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Warframe Rebalance // Weapon Mod Rebalance


Maggy
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 So to start off, this is mainly in response to the newly posted Arsenal Divide, melee/guns balance workshop. If you have no idea what I'm talking about, well, you're out of the loop, go read up here.

The Mod Capacity Issue

We currently have mod space issues on guns, but not melee. The reason for this is that we have "Aura" (stance) mods for melee, which allows us to significantly increase our total modding capacity, but we have a lack of any sort of mechanic on guns. There are lots of gun builds these days that lack enough capacity for a fully modded build. We already have mod capacity issues present with current builds, and looking at the high cost of all these new gun mods, it will become a much more prevalent issue in the weeks following the implementation of this workshop in the next major update. We need a new mechanic introduced that allows us to reach 80 mod capacity or potentially higher (as long as this method does not involve forma-ing, like with Kuva weapons). This does not need to be via a new gun Aura mod class, it could be done via many different means. This would effectively remove the mod capacity issue for guns that is becoming more and more problematic as time goes on.

One idea I have, is that DE could give a base capacity of 5-10 when any gear is at rank 0, this would of course not be lost when you rank it up. Simply a base 5-10 capacity for all weapons regardless of ranks, and then capacity is added normally as you rank the gear up. This gives lower mastery players more room to mess around with builds, especially for low ranked gear, as well as would give 10-20 extra capacity once you have added a Catalyst to your gear, thus solving the mod capacity issue.
 

The Mod Slot Issue

The way modding works is you have restricted slots, so you want to spread out what you build for. Stacking every mod into +damage nets a significant amount less total dps than putting some damage mods, multishot, firerate, elementals, etc. For this reason you don't typically spend two slots on stacking any given stat type within a build. You won't typically use two +damage mods, because a second damage mod grants less total dps than many other stat types you could now also build into. This presents an issue where mods of the same stat type effectively "compete" for the same mod slot. Since you can't spare two slots for a specific stat, you want the most out of the one slot you do have for that stat type. This leads to many issues with the current modding system.

There are many scenarios where some mods have such ridiculously high boosts compared to other mods that grant their stat type, that you will only ever slot that specific mod. This leads to unhealthy and minimized built diversity, and really shoe-horns a specific build meta that you shouldn't stray from. In it's current iteration, Condition Overload grants to much damage for melees that it's the uncontested king of damage for melee, and takes up the damage slot that nothing can fight it for. Primed Pressure Point is so far behind Condition Overload that it's never worth considering unless your weapon isn't affected by Condition Overload at all.

With this rebalance I will be standardizing things. The goal is to make all forms of a specific stat type balanced, based on if they're a passive boost, or conditional. Primed mods are stronger than their base mod counterparts, so they will of course be stronger than those. Primed mods however will be overpowered by conditional mods, as they need to be set up and stacked to apply, which is a healthy balance for a stronger mod. This will push forth a new type of arsenal balance, where you are picking between different mod categories (primed, nightmare/multi-stat, conditional) for any given stat, based on your preference, playstyle, and effective power needed for the content you're doing.
 

On-Kill Stacking Issue

A few notes before-hand... On-kill stacking is incredibly poorly designed as a gameplay mechanic. On-kill buff stacking means the enemy priority is now flipped, and for higher level content you will have issues building up your buffs once the enemy power scales to a point where the mod without it's buffs stacked simply isn't enough to stack the buffs up because it relies on kill.

Your buffs aren't stacked, you're bare and alone. A group of enemies spawns in... three or four Lancers, a Shield Lancer, a Ballista, a Heavy Gunner, and a Bombard. Now here's the issue, you have no buffs stacked, yet they stack off of kills. This means instead of being able to prioritize the actually high priority target, like the Heavy Gunner, you are forced to focus down the low priority trash mobs instead, so that you're able to stack up your buffs enough to finally dispatch the heavier units. This is bad design, flipping enemy priority upside down simply to build up your weapon buffs.

You're just chilling, killing Grineer in dozens at a time in a high level mission, steel path or endurance or whatever. You relocate to a different tile, your buffs all drop off as you aren't focusing on enemies, just finding a better place to camp. Now, you're without your buffs against strong high level enemies, except the issue is your buffs stack up on kill. The enemies are so strong now that without the buffs stacked, you have difficulty killing enemies at all to even begin the buff ramp-up. This is bad design, you have issues stacking your buffs at all simply because without them stacked you have trouble killing enemies, which is required to stack them up.

All on-kill stacking should be re-thought, and implemented in a healthier way. Lowered durations, simpler conditions. Allowing us to build up the conditional buffs without having to kill an enemy is a much healthier design.
 

 Mod Standardization


An issue that arose when going through this workshop and rebalancing the changes was that most specific mod categories are not standardized in any way. Some Primed mods will be a 30% increase to their base mod, while others are up at 85%. The same goes for other mod types like Acolyte mods, Corrupted mods, and Nightmare mods. In this thread one of my core themes is standardization, something Warframe lacks. I will be giving every mod type a specific power benchmark, I'll explain how those work down below.

With this overhaul I will be adjusting a slew of mods core to the necessary balance changes. I'll put all of these changes below, so it can be condensed into one section, and then in the rest of the thread will be referring to these tweaked values, as opposed to the live version of the game. Yes this is a nerf to plenty of mods, while also being a buff to many others. You can complain if you'd like, but it's in the name of making things more concise and standardized, and giving every mod category a clear identity.

The following values are "mod power", a mods power increase in relation to the base mod of that type. Every mod that is not a base mod will have it's values set to a specific percentage of the base mod value based on it's category. An example of this is as follows.

Pressure Point = 120% melee damage
Primed Pressure Point = 165% melee damage
The Primed variant of the Pressure Point mod is a 37.5% increase to Pressure Point, which gives it a relative "mod power" of 137.5%.

This means when using the "mod power" statistic denoted above, it would look like this.
Pressure Point = 100%
Primed Pressure Point = 137.5%
Base mods will always be 100% mod power, as they are the neutral benchmark for all other mod categories to be balanced around.

Every mod category/type will have it's own "mod power" statistics, to be balanced off/around other categories.

Base Mod = 100%
Primed Mod = 150%
Corrupted Mod = 150% positive stat, 25% negative stat

Multi-stat / Nightmare Mod = 80% main stat, 60% second stat

Set Mod = 90% + gimmick
Conditional Mod = 200%

To properly balance some of these numbers, I will be buffing base mod values. Some mod variants will remain untouched while the base mod is buffed, or vice versa.

With all of these changes, the "modding conflicts" that prevent you from slotting different mods for the same stat, like Point Strike and Critical Delay, should be entirely removed. These changes serve to balance so that we will be making choices between multiple types of the same mod, however the game should not actually prevent us from slotting multiple of one type. This serves to prevent build diversity, and prevents players from really messing around with their builds for niche situations. The players should be allowed to slot any mods in any combination, except for two copies of the exact same mod.

Now before I get into the tweaks to existing mods, I will be doing a large section of trash/useless mods that are simply redundant and don't need to exist. These mods should be removed, because as previously stated, they're simply mods that will never be worth using because of the stats they grant, or they are redundant to other mods. An example of this is all broken mods, obtained during the tutorial, as well as the 30% and 90% impact/puncture/slash mods. We have the 120% impact/puncture/slash mods, which I have chosen as the new base mod for those boosts, and am opting to now just remove the clutter/redundant weaker ips mods.

