD that will tell how long and how wide it's going to be. Behemoths of Madness can damage and cc enemies while performing that charge. Dealing 800 impact damage if you are hit by this. They have a 3s windup animation. Once he cast these, he'll stop using any other abilities but will send out those slow moving projectiles that will stun you.

  • These projectiles can be destroyed or dodged. As they will disappear within 8s of not finding a target.
  • You have to do all of this while avoiding to hit teammates when you're at 0% sanity.
  • Upon defeating Parafros the 4th encounter will begin.

 

 

  • [4th Encounter]:The Asylum
Spoiler

-Suddenly reality has returned to normal. However; In a last effort to kill you all, Parafros will turn release a waves of Madness (mostly just visual effects). The words "I will not be forgotten again!" will be said by Parafros. Sending out hordes of Behemoths of Madness. You don't have to kill them but rather, you have to avoid them. Avoid killing enemies and avoid taking damage(You can still deal damage however). Your sanity will slowly go up the longer you avoid being hit by the Behemoths of Madness. The Behemoths of madness will slowly disappear the higher your sanity is. Killing an enemy will decrease sanity by 5% and getting hit by a Behemoth of Madness reduces sanity by 20%. Upon reaching 100% sanity, all the Behemoths of Madness will disappear. As you are returned to the regular mission node but you can immediately head to extraction.

-[Each encounter gives a reward at the end of it, and all of Parafros parts have a chance of dropping throughout the entire raid, and the end encounter reward]

[Lore]

Spoiler

All tenno are noble, all tenno are bound by honor, all tenno are gracious. All tenno is what they'd like you to believe. However; those were only the tenno's who have been remembered and the ones people would want to remember. He who all wish to forget, he who has corrupted thousands if not more. Not for the sake of some sacred duty, not for the sake of a goal, but only for the sake of creating chaos.

His thirst for chaos, his spread of Madness, Influence of Insanity, will never be quenched. Turning peaceful villages into slaughter fest where everyone fights eachother to the death, and making families kill one another. He does not want fame, fortune nor attention, he only wants Madness and witness others to join in his madness. Until his last days, to when he was caught. Before the orokin chose to execute and obliterate him along with his operator. They would only laugh maniacally to their undoing.

Their laugh seemed to have stuck into the minds of all who have witnessed the execution. Over time, continuously haunting everyone who has witnessed. Even turning some Orokin council members into paranoid cowards. This laugh whenever anyone hears it seems to also affect others and slowly drive them too to madness. Forcing the orokin to make it so everyone who has remembered or was influence by the last drip of madness from Parafros Demise. To be hit with a forgetting light, that will erase the memory and any record of Parafros from existence. That is how the story was supposed to go, until later on. The "it" manifested seemingly out of nowhere in random location.

"It" is calling, you decide whether or not to answer.

[How to Unlock The Raid]

When you are done with The War Within quest and Chains of Harrow while also being MR 8. A message in your inbox will appear, indicating a strange reading from a random node. It will show up in the alert tab and it will only say "A Taste of Madness" lvl 20-30 "Will you choose to remember or will you forget once again".

The first time you do it, only easy mode will be allowed.

The Easy mode is called "A Taste of Madness" there is no Friendly Fire and Parafros in the [The 3rd Encounter] doesn't use abilities except for in the final stage of [Parafros]'s fight. Enemies also don't get an increase in damage at all. In the same time all damaging abilities from the special enemies are reduced by 50%. Also in the [2nd Encounter]:Hall of Madness [Parafros] only has 300,000 health.

Once you do the easy mode variant. "Full of Madness" is unlocked which is the regular variant of the Raid. The raid can only be completed once per day. However; you can redo them if you fail to complete it.

Spoiler

This way a loot exploit can be done, so there will be a strategy to not finish the raid, so it can be done infinitely. Only risk being you gain no bonus XP. 


[Rewards] (WIP)
 

1 hour ago, weeaboopotato said:

Mod Rewards
 

  • [Warframe Mods]
    • Unrelenting 
      -
      Heal for 5/10/15/20/25/30/35/40/45/50% of the damage dealt to you over the coarse of 5s. [Heal is not reduced by damage reduction and only considers the damage enemies deal to you]. 
       