Note: Based on feedback I will be rounding all max rank mod values with decimals to the nearest integer, but only on appropriate stats.

Mods to be Removed/Scrapped Entirely

Spoiler

All "broken"/tutorial mods to be removed.

All physical damage type mods (impact, puncture, slash) that are less than 120% for all weapon categories, for weapon categories without these 120% physical mods, such as archgun/archmelee, their physical mods will be buffed to 120%.


Along with all of the other goals in this section, I will be doing an Exilus mod overhaul. This means I'm changing up the criteria for Exilus mods, and adjusting all existing mods accordingly. The Exilus category is a great addition to guns, but they're lacking some fundamental design goals. I will be making all quality of life, including indirect DPS increase mods, to the Exilus category. This means your reload speed mods, magazine size mods, and the like. As explained above, we have slot issues, moving these mods to Exilus allows us to effectively have a quality of life stat slot on guns, so that your stats like magazine and reload will not need to directly compete with your damage increasing mods. This will be a huge buff overall to guns, allowing you to slot quality of life on any weapon without sacrificing your damage for it. I will be tagging mods with their weapon category, as well as an added little "Exilus" tag, for ones that are Exilus, or should be moved to the Exilus slot. This will lead to a more refined modding system, the main slots can be sacrificed for quality of life mods if you wish to stack multiple of them, but at it's core you're not required to sacrifice any core damage slots for quality of life just to fix a weapon's abhorrent reload speed.

Mods that are being Converted to Exilus

Spoiler

Every Reload Speed, and Magazine Size mod is to be converted to Exilus.

Sniper
Aero Agility (Sniper, Exilus): While Airborne: +100% reload speed -> +72% reload speed

Sharpshooter (Sniper, Exilus): On Weak-point Kill: +15 energy -> +10 energy

Harkonar Scope (Sniper, Exilus): While Aiming: +12s combo duration

Pistol
Eroding Blight (Embolist, Exilus): +200% magazine size, +1 Blight
Stinging Truth (Viper, Exilus): +40 magazine size, +1 Truth
Stockpiled Blight (Kunai, Exilus): +200% magazine size, +1 Blight


Base Mods; 100% mod power (base, all mods balanced off of these values)

Spoiler

Damage Mods
Point Blank (Shotgun): +90% damage -> +140% damage

Multishot Mods
Dual Rounds (Archgun):
+60% multishot -> +80% multishot

Crit Chance Mods 
True Steel (Melee): +120% critical chance -> +165% critical chance

Crit Damage Mods
Ravage (Shotgun): +60% critical damage -> +80% critical damage
Target Cracker (Pistol): +60% critical damage -> +80% critical damage

Damage Type Mods
All base physical damage mods adjusted to 120%, removed all 30% and other variants below 120% to reduce clutter. All 90% physical damage mods for Archgun should be converted to 120% mods to be in line with their base.
Comet Blast (Archgun): +90% impact -> +120% impact

All base elemental mods adjusted to +100%, up from 90%, or down from 120% in rare cases like Archweapon mods. Along with this mod, all elemental damage mods should be converted to 100% mods to be in line with each other, including archweapon variants.
Combustion Rounds (Archgun): +120% heat -> +100% heat

Fire-rate / Attack Speed Mods
Fury (Melee): +30% attack speed -> +40% attack speed

Status Mods:
Continuous Misery (Rifle): +100% status duration -> +60% proc damage, +60% debuff duration
Lingering Torment (Shotgun): +30% status duration -> +60% proc damage, +60% debuff duration
Perpetual Agony (Pistol): +30% status duration -> +60% proc damage, +60% debuff duration
Lasting Sting (Melee): +110% status duration -> +60% proc damage, +60% debuff duration

Melee Prowess (Melee): +90% status chance -> +165% status chance
Modified Munitions (Archgun): +60% status chance -> +90% status chance

Faction Mods
All base Faction mods Converted to 40%. Other mods to receive this same value tweak are the base variants of all faction BaneCleanseExpel, and Smite mods.
Bane of Infested (Rifle): +30% damage to Infested -> +40% damage to Infested
Note: DE please actually finally fix the double dipping on faction mods, this buff is to partially account for that, as with the bug fixed, faction mods will be basically useless.

Quality of Life / Indirect DPS Mods
Firestorm (Rifle): +24% blast radius -> +30% blast radius
Fulmination (Pistol): +24% blast radius -> +30% blast radius

Magazine Warp (Rifle, Exilus): +30% magazine size -> +50% magazine size
Slip Magazine (Pistol, Exilus): +30% magazine size -> +40% magazine size

Fast Hands (Rifle, Exilus): +30% reload speed -> +40% reload speed
Tactical Pump (Shotgun, Exilus): +30% reload speed -> +50% reload speed
Quickdraw (Pistol, Exilus): +48% reload speed -> +50% reload speed

Reach (Melee): +1.1 meters -> +2.0 meters

(New!) Pinpoint Spread (Rifle, Exilus): -50% spread
(New!) Lucky Shell (Shotgun, Exilus): +50% spread, +100% total multishot, -50% total damage per pellet
(New!) Solid Slug (Shotgun, Exilus): -50% spread
(New!) Contained Trajectory (Pistol, Exilus): -50% spread

(New!) Precise Aim (Rifle, Exilus): +40% accuracy
(New!) Weighted Shells (Shotgun, Exilus): +40% accuracy
(New!) Quality Sights (Pistol, Exilus): +40% accuracy

(New!) Piercing Munitions (Archgun): +3m punch through

(New!) Pre-emptive Strike (Melee): +50% additional combo count

(New!) Readied Stance (Melee): +20 initial combo

(New!) Nimble Power (Melee): +80% heavy wind-up


Primed Mods; 150% mod power

Spoiler

Damage Mods
Primed Rubedo-lined Barrel (Archgun):
+187% damage -> +150% damage
Primed Point Blank (Shotgun): +165% damage -> +210% damage
Primed Pressure Point (Melee): +165% damage -> +180% damage

Crit Chance Mods
Primed Pistol Gambit (Pistol): +187% critical chance -> +180% critical chance
Sacrificial Steel (Melee): +220% critical chance, 2x on heavy -> (247.5% rounded) 248% critical chance, 2x on heavy attacks.

Crit Damage Mods
Primed Ravage (Shotgun): +110% critical damage -> +120% critical damage
Primed Target Cracker (Pistol): +110% critical damage -> +120% critical damage

Damage Type Mods
All Primed Elemental mods converted to 150%, down from 165%. Other mods to receive this same value tweak are the Primed variants of every elemental damage type mod.
Primed Cryo Rounds (Rifle): +165% cold -> +150% cold

Primed Heavy Trauma (Melee): +165% impact -> Primed Collision Force (Melee): +180% impact
All other future primed physical damage type mods can be adjusted to a similar value to be in line with the new 120% physical damage base mods.

Fire-rate / Attack Speed Mods
Primed Shred (Rifle): +55% firerate, +2.2 punch through -> +60% firerate, +2.1 punch through
Primed Fury (Melee): +55% attack speed -> +60% attack speed

Faction Mods
All Primed Faction mods converted to 60%, up from 55%. Other mods to receive this same value tweak are the Primed variants of all faction BaneCleanseExpel, and Smite mods.
Primed Bane of Infested (Rifle): +55% damage to Infested -> +60% damage to Infested

Quality of Life / Indirect DPS Mods
Primed Slip Magazine (Pistol, Exilus): +55% magazine size -> +60% magazine size

Primed Fast Hands (Rifle, Exilus): +55% reload speed -> +60% reload speed
Primed Tactical Pump (Shotgun, Exilus): +100% reload speed -> +75% reload speed
Primed Quickdraw (Pistol, Exilus): +88% reload speed -> +75% reload speed

Primed Firestorm (Rifle): +66% blast radius -> +45% blast radius


Multi-stat / Nightmare Mods; 80% mod power main stat, 60% mod power secondary stat

Spoiler

Damage Mods
Blaze (Shotgun): +60% damage, +60% heat -> +112% damage, +60% heat
Sabot Rounds (Archgun): +60% damage, +3m punch through -> +80% damage, +1.8m punch through

Crit Damage Mods
Hammer Shot (Rifle): +60% critical damage, +80% status chance -> +96% critical damage, +54% status chance

Damage Type Mods
Chilling Reload (Shotgun): +60% cold, +40% reload speed -> +40% reload speed, +60% cold
Swapped reload to main stat, cold is now the secondary stat.
Rending Strike (Melee): +60% slash, +80% puncture -> +96% slash, +72% puncture

Every +Element, +Status mod outside of the melee class to be converted to 80% element, 54% status. Every single +60 element, +60 status mod for every weapon type except for melee, because of their higher base status mod, should be adjusted to have the same values.
Pistol Pestilence (Pistol): +60% toxin, +60% status chance -> 80% toxin, +54% status chance

Every +Element, +Status mod for melee to be converted to 80% element, 99% status. Along with this, every single +60 element, +60 status melee mod should be adjusted to similar values.
Virulent Scourge (Melee): +60% toxin, +60% status chance -> +80% toxin, +99% status chance

Fire-rate / Attack Speed Mods
Shred (Rifle): +30% firerate, +1.2 punch through -> +48% firerate, +1.26 punch through
Primed Shred (Rifle): +55% firerate, +2.2 punch through -> +72% firerate, +1.89 punch through
Accelerated Blast (Shotgun): +60% fire-rate, +60% puncture -> +72% fire-rate, +72% puncture
Lethal Torrent (Pistol): +60% fire-rate, +60% multishot -> (57.6% rounded) +58% fire-rate, +72% multishot

Quickening (Melee): +40% attack speed, +20% additional combo count -> +32% attack speed, +30% additional combo count

Quality of Life / Indirect DPS Mods
Focus Energy (Melee): +40% heavy efficiency, +60% electricity -> +48% heavy efficiency, +60% electricity

Drifting Contact (Melee): +10s combo duration, +40% status chance -> +9.6s combo duration, +54% status chance

Wildfire (Rifle): +20% magazine size, +60% heat -> +40% magazine size, +60% heat
Ice Storm (Pistol): +40% magazine size, +40% cold -> +32% magazine size, +60% cold

Seeking Fury (Shotgun, Exilus): +15% reload speed, +1.2 punch through -> +40% reload speed, +1.26 punch through
Stunning Speed (Pistol, Exilus): +40% reload speed, +30% status chance -> +40% reload speed, +54% status chance


Corrupted Mods; 150% mod power positive stat, 25% mod power negative stat

Spoiler

Damage Mods
Heavy Caliber (Rifle): +165% damage, -55% accuracy -> (247.5% rounded) +248% damage, -10% accuracy
Vicious Spread (Shotgun): +90% damage, +60% spread -> +210% damage, (12.5% rounded) +13% spread
Magnum Force (Pistol): +165% damage, -55% accuracy -> +330% damage, -10% accuracy
Spoiled Strike (Melee): +100% damage, -20% attack speed -> +180% damage, -10% attack speed

Shrapnel Rounds (Marelok): +200% multishot, -66% damage -> +240% multishot, -55% damage
While this is not technically classed as a Corrupt mod, it fits the bill so I've adjusted it accordingly and stuck it in here as well for consistency.

Crit Chance Mods
Critical Delay (Rifle): +187% critical chance, -36% fire-rate -> +225% critical chance, -15% fire-rate
Critical Deceleration (Shotgun): +48% critical chance, -30% fire-rate -> +135% critical chance, (22.5% rounded) -23% fire-rate
Creeping Bullseye (Pistol): +187% critical chance, -36% fire-rate -> +180% critical chance, -18% fire-rate

Crit Damage Mods
Hollow Point (Pistol): +60% critical damage, -15% damage -> +120% critical damage, -55% damage

Fire-rate / Attack Speed Mods
Vile Acceleration (Rifle): +90% fire-rate, -15% damage -> +90% fire-rate, (41.25% rounded) -41% damage
Frail Momentum (Shotgun): +90% fire-rate, -15% damage -> +135% fire-rate, -35% damage
Anemic Agility (Pistol): +90% fire-rate, -15% damage -> +108% fire-rate, -55% damage

Quality of Life / Indirect DPS Mods
Corrupt Charge (Melee): +30 initial combo, -2.5s combo duration -> +30 initial combo, -3s combo duration

True Punishment (Melee): +100% additional combo count, -2.5s combo duration -> +75% additional combo count, -3s combo duration

Tainted Shell (Shotgun, Exilus): -77%  spread, -66% fire-rate -> -75% spread, (22.5% rounded) -23% fire-rate

Vile Precision (Rifle, Exilus): -90% recoil, -36% fire-rate -> -90% recoil, -15% fire-rate

Tainted Mag (Assault Rifle Rifle, Exilus): +66% magazine size, -33% reload speed -> 75% magazine size, -10% reload speed
Burdened Magazine (Shotgun, Exilus): +60% magazine size, -18% reload speed -> +90% magazine size, (12.5% rounded) -13% reload speed
Tainted Clip (Pistol, Exilus): +60% magazine size, -30% reload speed -> +60% magazine size, (12.5% rounded) -13% reload speed

Depleted Reload (Sniper, Exilus): +48% reload speed, -60% magazine size -> +60% reload speed, (12.5% rounded) -13% magazine size


Conditional Mods; 200% mod power

Spoiler

Damage Mods
(New!) Steeled Bore (Rifle): +82.5% damage per status type, 330% cap (4 stacks)
(New!) Labile Impact (Shotgun): +70% damage per status type, 280% cap (4 stacks)
(New!) Reactive Rounds (Pistol): +110% damage per status type, 440% cap (4 stacks)
Condition Overload (Melee): +80% damage per status type, 3 max -> +60% damage per status type, 240% cap (4 stacks)

Deadly Efficiency (Archgun): On Reload from Empty: +120% damage for 9 seconds -> +200% damage for 8 seconds

Crit Chance Mods
Argon Scope (Rifle): On Weak-point Hit: +135% critical chance while aiming for 9 seconds -> +300% critical chance 3 seconds.
Laser Sight (Shotgun): On Weak-point Hit: +120% critical chance while aiming for 9 seconds -> +180% critical chance 3 seconds.
Hydraulic Crosshairs (Pistol): On Weak-point Hit: +135% critical chance while aiming for 9 seconds -> +240% critical chance 3 seconds.