    • Peace of Mind
      -Gain 0.5/0.75/1/2/3/4/5% energy regen per status effect you are inflicted with. 
       
    • Iron Will
      -Grants 10/20/30/40/50/60/70/80/90/99% immunity to any crowd control effects. Upon being hit by a crowd control effect, you will gain 50% damage reduction.
       
    • Sanity's Grasp
      -Gain 8/12/16/25/35% ability range 

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
       
    • Sanity's Demise
      -Gain 10/20/30/40/45% increased power strength. 

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
    • Sanity's Grail
      -Using abilities instantly start shield regen. Shield regeneration speed is increased by 10/20/30/40/50%

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
       
    • Berserkers Grief
      -When a companion or allied unit dies. Gain 50% increased attack speed and fire rate. If in a squad, gain an additional 50% of those buffs per dead ally. 

      [1/5 When below 1% health become immortal making it so your health doesn't drop lower than it already is and gain 3.5% omni vamp. Omni vamp allows you to heal from all sources of damage dealt by you, all of this for 3s. Cooldown of 200s] (Cooldown is lowered by 30s, omni vamp is increased to 5%/10%/15%/20% per mod, immortality beginning at 2%/3%/4%/5% health, duration of immortality increased by 1.5s; Per berserker mod.)
       
  • [Weapons Mods]
    • Sanity's Insight [Primary]
      -Aiming down sights grants your next shot 50/75/100/125/150/175/200/225/250/275/300/325/350% increased critical chance. cooldown of 0.25/0.5/0.75/1/1.25/1.5/1.75/2/2.5/3/3.5/4/5s.

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
       
    • Sanity's Sunder [Primary]
      -Enemies who are under 35/38/41/44/47/50/53/56/59/62/65% health will have all damage dealt to them guarantee a slash proc. Additionally if an enemy is killed by your primary, they are sliced in half rather than a usual deal body. 

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
       
    • Berserkers Rage [Melee]
      -Melee strikes have a 25/35/40/50/65/75% chance of striking thrice. Gain 5/10/15/20/25/30% attack speed.

      [1/5 When below 1% health become immortal making it so your health doesn't drop lower than it already is and gain 3.5% omni vamp. Omni vamp allows you to heal from all sources of damage dealt by you, all of this for 3s. Cooldown of 200s] (Cooldown is lowered by 30s, omni vamp is increased to 5%/10%/15%/20% per mod, immortality beginning at 2%/3%/4%/5% health, duration of immortality increased by 1.5s; Per berserker mod.)
       
    • Berserkers Strife [Melee]
      -Gain 15/25/35/45/55/65% crit chance. Enemies who damage you are marked. Marked enemies have that critical chance tripled against them.

      [1/5 When below 1% health become immortal making it so your health doesn't drop lower than it already is and gain 3.5% omni vamp. Omni vamp allows you to heal from all sources of damage dealt by you, all of this for 3s. Cooldown of 200s] (Cooldown is lowered by 30s, omni vamp is increased to 5%/10%/15%/20% per mod, immortality beginning at 2%/3%/4%/5% health, duration of immortality increased by 1.5s; Per berserker mod.)
       
    • Berserkers Madness [Shotgun]
      -
      Decrease pellet spread by 60%. Getting a headshot after reloading, increases reloading speed, fire rate and accuracy by 80%.  

      [1/5 When below 1% health become immortal making it so your health doesn't drop lower than it already is and gain 3.5% omni vamp. Omni vamp allows you to heal from all sources of damage dealt by you, all of this for 3s. Cooldown of 200s] (Cooldown is lowered by 30s, omni vamp is increased to 5%/10%/15%/20% per mod, immortality beginning at 2%/3%/4%/5% health, duration of immortality increased by 1.5s; Per berserker mod.)
       
    • Sanity's Breach [Secondary]
      -5/10/15/25/30/40% of the damage you deal will ignore shields and armor. 

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
       
    • Final Laughter [Pistol]
      -The last shot in your magazine will deal 50/75/100/125/150/175/200/250/300% of your damage but in slash. decreases magazine size by 5/10/15/20/25/30/35/40/50%.
       
    • Fulfilling Joy [Beam Weapons]
      -Enemies who have been hit 50 times by a beam weapon will be hit with a sudden burst of damage that will splash to nearby enemies within 5m. Dealing 50/65/70/75/80/120/150/200% increased damage. 
       
  • [Companion Mods]
    • Desperate Call [Pets]
      -When a pet reaches 1% health, they will become inable to die and seek out enemies. Once it finds an enemy it will explode onto those enemies and deal 500% of it's max health in viral damage. 
       
    • Berserker's Instinct [Pets]
      -Enemies who attack you will become enraged. When enraged, the pet gain 75/100/150/200/250/300% increased critical chance and relentlessly attach the enemy who attacked you. 


 

 

On 2021-05-16 at 2:23 AM, weeaboopotato said:

[Weapon Rewards]

  • Weapon rewards
    • Vocibus
      • [Description]
        -Formed of the screams of many, that have perished within the realm. Manifesting itself into a weapon, in hopes of causing even more screams for it to strengthen. Firing darts that steal the screams of whoever is sorry enough to be hit by this thing. Eating the voices it has stolen. Holding the trigger will unleash the voices it has stolen in a devastating beam. Be weary, are you truly sure you'd want to wield this thing. If you don't feed it enough, it might manifest itself into something else to come for your screams. 
         
      • [Passive]
        -Enemies are inable to make a sound once hit by this weapon. Killing enemies grant 1 stack of voice. Gaining stacks of voice allow you to use the alt fire. Hold to use the alt fire, charging for 1 second delay. Consuming all stacks of voice and not using any ammo. Unleashing a beam of screams that is 1.2m wide. Each stack of voice increases the diameter by 0.4m and the duration of the beam by 1s. Caps at 10 stacks and nothing can be done to increase stack limit.

        -If used in the raid, Enemies who survive the alt fire have their damage increase removed and inallow them to turn into a Behemoth of Madness for 3s.
         
      • [Stats]
        -Archetype.....................Laser Rifle
        -Slot..................................Primary
        -Master Rank.................12
        -Trigger Type..................Semi-Auto/Held

        [                   Utility                     ]

        -Noise Level....................Silent/Alarming
        -Fire Rate..........................3.5/30 Rounds per second
        -Accuracy..........................100/70
        -Magazine Size................10 rounds
        -Max Ammo......................150 rounds
        -Reload Time.....................2 seconds
        -Status chance..................15%
        -Critical Chance................30%
        -Critical multiplier............2.1x
        -Punch Through.................0.6m

        [                  Damage                   ]

        -Puncture..............................150/200
        -Impact..................................30/60
        -Slash......................................60/120
        -Radiation..............................50/300
         
    • Meridios Vulkar
      • [Description]
        -In the cries of the desperate, there was one ballista within that realm that desperately wanted to reach out to the last hope she thought she had. Before she was turned into a Behemoth, She desperately grabbed her gun. The more she succumbed to the madness the more enraged she has become. In that rage, something manifested. A twisted melody of both Desperate, rage and pity, the Meridios Vulkar was born. A parody of a grineer rife, it's rounds tag enemies in it's desperation for a companion.
         
      • [Passive]
        -Tagging 5 enemies within 8m of eachother, will tether them to the location of your next round.. Once tethered, these enemies share damage dealt to one another from all sources.
         
      • [Stats]
        -Archetype.....................Sniper
        -Slot..................................Primary
        -Master Rank.................8
        -Trigger Type..................Semi-Auto

        [                   Utility                     ]

        -Noise Level....................Alarming
        -Fire Rate..........................1.5 Rounds per second
        -Accuracy..........................38.6
        -Magazine Size................8 rounds
        -Max Ammo......................120 rounds
        -Reload Time.....................2.3 seconds
        -Status chance..................35%
        -Critical Chance................10%
        -Critical multiplier............2x
        -Punch Through.................1m

        [                  Damage                   ]

        -Puncture..............................103.8
        -Impact..................................150
        -Slash......................................33.2
        -Radiation............................,5.5
         
    • Auctore
      • [Description]
        -
        Although the feelings of madness and despair is what was mostly filled within that realm. There is one thing every victim has wanted. That is the desperation of hope. This desperation of hope managed to manifest itself within a realm where there is nothing but suffering. The desperation manifesting into a sword and the hope manifesting into a shield. 
         