Maiming Strike (Melee): While Sliding: +150% critical chance -> +330% critical chance

Blood Rush (Melee): Scales with Combo Counter: +40% critical chance per stack -> +30% critical chance per stack, 330% cap (11 stacks)

Crit Damage Mods
Bladed Rounds (Rifle): On Kill On Weak-point Hit: +120% critical damage while aiming for 9 seconds -> +240% critical damage 3 seconds.
Shrapnel Shot (Shotgun): On Kill On Weak-point Hit: +99% critical damage while aiming for 9 seconds -> +160% critical damage 3 seconds.
Sharpened Bullets (Pistol): On Kill On Weak-point Hit: +75% critical damage while aiming for 9 seconds -> +160% critical damage 3 seconds.

Status Mods
Catalyzer Link (Rifle): On Ability Cast: +60% status chance while aiming -> +180% status chance for 9 seconds.
Nano-Applicator (Shotgun): On Ability Cast: +90% status chance while aiming -> +180% status chance for 9 seconds.
Embedded Catalyzer (Pistol): On Ability Cast: +90% status chance while aiming -> +180% status chance for 9 seconds.

Marked Target (Archgun): While Aiming: +120% status chance -> +180% status chance

Enduring Affliction (Melee): On Lifted Enemy Hit: +330% status chance

Weeping Wounds (Melee): Scales with Combo Counter: +40% status chance per stack -> +30% status chance per stack, 330% cap (11 stacks)

Fire-rate / Attack Speed Mods
Spring-Loaded Chamber (Assault Rifle Rifle): On Reload: +75% fire-rate while aiming for 9 seconds -> +120% fire-rate 7 seconds.
Repeater Clip (Shotgun): On Reload: +105% fire-rate while aiming for 9 seconds -> +180% fire-rate 7 seconds.
Pressurized Magazine (Pistol): On Reload: +90% fire-rate while aiming for 9 seconds -> +144% fire-rate 7 seconds.

Berserker (Melee): On Hit: +1 stack (max 1 per swing); +10% attack speed per stack, 80% cap (8 stacks); 4s duration.

Quality of Life / Indirect DPS Mods
Spring-Loaded Blade (Melee): On Status Proc:
 +1 meter range for 24 seconds, stacks 2x -> +4 meter range for 8 seconds

Enduring Strike (Melee): On Lifted Enemy Hit: +100% additional combo count

Sharpshooter (Sniper, Exilus): On Weak-point Kill: +15 energy -> +10 energy

(New!) Golden Bullet (Sniper, Exilus): On Weak-point Kill: 75% chance to refund ammo cost to magazine

Aero Agility (Sniper, Exilus): While Airborne: +100% reload speed -> +72% reload speed

Guided Ordnance (Assault Rifle Rifle, Exilus): On Hit: +30% accuracy while aiming for 9 seconds -> +80% accuracy for 5 seconds.
Narrow Barrel (Shotgun, Exilus): On Hit: +30% accuracy while aiming for 9 seconds -> +80% accuracy for 5 seconds.
Targeting Subsystem (Pistol, Exilus): On Hit: +30% accuracy while aiming for 9 seconds -> +80% accuracy for 5 seconds.

Dispatch Overdrive (Melee): On Heavy Hit: +60% movement speed for 15 seconds -> +60% movement speed for 12 seconds
Agile Aim (Rifle): While Aiming: +20% movement speed -> +60% movement speed
Snap Shot (Shotgun): While Aiming: +20% movement speed -> +60% movement speed
Spry Sights (Pistol): While Aiming: +20% movement speed -> +60% movement speed


Conditional Multi-stat Mods; 160% mod power main stat, 120% mod power secondary stat

Spoiler

Damage Mods
Killing Blow (Melee): On Heavy Attack: +120% melee damage, +60% heavy wind-up -> +192% melee damage, +48% heavy wind-up (60% mod power due to being a passive bonus)
Despite being a multi-stat mod with a conditional main stat, the second stat is a passive, so it gets the 60% mod power rule of regular multi-stat mods, while the main stat gets the 160% bonus of a conditional.

Crit Chance Mods
Critical Focus (Archgun): While Aiming: +60% critical chance, +60% damage -> +160% critical chance, +120% damage

Fire-rate / Attack Speed Mods
Archgun Ace (Archgun): On Weak-point Kill:
 +50% fire/charge-rate, +100% reload speed for 9 seconds -> On Weak-point Hit: +96% fire/charge-rate, +120% reload speed for 5 seconds

Quality of Life / Indirect DPS Mods
Gun Glide (Assault Rifle Rifle): While Sliding: -20% recoil, -20% spread -> -96% recoil,  -60% spread
Double-Barrel Drift (Shotgun): While Sliding: -20% recoil, -20% spread -> -128% recoil, -60% spread
Strafing Slide (Pistol): While Sliding: -20% recoil, -20% spread -> -96% recoil, -60% spread


Set Mods; 90% mod power, with an added gimmick

Spoiler

Vigilante Set:
Vigilante Armaments (Primary): +60% multishot -> +81% multishot
Vigilante Fervor (Primary Rifle): +45% fire-rate -> +54% fire-rate
Vigilante Offense (Primary): +1.5 punch through -> +1.89 punch through

Augur Set:
Augur Pact (Pistol): +90% damage -> +198% damage
Augur Seeker (Pistol): +30% status duration -> +54% proc damage, +54% debuff duration

Gladiator Set:
Gladiator Set bonus nerfed, changed from 10% critical chance per combo tier per mod, to 5% critical chance per combo tier per mod to be balanced among other crit mods.
Gladiator Rush (Melee): +6s combo duration -> +10.8s combo duration
Gladiator Might (Melee): +60% critical damage -> +81% critical damage
Gladiator Vice (Melee): +30% attack speed -> +36% attack speed

 
Multi-stat Set Mods; 72% main stat, 54% second stat

Spoiler

Carnis Set:
Carnis Mandible (Melee): +90% slash, +60% status chance -> (86.4% rounded) +86% slash, (48.6% rounded) +49% status chance
Carnis Stinger (Pistol): +90% slash, +60% status chance -> (86.4% rounded) +86% slash, (48.6% rounded) +49% status chance

Jugulus Set:
Jugulus Barbs (Melee): +90% puncture, +60% status chance -> (86.4% rounded) +86% puncture, (48.6% rounded) +49% status chance
Jugulus Spines (Pistol): +90% puncture, +60% status chance -> (86.4% rounded) +86% puncture, (48.6% rounded) +49% status chance

Saxum Set:
Saxum Thorax (Melee): +90% impact, +60% status chance -> (86.4% rounded) +86% impact, (48.6% rounded) +49% status chance
Saxum Spittle (Pistol): +90% impact, +60% status chance -> (86.4% rounded) +86% impact, (48.6% rounded) +49% status chance


Conditional Set Mods; 180% mod power, with an added gimmick

Spoiler

Aero Set:
Aero Agility (Sniper, Exilus): While Airborne: +100% reload speed -> +72% reload speed

Motus Set:
Motus Impact (Melee): While Airborne: +2.0 meter range -> +3.6 meter range


Conditional Multi-stat Set Mods; 144% main stat, 108% second stat

Spoiler

Motus Set:
Motus Setup (Shotgun): On Landing from Double or Bullet Jump: +100% critical chance, +100% status chance -> On Double or Bullet Jump: (129.6% rounded) +130% critical chance, (97.2% rounded) +97% status chance for 4 seconds.

Proton Set:
Proton Snap (Melee): On Wall Latch for 2s: +100% toxin, +50% status chance for 20 seconds -> On Wall Latch: +144% toxin, (97.2% rounded) +97% status chance for 16 seconds.
Proton Jet (Rifle): While Wall Latched: +120% critical chance, +120% status chance -> On Wall Latch: +216% critical chance, (97.2% rounded) +97% status chance for 16 seconds.