      • [Passive]
        -Damaging enemies with this weapon generate stacks of desperation per enemy killed. Stacks of desperation are slowly consumed when you block. Blocking creates a 5m wide dome around you that will block damage and prevent further status effects while slowly cleansing status effects already inflicted on the user. This dome last 1s per stack of desperation. Desperation stacks cap at 10. 

        -In the raid, this dome can generate 1% sanity for all within the dome per second. The dome also prevents sanity from dropping for as long as it last. 
         
      • [Stats] 
        -Archetype
        .....................Sword & Shield
        -Slot...................................Melee
        -Mastery Rank..............10

        [                   Utility                     ]

        -Attack Speed
        ...................1.27
        -Range..................................2.5m
        -Combo Duration............4.6s
        -Block Angle......................90°
        -Critical Chance................28%
        -Critical Multiplier..........1.8x
        -Status Chance..................12%

        [                  Damage                   ]

        [Normal Attacks]
        -Impact
        .................................70
        -Slash.....................................225

        [Slam Attack]
        -Impact
        ..................................901
        -Slash.....................................49

        [Slide Attack]
        -Slash
        .....................................500

        [Heavy Attack]
        -Impact
        .................................568
        -Slash.....................................1175

        [Other Attacks]
        -Impact.................................90
        -Slash.....................................300
         
    • Post Risum
      • [Description]
        -Within the realm of madness, what is the process of descending into madness? How did it feel for those who aren't fortunately Tenno?Luckily, this one corpus crewman was able to describe in their tablet before they succumbed. It was described as a parasite, prying into your mind. It felt like it was tearing through his head bit by bit. At first there is fear, your hands will shake, and you'd bite your tongue. Then there is desperation, as you try your best to try and cling onto what left you have. Then lastly, there is pity and acceptance. Accepted that there is no saving you, there is no hope. So you start to laugh at yourself. Once you start laughing, you can no longer stop and you'll keep laughing. This revolver seemed to have created itself from that tablet from the pure raw emotions within it. To continue this process of Madness and to give the user the full experience. 
         
      • [Passive]
        -
        Gain 5% increase fire rate for every missing round in the magazine, the last round being a guaranteed crit that will deal headshot damage.
         
      • [Stats]
        -Archetype.....................Pistol
        -Slot..................................Secondary
        -Master Rank.................9
        -Trigger Type..................Semi-Auto

        [                   Utility                     ]

        -Noise Level....................Silent/Alarming for the last shot of the magazine
        -Fire Rate..........................3.5/30 Rounds per second
        -Accuracy..........................30
        -Magazine Size................10 rounds
        -Max Ammo......................250 rounds
        -Reload Time.....................1.67 seconds
        -Status chance..................30%/70% for the last shot of the magazine
        -Critical Chance................12%/30% for the last shot of the magazine
        -Critical multiplier............1.8x
        -Punch Through.................0.2m/3m for the last shot of the magazine

        [                  Damage                   ]

        -Puncture..............................105.7
        -Impact..................................33
        -Slash......................................76.8

        [Only For the last shot of the magazine]

        -Heat.......................................276
         
    • Ausfurung 
      • [Description]
        -The execution was never Parafros's end. It was truly, only the beginning. In honor of all that was killed, in honor of all who was driven to madness, in honor of those who have wished him death. The golden guillotine manifest. blanketed in red, enshrouded in lust. If one seeks to execute, it will lead the way. To tread this path of judge, jury and executioner.  Is it truly worth the blood and madness that will be shed through this axe.
         
      • [Passive]
        -Heavy attacks will execute enemies below 40% health. Executing an enemy will restore all the combo count used to perform a heavy attack. Additionally aiming before using a heavy attack will lock onto an enemy so your heavy attack won't miss unless they're too far.

        -If used in the raid, executing enemies in the first encounter will decrease your sanity by 10%.
         
      • [Stats]
        Stats] 
        -Archetype
        .....................Heavy Blade
        -Slot...................................Melee
        -Mastery Rank..............12

        [                   Utility                     ]

        -Attack Speed
        ...................0.8
        -Range..................................3.2m
        -Combo Duration............5s
        -Block Angle......................60°
        -Critical Chance................34.87%
        -Critical Multiplier..........2.5x
        -Status Chance..................26.41%

        [                  Damage                   ]

        [Normal Attacks]
        -Slash.....................................175
        -Puncture.............................41
        -Impact..................................25

        [Slam Attack]
        -Slash.....................................710
        -Puncture.............................31
        -Impact..................................7

        [Slide Attack]
        -Slash
        .....................................500

        [Heavy Attack]
        -Impact
        .................................320
        -Puncture.............................570
        -Slash.....................................2095


        [Other Attacks]
        -Impact..................................50
        -Puncture.............................130
        -Slash.....................................400
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Steel Path Variant: [Realm Of Madness]

[1st Encounter]:Fragments of Parafros
-The Parafros Spectres would first start out as formless entities you cannot damage until you deplete your sanity. However the Parafros Spectres can damage you with Parafros's regular abilities. Your sanity meter won't come until you encounter a formless Parafros Spectre. Once finding one, there will be enemies marked that are inflicted with Madness. Killing these enemies will deplete your sanity. The next encounter won't start until all Parafros Spectres are dead.

[2nd Encounter]:Hall of Madness
-Luckily nothing changed here besides enemies being well the steelpath enemies. Also Parafros Health will be increase accordingly to whatever level the node is. 100,000+ points of health per level exceeding lvl 30.

[3rd Encounter]:Delusion Road
-The 3rd encounter is now replaced with an entirely new encounter. Delusion Road is an encounter where you will be placed into a perfectly fine orokin hallway. In this hallway. There is a path forward but its blocked by void energy, on that path are 6 doors on each side that you have to go to a certain amount of distance to get to. There are no enemies, and behind you is an even longer hallway back.

There will be a key you can pick up, that you can use to open a door and bypass the void energy block. However; only one member is allowed to hold the key. That member has to pick a door, pick the right one, everyone can automatically head to the original 3rd encounter.

Pick the wrong door, you'll see a wave of madness start to approach rapidly. The wave of madness will instantly down you. The key will be consumed and enemies will start spawning while the wave of madness is approaching. A clone of those same doors will be ahead, the doors you have already opened will show itself there. Killing enemies will drop a key, so it can be used on the next few doors.

This process will be repeated until the right door has been opened or the last unopened door. 

[4th Encounter]: Insanity's end
-Parafros will now freely use 4)Insanity throughout the entire encounter, so better kill those enemies or you will be seeing Behemoth of Madness blitz. A Behemoth of Madness blitz will commence once 7 or more Behemoths of Madness are present. In a Behemoth of Madness blitz, enemies will gain that damage increased of damage the moment they are spawned in. Once they reach that 60% increase, they are instantly turned into a Behemoth of Madness. When those enemies are near a Behemoth of Madness(8m to be exact), they'll gain that damage increase at an even faster rate. The damage increase now being 6% per .5 seconds for as long as they're alive.

[5th Encounter]:The Asylum
-Nothing has changed besides steelpath enemies being steelpath enemies.

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  • 3 weeks later...
23 hours ago, (PSN)xBlake360 said:

What about the rewards? Pretty sure Warframe parts won't be enough to replay the content, no matter how complex it is. The concept seems cool though.

still WIP since i'm still trying to come up with weapon concepts 

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[Weapon Rewards]

  • Weapon rewards
    • Vocibus
      • [Description]
        -Formed of the screams of many, that have perished within the realm. Manifesting itself into a weapon, in hopes of causing even more screams for it to strengthen. Firing darts that steal the screams of whoever is sorry enough to be hit by this thing. Eating the voices it has stolen. Holding the trigger will unleash the voices it has stolen in a devastating beam. Be weary, are you truly sure you'd want to wield this thing. If you don't feed it enough, it might manifest itself into something else to come for your screams. 
         
      • [Passive]
        -Enemies are inable to make a sound once hit by this weapon. Killing enemies grant 1 stack of voice. Gaining stacks of voice allow you to use the alt fire. Hold to use the alt fire, charging for 1 second delay. Consuming all stacks of voice and not using any ammo. Unleashing a beam of screams that is 1.2m wide. Each stack of voice increases the diameter by 0.4m and the duration of the beam by 1s. Caps at 10 stacks and nothing can be done to increase stack limit.

        -If used in the raid, Enemies who survive the alt fire have their damage increase removed and inallow them to turn into a Behemoth of Madness for 3s.
         