Amalgam Mods; 90% main stat Pseudo set-mods, so I set to the 90% mod power. Side gimmicks are very random so I chose to not bother standardizing them.

Spoiler

Amalgam Argonak Metal Auger (Argonak): +3m punch through -> +1.89m punch through

Amalgam Barrel Diffusion (Pistol): +110% multishot -> +108% multishot

Amalgam Daikyu Target Acquired (Daikyu): +75% weak-point multiplier -> +54% weak-point multiplier

Amalgam Furax Body Count (Furax): +15s combo duration, +20% blast radius -> +10.8s combo duration

Amalgam Javlok Magazine Warp (Javlok): +45% magazine size

Amalgam Organ Shatter (Melee): +85% critical damage, +60% heavy wind-up -> +81% critical damage

Amalgam Ripkas True Steel (Ripkas): +187% critical chance, +20% reload speed for shotguns -> (148.5% rounded) +149% critical chance

Amalgam Serration (Rifle): +155% damage, +25% sprint speed -> (148.5% rounded) +149% damage

Amalgam Shotgun Spazz (Shotgun): +85% fire-rate -> +81% fire-rate


Specialized / Augment Mods; Unique to a specific weapon.

Spoiler

Toxic Sequence (Acrid): +200% status duration -> +120% proc damage, +120% debuff duration
Shrapnel Rounds (Marelok): +200% multishot, -66% damage -> +240% multishot, -55% damage

 

Attack Speed Issue

The same as above goes for melee of course, and building for attack speed. The current issue with slotting attack speed mods is that there is no competition, Berserker is the clear cut best speed mod without contest. The reason for this is that Berserker is a final multiplier, it scales with other speed buffs and mods, and is also the largest attack speed bonus of any single mod. There is no contest in the attack speed mod slot, it's always Berserker for these reasons. Berserker having a slightly higher value than other attack speed mods makes sense, as it's a conditional mod, and needs to be stacked and kept up otherwise you will lose it all. The issues come from it's multiplicative scaling nature, as well as the fact that the mod can be built up within a single swing, and has a ridiculously long duration for how easy it is to build up.

With the removal of speed mod stacking, Berserker needs to have it's attack speed bonus adjusted to be like other mods, not scaling on top of other attack speed sources. This, along with adjusting the method of stacking, and duration, would bring Berserker in-line with other speed mods, while keeping it a small amount ahead when fully stacked due to it's conditional nature.

  • Berserker: +10% attack speed per stack, 80% cap (8 stacks); 4s duration
    • Stacking Method: on hit, +1 stack (max 1 per swing)
      • Stacks fall off one at a time, as opposed to all at once.
      • No longer applies as a final multiplier, it now applies the same as every other attack speed mod.
      • Removed on-kill stacking, it's a design issue. Moved to on-hit, larger build-up but easier condition.

 

Critical Chance Issue

As explained in the Mod Slot section, mods compete for slots. Currently with melee there is no contest, Blood Rush is the undisputed winner when combo is so easy to maintain. Even with it's workshop tweaks taking Blood Rush down to 440%, it's still a ridiculous amount of critical chance that will beat out any competition. For this reason I have opted to further nerf the mod, setting it right to the target value of 200% base mod power.

  • Blood Rush: +30% critical chance per stack, 330% cap (11 stacks)
    • Stacking Method: scales with melee combo counter

 

Damage Issue

The issue of introducing Condition Overload to other weapon types, is much like on melee, it now competes with the base damage mods for a mod slot. This is further exaggerated by the many new +damage arcanes being introduced, there are dozens of things competing for a single slot now. To address this, I believe all of the Arcanes should be changed, instead of some form of just +damage they should be unique and grant differing effects depending on your desired playstyle. New Condition Overload for melee looks fine, however slapping the condition overload effect onto a Galvanized status chance mod is very strange. I have opted to create Condition Overload duplicates for every weapon type, and their damage corresponds to their weapon type's base damage mod. To properly balance all of these around their base mod values, I will need to do minor tweaks to any existing Primed mods. I have also opted to lower the damage per stack of condition overload mods slightly, while increasing the stack limit to 4. Almost every single weapon in the game is able to upkeep 3 status types naturally without even modding for any more, which makes it too easy to abuse in basically any build. The effect of this would be forcing the base damage mods out of the slot in every single situation, since you can naturally cap the stacks on virtually any weapon without any effort.

Condition Overload tweaks, and Condition Overload for other weapon types.

Spoiler

Steeled Bore (Rifle): +82.5% damage per status type, 330% cap (4 stacks)
Labile Impact (Shotgun): +70% damage per status type, 280% cap (4 stacks)
Reactive Rounds (Pistol): +110% damage per status type, 440% cap (4 stacks)
Condition Overload (Melee): +60% damage per status type, 240% cap (4 stacks)

 

Additional Melee Mod Tweaks

There are some other outlier melee mods that serve to drastically boost melee power above other weapon types. In this section I will be breaking these down and adjusting their values to meet the previously explained power criteria.

Due to guns having multishot as an effective status chance multiplier, it makes sense for melee status chance mods to be more powerful than their gun counterparts. For this reason I will be buffing the base status chance mod for melee, and adjusting Weeping Wounds appropriately.

  • Melee Prowess: +165% status chance
     
  • Weeping Wounds: +30% status chance per stack, 330% cap (11 stacks)
    • Stacking Method: scales with melee combo counter

 

Galvanized Mods

Galvanized mods are an interesting addition, but they lack lots of standardizing in their values. In this thread I will address this, they will have 2/3 of their corresponding base mods value with no stacks, scaling up to 200% of the base mod when fully stacked. Galvanized mods, unlike most conditionals, are scaling conditionals that still have an effect even with no stacks built up. For this reason I have opted to make them start at 66.6% of their base mod's power, increasing to 100% at 1 stack of the buff, and 200% (as all conditionals should be) when fully stacked. This means a primed mod is a 50% bonus from the base mod, and then conditionals are a 50% increase from this, which is of course 200%. It leaves a good use case for conditionals by leaving them more powerful than their base (1+ stacks ) and primed counterparts (3+ stacks), but doesn't completely overpower them, due to their conditional nature and how they're not always in effect.

Rifle:

Spoiler
  • Galvanized Scope: +100% critical chance
    • Stacking Bonus: +50% per stack, 300% cap (4 stacks)
    • Stacking Method: upon hitting enemy weak-point (max 1 stack per shot), +1 stack; 6s duration
       
  • Galvanized Chamber: +60% multishot
    • Stacking Bonus: +30% per stack, 180% cap (4 stacks)
    • Stacking Method: upon landing 2 consecutive shots (3s timer between shots), +1 stack; 6s duration
       
  • Galvanized Aptitude: +60% status chance
    • Stacking Bonus: +30% per stack, 180% cap (4 stacks)
    • Stacking Method: upon applying two of a single status type to any enemy within 3s, +1 stack; 6s duration


Shotgun:

Spoiler
  • Galvanized Acceleration: +26.6% flight-speed/beam length
    • Stacking Bonus: +13.3% per stack, 80% cap (4 stacks)
    • Stacking Method: upon hitting 2 or more enemies with a single shot, +1 stack; 6s duration
       
  • Galvanized Hell: +80% multishot
    • Stacking Bonus: +40% per stack, 240% cap (4 stacks)
    • Stacking Method: upon landing 75% or more of the pellets from any single shot, +1 stack; 6s duration
       
  • Galvanized Savvy: +60% status chance
    • Stacking Bonus: +30% per stack, 180% cap (4 stacks)
    • Stacking Method: upon applying two of a single status type to any enemy within 3s, +1 stack; 6s duration


Pistol:

Spoiler
  • Galvanized Crosshairs: +80% critical chance
    • Stacking Bonus: +40% per stack, 240% cap (4 stacks)
    • Stacking Method: upon hitting enemy weak-point (max 1 stack per shot), +1 stack; 6s duration
       
  • Galvanized Diffusion: +80% multishot
    • Stacking Bonus: +40% per stack, 240% cap (4 stacks)
    • Stacking Method: upon landing 2 consecutive shots (3s timer between shots), +1 stack; 6s duration
       
  • Galvanized Shot: +60% status chance
    • Stacking Bonus: +30% per stack, 180% cap (4 stacks)
    • Stacking Method: upon applying two of a single status type to any enemy within 3s, +1 stack; 6s duration

 

Arcanes 

As mentioned above, I believe the Arcanes should not simply be +damage. We already have the base damage mod, condition overload copies, and the pre-existing +damage arcanes all fighting for a slot on your weapon loadouts. I will be tuning up all old Arcanes, and in the case of weapon buffing ones, moving them to their appropriate weapon category. There will be Arcane slots on every weapon type, including melee, to incorporate this change. With that out of the way, the stacking methods need changes as well, all of the new ones are currently on kill, which as previously explained is horrible design. I will be changing all of these newly designed arcanes from +damage arcanes, to more specialized ones that allow you to choose based on your playstyle. I will be keeping a single +damage arcane in the mix, as a potential competition for the base +damage mod and condition overload variant, but there will be other arcanes that grant other buffs.

Along with tuning up the new arcanes, I will be going through and moving all weapon buff arcanes to their corresponding weapon. Melee weapons will be getting an arcane slot as well as guns, this is to incorporate the melee Arcanes into their weapon category instead of leaving them tacked on to the Warframe's Arcane slots.

Existing Arcane Tweaks, and Arcane Slot Changes;
In this section I will be moving all of the currently existing weapon buffing Arcanes to their corresponding weapon type. Along with this I will also be removing all on-kill effects, and tweaking values to bring them in-line with the 200% conditional mod power target value put forth earlier in the standardization chunk of the thread.

Warframe -> Any Weapon; The following Arcanes have been removed from Warframes, and can now be equipped to any weapon class.

Spoiler
  • Arcane Avenger: On Damaged: 21% chance +45% critical chance for 12 second -> On Hit: 10% chance for +45% additive critical chance for 12 seconds.
    • Chance to proc only rolls once per shot, if you hit with multiple pellets in a single shot or enemies in a single melee swing it still only rolls once.
    • Can refresh.
       
  • Arcane Arachne: On Wall Latch: +150% damage to all weapons for 30 seconds -> +330% damage to rifles, +280% damage to shotguns, +440% damage to pistols, and +240% damage to melee for 24 seconds.
    • Can refresh.


Warframe -> Primary; The following Arcanes have been moved to the Primary weapon class.

Spoiler
  • Arcane Rage: On Weak-point Hit: 15% chance for +180% damage to primary weapons for 16 seconds -> 30% chance for +330% damage to rifles, and +280% damage to shotguns for 12 seconds.
    • Chance to proc only rolls once per shot, if you hit a weak-point with multiple pellets in a single shot it will still only roll once.
    • Can refresh.
       
  • Arcane Primary Charger: On Melee Kill: 30% chance for +300% damage to primary weapons for 12 seconds -> On Melee and Gun Hit within 2 Seconds: +330% damage to rifles, and +280% damage to shotguns for 10 seconds.
    • Can refresh.


Warframe -> Rifle; The following Arcanes have been moved to the Rifle weapon class.

Spoiler
  • Arcane Acceleration: On Crit: 30% chance for +90% fire-rate to rifles for 9 seconds -> 30% chance for 120% fire-rate to rifles for 12 seconds.
    • Chance to proc only rolls once per shot, if you crit with multiple pellets it still only rolls the chance once.
    • Can refresh.


Warframe -> Sniper; The following Arcanes have been moved to the Sniper weapon class.

Spoiler
  • Arcane Momentum: On Crit: 60% chance for +150% reload speed to snipers for 12 seconds -> On Weak-point Hit: 60% chance for +80% reload speed to snipers for 8 seconds.
    • Chance to proc only rolls once per shot, if you hit a weak-point with multiple pellets in a single shot it will still only roll once.
    • Can refresh.


Warframe -> Shotgun; The following Arcanes have been moved to the Shotgun class.

Spoiler
  • Arcane Tempo: On Crit: 15% chance for +90% fire-rate to shotguns for 12 seconds -> 30% chance for +180% fire-rate to shotguns for 12 seconds.
    • Chance to proc only rolls once per shot, if you crit with multiple pellets it still only rolls the chance once.
    • Can refresh.


Warframe -> Pistol; The following Arcanes have been moved to the Secondary (pistol) class.

Spoiler
  • Arcane Velocity: On Crit: 90% chance for +120% fire-rate to pistols for 9 seconds -> 30% chance for +144% fire-rate to pistols for 12 seconds.
    • Chance to proc only rolls once per shot, if you crit with multiple pellets it still only rolls the chance once.
    • Can refresh.
       
  • Arcane Awakening: On Reload: 60% chance for +150% damage to pistols for 24 seconds -> 60% chance for +440% damage to pistols for 16 seconds.
    • Can refresh.
       
  • Arcane Precision: On Weak-point Hit: 100% chance for +300% damage to pistols for 18 seconds -> 30% chance for +440% damage to pistols for 12 seconds.
    • Chance to proc only rolls once per shot, if you hit a weak-point with multiple pellets in a single shot it will still only roll once.
    • Can refresh.
       
  • Arcane Pistoleer: On Weak-point Kill: 60% chance for +100% ammo efficiency for 12 seconds -> On Weak-point Hit: 40% chance for +100% ammo efficiency for 10 seconds.
    • Chance to proc only rolls once per shot, if you hit a weak-point with multiple pellets in a single shot it will still only roll once.


Warframe -> Melee; The following Arcanes have been moved to the Melee class.

Spoiler
  • Arcane Strike: On Hit: 15% chance for +60% attack speed to melee weapons for 18 seconds -> 30% chance for +80% attack speed to melee weapons for 12 seconds.
    • Chance to proc only rolls once per swing, even if you hit multiple enemies in a single swing.
    • Can refresh.
       
  • Arcane Fury: On Crit: 60% chance for +180% melee damage for 18 seconds -> 30% chance for +240% melee damage for 12 seconds.
    • Chance to proc only rolls once per swing if you crit, instead of for each enemy you land a critical hit on.
    • Can refresh.
       
  • Arcane Blade Charger: On Primary Kill: 30% chance for +300% damage to melee for 12 seconds -> On Primary and Melee Hit within 2 Seconds: +240% melee damage for 10 seconds.
    • Can refresh.


Kitgun -> Any Gun; The following Arcanes have been moved to any gun type.

Spoiler
  • Pax Bolt: On Weak-point Kill: 100% chance for +30% ability strength, +30% ability efficiency on next cast -> On Weak-point Status Proc: 60% chance for +30% ability strength, +30% ability efficiency to next cast
    • Chance to proc only rolls once per shot, if you proc on a weak-point with multiple pellets in a single shot it will still only roll once.
       