      • [Stats]
        -Archetype.....................Laser Rifle
        -Slot..................................Primary
        -Master Rank.................12
        -Trigger Type..................Semi-Auto/Held

        [                   Utility                     ]

        -Noise Level....................Silent/Alarming
        -Fire Rate..........................3.5/30 Rounds per second
        -Accuracy..........................100/70
        -Magazine Size................10 rounds
        -Max Ammo......................150 rounds
        -Reload Time.....................2 seconds
        -Status chance..................15%
        -Critical Chance................30%
        -Critical multiplier............2.1x
        -Punch Through.................0.6m

        [                  Damage                   ]

        -Puncture..............................150/200
        -Impact..................................30/60
        -Slash......................................60/120
        -Radiation..............................50/300
         
    • Meridios Vulkar
      • [Description]
        -In the cries of the desperate, there was one ballista within that realm that desperately wanted to reach out to the last hope she thought she had. Before she was turned into a Behemoth, She desperately grabbed her gun. The more she succumbed to the madness the more enraged she has become. In that rage, something manifested. A twisted melody of both Desperate, rage and pity, the Meridios Vulkar was born. A parody of a grineer rife, it's rounds tag enemies in it's desperation for a companion.
         
      • [Passive]
        -Tagging 5 enemies within 8m of eachother, will tether them to the location of your next round.. Once tethered, these enemies share damage dealt to one another from all sources.
         
      • [Stats]
        -Archetype.....................Sniper
        -Slot..................................Primary
        -Master Rank.................8
        -Trigger Type..................Semi-Auto

        [                   Utility                     ]

        -Noise Level....................Alarming
        -Fire Rate..........................1.5 Rounds per second
        -Accuracy..........................38.6
        -Magazine Size................8 rounds
        -Max Ammo......................120 rounds
        -Reload Time.....................2.3 seconds
        -Status chance..................35%
        -Critical Chance................10%
        -Critical multiplier............2x
        -Punch Through.................1m

        [                  Damage                   ]

        -Puncture..............................103.8
        -Impact..................................150
        -Slash......................................33.2
        -Radiation............................,5.5
         
    • Auctore
      • [Description]
        -
        Although the feelings of madness and despair is what was mostly filled within that realm. There is one thing every victim has wanted. That is the desperation of hope. This desperation of hope managed to manifest itself within a realm where there is nothing but suffering. The desperation manifesting into a sword and the hope manifesting into a shield. 
         
      • [Passive]
        -Damaging enemies with this weapon generate stacks of desperation per enemy killed. Stacks of desperation are slowly consumed when you block. Blocking creates a 5m wide dome around you that will block damage and prevent further status effects while slowly cleansing status effects already inflicted on the user. This dome last 1s per stack of desperation. Desperation stacks cap at 10. 

        -In the raid, this dome can generate 1% sanity for all within the dome per second. The dome also prevents sanity from dropping for as long as it last. 
         
      • [Stats] 
        -Archetype
        .....................Sword & Shield
        -Slot...................................Melee
        -Mastery Rank..............10

        [                   Utility                     ]

        -Attack Speed
        ...................1.27
        -Range..................................2.5m
        -Combo Duration............4.6s
        -Block Angle......................90°
        -Critical Chance................28%
        -Critical Multiplier..........1.8x
        -Status Chance..................12%

        [                  Damage                   ]

        [Normal Attacks]
        -Impact
        .................................70
        -Slash.....................................225

        [Slam Attack]
        -Impact
        ..................................901
        -Slash.....................................49

        [Slide Attack]
        -Slash
        .....................................500

        [Heavy Attack]
        -Impact
        .................................568
        -Slash.....................................1175

        [Other Attacks]
        -Impact.................................90
        -Slash.....................................300
         
    • Post Risum
      • [Description]
        -Within the realm of madness, what is the process of descending into madness? How did it feel for those who aren't fortunately Tenno?Luckily, this one corpus crewman was able to describe in their tablet before they succumbed. It was described as a parasite, prying into your mind. It felt like it was tearing through his head bit by bit. At first there is fear, your hands will shake, and you'd bite your tongue. Then there is desperation, as you try your best to try and cling onto what left you have. Then lastly, there is pity and acceptance. Accepted that there is no saving you, there is no hope. So you start to laugh at yourself. Once you start laughing, you can no longer stop and you'll keep laughing. This revolver seemed to have created itself from that tablet from the pure raw emotions within it. To continue this process of Madness and to give the user the full experience. 
         
      • [Passive]
        -
        Gain 5% increase fire rate for every missing round in the magazine, the last round being a guaranteed crit that will deal headshot damage.
         
      • [Stats]
        -Archetype.....................Pistol
        -Slot..................................Secondary
        -Master Rank.................9
        -Trigger Type..................Semi-Auto

        [                   Utility                     ]

        -Noise Level....................Silent/Alarming for the last shot of the magazine
        -Fire Rate..........................3.5/30 Rounds per second
        -Accuracy..........................30
        -Magazine Size................10 rounds
        -Max Ammo......................250 rounds
        -Reload Time.....................1.67 seconds
        -Status chance..................30%/70% for the last shot of the magazine
        -Critical Chance................12%/30% for the last shot of the magazine
        -Critical multiplier............1.8x
        -Punch Through.................0.2m/3m for the last shot of the magazine

        [                  Damage                   ]

        -Puncture..............................105.7
        -Impact..................................33
        -Slash......................................76.8

        [Only For the last shot of the magazine]

        -Heat.......................................276
         
    • Ausfurung 
      • [Description]
        -The execution was never Parafros's end. It was truly, only the beginning. In honor of all that was killed, in honor of all who was driven to madness, in honor of those who have wished him death. The golden guillotine manifest. blanketed in red, enshrouded in lust. If one seeks to execute, it will lead the way. To tread this path of judge, jury and executioner.  Is it truly worth the blood and madness that will be shed through this axe.
         
      • [Passive]
        -Heavy attacks will execute enemies below 40% health. Executing an enemy will restore all the combo count used to perform a heavy attack. Additionally aiming before using a heavy attack will lock onto an enemy so your heavy attack won't miss unless they're too far.

        -If used in the raid, executing enemies in the first encounter will decrease your sanity by 10%.
         
      • [Stats]
        Stats] 
        -Archetype
        .....................Heavy Blade
        -Slot...................................Melee
        -Mastery Rank..............12

        [                   Utility                     ]

        -Attack Speed
        ...................0.8
        -Range..................................3.2m
        -Combo Duration............5s
        -Block Angle......................60°
        -Critical Chance................34.87%
        -Critical Multiplier..........2.5x
        -Status Chance..................26.41%

        [                  Damage                   ]

        [Normal Attacks]
        -Slash.....................................175
        -Puncture.............................41
        -Impact..................................25

        [Slam Attack]
        -Slash.....................................710
        -Puncture.............................31
        -Impact..................................7

        [Slide Attack]
        -Slash
        .....................................500

        [Heavy Attack]
        -Impact
        .................................320
        -Puncture.............................570
        -Slash.....................................2095


        [Other Attacks]
        -Impact..................................50
        -Puncture.............................130
        -Slash.....................................400
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  • 2 weeks later...

Mod Rewards
 

  • [Warframe Mods]
    • Unrelenting 
      -
      Heal for 5/10/15/20/25/30/35/40/45/50% of the damage dealt to you over the coarse of 5s. [Heal is not reduced by damage reduction and only considers the damage enemies deal to you]. 
       
    • Peace of Mind
      -Gain 0.5/0.75/1/2/3/4/5% energy regen per status effect you are inflicted with. 
       
    • Iron Will
      -Grants 10/20/30/40/50/60/70/80/90/99% immunity to any crowd control effects. Upon being hit by a crowd control effect, you will gain 50% damage reduction.
       
    • Sanity's Grasp
      -Gain 8/12/16/25/35% ability range 

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
       
    • Sanity's Demise
      -Gain 10/20/30/40/45% increased power strength. 

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
    • Sanity's Grail
      -Using abilities instantly start shield regen. Shield regeneration speed is increased by 10/20/30/40/50%

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
       
    • Berserkers Grief
      -When a companion or allied unit dies. Gain 50% increased attack speed and fire rate. If in a squad, gain an additional 50% of those buffs per dead ally. 