  • Pax Charge: Passive: converts weapon magazine to rechargeable, battery recharge delay is reduced by 50%
     
  • Pax Seeker: On Weak-point Kill: 100% chance to release 4 homing projectiles -> On Weak-point Crit: 60% chance to release 4 homing projectiles
    • Chance to proc only rolls once per shot, if you crit a weak-point with multiple pellets in a single shot it will still only roll once.
    • Projectile damage should be reduced due to the proc condition no longer relying on a kill.
       
  • Pax Soar: While Airborne: +50% accuracy, -50% recoil, +5s wall latch -> +64% accuracy, -72% recoil to rifles and pistols, -96% recoil to shotguns, +5s wall latch
     
  • Residual Boils: On Kill: 20% chance to create a 10m zone that deals 80 heat damage per second for 12 seconds -> On Status Proc: 25% chance to convert status proc to a heat proc and create a 10m zone that buffs Theorem Arcanes for 3 seconds
    • Creates a Theorem Arcane buffing zone just as it did before, only that it deals no damage, and instead only serves to buff Theorem Arcanes.
       
  • Residual Malodor: On Kill: 20% chance to create a 10m zone that deals 40 cold damage per second for 12 seconds -> On Status Proc: 25% chance to convert status proc to a cold proc and create a 10m zone that buffs Theorem Arcanes for 3 seconds
    • Creates a Theorem Arcane buffing zone just as it did before, only that it deals no damage, and instead only serves to buff Theorem Arcanes.
       
  • Residual Shock: On Kill: 20% chance to create a 10m zone that deals 200 electricity damage per second for 12 seconds -> On Status Proc: 25% chance to convert status proc to an electricity proc and create a 10m zone that buffs Theorem Arcanes for 3 seconds
    • Creates a Theorem Arcane buffing zone just as it did before, only that it deals no damage, and instead only serves to buff Theorem Arcanes.
       
  • Residual Viremia: On Kill: 20% chance to create a 10m zone that deals 40 toxin damage per second for 12 seconds -> On Status Proc: 25% chance to convert status proc to a toxin proc and create a 10m zone that buffs Theorem Arcanes for 3 seconds
    • Creates a Theorem Arcane buffing zone just as it did before, only that it deals no damage, and instead only serves to buff Theorem Arcanes.


Zaw Arcane -> Melee Arcane; The following Arcanes have been moved to the Melee class.

Spoiler
  • Exodia Brave: On Heavy Kill: +5 energy regen per second for 4 seconds, stacks 3x -> On Heavy Crit: +4 energy regen per second for 4 seconds, stacks 4x
    • Chance to proc only rolls once per swing if you crit, instead of for each enemy you land a critical hit on.
       
  • Exodia Force: On Status Proc: 50% chance to deal 200% weapon damage within 6 meters -> 50% chance to deal 75% weapon damage within 150% weapon range
    • Chance to proc only rolls once per swing if you proc a status, instead of for each enemy you proc a status on.
       
  • Exodia Hunt: On Slam: 50% chance to pull in enemies within 12 meters
     
  • Exodia Might: On Finisher: 50% chance for +30% lifesteal for 8 seconds
     
  • Exodia Triumph: Passive: +50% additional combo count
     
  • Exodia Valor: On Lifted Enemy Hit: +100% additional combo count
     
  • Exodia Contagion: On Air Attack after Bullet or Double Jump: launches a projectile with a 10 meter explosion on impact, that deals +400% damage after traveling 30 meters
     
  • Exodia Epidemic: On Slam after Bullet or Double Jump: releases a wave of energy that suspends all enemies hit for 4 seconds


New Arcanes;
New damage Arcane removed. We already have damage Arcanes that have now been moved to their appropriate slot, we don't need extra +damage Arcanes per weapon type, the current options are more than enough. Tuned these all to have a base bonus without being stacked, and then two conditional bonuses that are stackable and tied to their timer.

For the new unique specialized Arcanes, I will be giving them 50% mod power for all of their stacking bonuses, and 100% mod power to the passive bonus. The goal with these is to have small boosts to your weapon playstyle when equipped, and then extra bonuses when you actually play around the stacking effect. Want to spray and pray with a bullet hose? Equip Merciless, it grants more ammo, and then a stacking bonus to fire-rate and reload when in effect! That's the design goal with these new Arcanes.

I will be listing the Arcanes multiple times, this is due to their variance in stat boosts between weapon types. Due to weapon base mods varying between classes, the stat buffs on the Arcanes will also vary per weapon type, so that is the reason I list them multiple times, to show the specific stats for each weapon class.

  • Merciless (Rifle): +6% firerate, +4% reload speed (per stack); +90% ammo max (always in effect) 
    • Max Stack Bonus: +30% firerate, +20% reload speed, +90% ammo max
    • Stacking Method: on hit, +1 stack; 5 stack cap, 4s duration.
      • Only one pellet per shot can count as a hit, so it takes multiple shots regardless of pellet count to build up the effect.
      • This arcane is tuned for spray and pray and bullet hoses, just shoot and hope for the best.
         
  • Merciless (Shotgun): +9% firerate, +5% reload speed (per stack); +90% ammo max (always in effect) 
    • Max Stack Bonus: +45% firerate, +25% reload speed, +90% ammo max
    • Stacking Method: on hit, +1 stack; 5 stack cap, 4s duration.
      • Only one pellet per shot can count as a hit, so it takes multiple shots regardless of pellet count to build up the effect.
      • This arcane is tuned for spray and pray and bullet hoses, just shoot and hope for the best.
         
  • Merciless (Pistol): +7.2% firerate, +5% reload speed (per stack); +90% ammo max (always in effect) 
    • Max Stack Bonus: +36% firerate, +25% reload speed, +90% ammo max
    • Stacking Method: on hit, +1 stack; 5 stack cap, 4s duration.
      • Only one pellet per shot can count as a hit, so it takes multiple shots regardless of pellet count to build up the effect.
      • This arcane is tuned for spray and pray and bullet hoses, just shoot and hope for the best.
         
  • Deadhead (Rifle, Pistol): +6% weak-point damage, -6% recoil (per stack); +40% accuracy (always in effect)
    • Max Stack Bonus: +30% weak-point damage, -30% recoil, +40% accuracy
    • Stacking Method: on weak-point hit, +1 stack; 5 stack cap, 8s duration.
      • Only one pellet per shot can count as a hit, so it takes multiple shots regardless of pellet count to build up the effect.
      • This arcane is tuned for accurate gunplay, rewarding skill and good aim.
         
  • Deadhead (Shotgun): +6% weak-point damage, -8% recoil (per stack); +40% accuracy (always in effect)
    • Max Stack Bonus: +30% weak-point damage, -40% recoil, +40% accuracy
    • Stacking Method: on weak-point hit, +1 stack; 5 stack cap, 8s duration.
      • Only one pellet per shot can count as a hit, so it takes multiple shots regardless of pellet count to build up the effect.
      • This arcane is tuned for accurate gunplay, rewarding skill and good aim.
         