      [1/5 When below 1% health become immortal making it so your health doesn't drop lower than it already is and gain 3.5% omni vamp. Omni vamp allows you to heal from all sources of damage dealt by you, all of this for 3s. Cooldown of 200s] (Cooldown is lowered by 30s, omni vamp is increased to 5%/10%/15%/20% per mod, immortality beginning at 2%/3%/4%/5% health, duration of immortality increased by 1.5s; Per berserker mod.)
       
  • [Weapons Mods]
    • Sanity's Insight [Primary]
      -Aiming down sights grants your next shot 50/75/100/125/150/175/200/225/250/275/300/325/350% increased critical chance. cooldown of 0.25/0.5/0.75/1/1.25/1.5/1.75/2/2.5/3/3.5/4/5s.

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
       
    • Sanity's Sunder [Primary]
      -Enemies who are under 35/38/41/44/47/50/53/56/59/62/65% health will have all damage dealt to them guarantee a slash proc. Additionally if an enemy is killed by your primary, they are sliced in half rather than a usual deal body. 

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
       
    • Berserkers Rage [Melee]
      -Melee strikes have a 25/35/40/50/65/75% chance of striking thrice. Gain 5/10/15/20/25/30% attack speed.

      [1/5 When below 1% health become immortal making it so your health doesn't drop lower than it already is and gain 3.5% omni vamp. Omni vamp allows you to heal from all sources of damage dealt by you, all of this for 3s. Cooldown of 200s] (Cooldown is lowered by 30s, omni vamp is increased to 5%/10%/15%/20% per mod, immortality beginning at 2%/3%/4%/5% health, duration of immortality increased by 1.5s; Per berserker mod.)
       
    • Berserkers Strife [Melee]
      -Gain 15/25/35/45/55/65% crit chance. Enemies who damage you are marked. Marked enemies have that critical chance tripled against them.

      [1/5 When below 1% health become immortal making it so your health doesn't drop lower than it already is and gain 3.5% omni vamp. Omni vamp allows you to heal from all sources of damage dealt by you, all of this for 3s. Cooldown of 200s] (Cooldown is lowered by 30s, omni vamp is increased to 5%/10%/15%/20% per mod, immortality beginning at 2%/3%/4%/5% health, duration of immortality increased by 1.5s; Per berserker mod.)
       
    • Berserkers Madness [Shotgun]
      -
      Decrease pellet spread by 60%. Getting a headshot after reloading, increases reloading speed, fire rate and accuracy by 80%.  

      [1/5 When below 1% health become immortal making it so your health doesn't drop lower than it already is and gain 3.5% omni vamp. Omni vamp allows you to heal from all sources of damage dealt by you, all of this for 3s. Cooldown of 200s] (Cooldown is lowered by 30s, omni vamp is increased to 5%/10%/15%/20% per mod, immortality beginning at 2%/3%/4%/5% health, duration of immortality increased by 1.5s; Per berserker mod.)
       
    • Sanity's Breach [Secondary]
      -5/10/15/25/30/40% of the damage you deal will ignore shields and armor. 

      [1/5] killing enemies have a 5% chance of dropping a chaos energy orb/Picking up a chaos energy orb can be thrown to enemies in regular missions to lower their sanity as if Parafros was being used, or cleansed by void attacks to grant both energy and health.] (These can stack up to 25% and work in the [The Realm of Madness])
       
    • Final Laughter [Pistol]
      -The last shot in your magazine will deal 50/75/100/125/150/175/200/250/300% of your damage but in slash. decreases magazine size by 5/10/15/20/25/30/35/40/50%.
       
    • Fulfilling Joy [Beam Weapons]
      -Enemies who have been hit 50 times by a beam weapon will be hit with a sudden burst of damage that will splash to nearby enemies within 5m. Dealing 50/65/70/75/80/120/150/200% increased damage. 
       
  • [Companion Mods]
    • Desperate Call [Pets]
      -When a pet reaches 1% health, they will become inable to die and seek out enemies. Once it finds an enemy it will explode onto those enemies and deal 500% of it's max health in viral damage. 
       
    • Berserker's Instinct [Pets]
      -Enemies who attack you will become enraged. When enraged, the pet gain 75/100/150/200/250/300% increased critical chance and relentlessly attach the enemy who attacked you. 


 

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