  • Careless (Rifle): +5% spread, +6% flight-speed/beam length (per stack); +30% blast radius (always in effect)
    • Max Stack Bonus: +25% spread, +30% flight-speed/beam length, +30% blast radius
    • Stacking Method: on hitting 2+ enemies in a single shot, +1 stack; 5 stack cap, 6s duration.
      • Only one pellet per shot will count, so it takes multiple shots regardless of pellet count to build up the effect.
      • This arcane is tuned for area of effect weaponry, allowing you to more effectively clear out hordes of mobs.
         
  • Careless (Shotgun, Pistol): +5% spread, +4% flight-speed/beam length (per stack); +30% blast radius (always in effect)
    • Max Stack Bonus: +25% spread, +20% flight-speed/beam length, +30% blast radius
    • Stacking Method: on hitting 2+ enemies in a single shot, +1 stack; 5 stack cap, 6s duration.
      • Only one pellet per shot will count, so it takes multiple shots regardless of pellet count to build up the effect.
      • This arcane is tuned for area of effect weaponry, allowing you to more effectively clear out hordes of mobs.

 

Conclusion / Moving Forward

Well, this thread turned out way bigger than I expected. I did plenty of rebalancing of mods, standardizing and making everything properly balanced within weapon classes. There, with these tweaks, should be a proper toss-up between primed mods and conditionals (or base when a primed mod doesn't exist for X stat on Y weapon). This will put forth a much healthier arsenal and modding scenario where you are picking between passive mods (base/primed) and conditionals depending on your playstyle, preference, and the situation at hand.

Moving forward, if there are power discrepancies between weapon classes, these can be addressed by adjusting mod values. You would simply adjust the base mod, and it's primed/conditional counterparts stat values to meet the power ranges of 100/150/200 for base, primed, conditional. This would keep mods standardized and easy to understand when considering power differences, while simplifying the effort needed to address outlier mods that serve to boost a weapon's power too much.

If you notice any errors in the thread please let me know! This was a lot of work to do, so I don't expect it to be 100% mistake free, but I've gone over it multiple times and think it's basically proofed by this point. That aside, thank you so much for putting in the time to read this thread, I spent lots of time on it and would be overjoyed to receive any feedback/input. Let's get DE on this!

Edited by Maggy
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There may be very slight tweaks I would have personal taste in, but the overall premise of this thread is great. I'm not really a big fan of seeing things like Arcane Momentum tuned down, but when you look at the overall scope, it brings in some predictable and consistent game rules for the upgrades system to follow. The game would be much more healthy to balance as well as given rules could be left the same and mods could be individually observed at how the rules apply to their functionality and lethality.

The big question mark is how this plays out in practice, but it is a solid foundation to consider. I don't agree with every alteration here, but I would like DE to do an entire upgrades/mods audit and examine mods individually as well as in categories like done here.

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There's a lot to unpack so I'll just reply to the thing that jumped out to me.

9 minutes ago, scam said:

The Mod Capacity Issue

As much as I think the new Arcanes are a mistake, if they're going to happen anyways then maybe reworking them into something like Stance mods would be a better way to implement them. The recent Railjack Auras fill a very similar kind of role, as a sort of "anchor" for how your ship will be built from that point forward. Making the Arcanes into "gun stances" could do something similar, letting you say "this weapon is going to focus on accuracy" and take the headshot stance, or "this weapon is going to integrate with my melee" and take the melee stance, or "this weapon is going to focus on itself" and take the gun stance. More could be added as starting points for other styles, like a primary stance that benefits from using your secondary or a stance like the one that was leaked (IIRC) that benefits from having another weapon unequipped.

Though then again it might be a good thing that guns are starting to hit their capacity limits, since these limits are only coming about on builds where there are like 4 Primed mods and a Riven being used. Maybe adding another Primed mod worth of stats isn't a good idea, and we should start picking which of our Primed mods to downgrade to fit other things. Balancing capacities is a part of the modding process, and if you can just take everything why have capacity to begin with?

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29 minutes ago, PublikDomain said:

There's a lot to unpack so I'll just reply to the thing that jumped out to me.

As much as I think the new Arcanes are a mistake, if they're going to happen anyways then maybe reworking them into something like Stance mods would be a better way to implement them. The recent Railjack Auras fill a very similar kind of role, as a sort of "anchor" for how your ship will be built from that point forward. Making the Arcanes into "gun stances" could do something similar, letting you say "this weapon is going to focus on accuracy" and take the headshot stance, or "this weapon is going to integrate with my melee" and take the melee stance, or "this weapon is going to focus on itself" and take the gun stance. More could be added as starting points for other styles, like a primary stance that benefits from using your secondary or a stance like the one that was leaked (IIRC) that benefits from having another weapon unequipped.

Though then again it might be a good thing that guns are starting to hit their capacity limits, since these limits are only coming about on builds where there are like 4 Primed mods and a Riven being used. Maybe adding another Primed mod worth of stats isn't a good idea, and we should start picking which of our Primed mods to downgrade to fit other things. Balancing capacities is a part of the modding process, and if you can just take everything why have capacity to begin with?

Was thinking of a way to work an Aura mod type system into guns, but couldn't come up with anything substantial.

On the last bit, of balancing capacities... Yes, that is a part of the modding process, as is formaing and adding a Catalyst to your gear. When you have a gun with a Catalyst and every single slot appropriately forma'd yet you still can't fit a mod, that is an issue.

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Melee nerfs are just inconsiderate of the miscellaneous factors.

Blood Rush

Imagine 440% vs 0% critical chance mod in a mod slot. Most players are going to give up Zenurik for Naramon, or use up 2 slots for combo counter and blood rush to actually get 440%. That becomes 220% critical chance per mod on average, once you work your way up the combo counter. Honestly, Blood Rush is fine the way it is now, effort = reward

Compared to just critical chance mods, your sacrificial steel (the defacto crit chance mod) is barred behind a rare umbral forma. Clearly something else is making regular critical chance unpopular. You get another ~220 critical chance from Riven mods (kind of a taboo subject) and now you're back to 2 mods for +440% critical chance, except all the time. Previously, you would keep a slot on your melee riven for something probably more useful.

Condition Overload

I was never a fan of this mod because it had 1 glaring issue: 0% or n*120% where n is some unreliable variable that is equal to 0 on sentients or certain status immune enemies. The real fix for this mod is to make make it all the way down to 20% per status, don't cap the status limit, and give it 120% guaranteed base damage. This will make it competitive with primed pressure point.

Berserker (fury?)

On kill: lmao
duration: 10 seconds?

Meanwhile, in the other corner: Riven + ~40% speed, Primed Fury + 55% speed, Quickening + 40% speed, (ARCANE STRIKE, ON HIT, 18 SECONDS, 60% speed)
all stacking btw, not everything is named "fury" except for the community feedback...

Nobody: *complains about blades going brrrrr and animations going bzzzzzzz*
DE: Nobody exists

Moving on, I know nobody is going to give up and arcane slot or use a bunch of mods for attack speed only. But the argument DE used was they dont want us to play the game fast. They certainly want to SELL US BOOSTERS for fast, but FREE FAST?!?!?! that's a No No. Clearly most players are just going to keep attack speed on Rivens, and replace berserker with something more reliable, like Primed Fury and call it "DE forcing me to forma once more"


Glaives

honestly, the patch notes are too vague to understand what they're doing to these things, but it seems at a glance to be half speed throws, and half damage on its only-used attack. I won't say this is bad about this one, its their game, they can kill it all they want.

 

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33 minutes ago, bynnie said:

When you have a gun with a Catalyst and every single slot appropriately forma'd yet you still can't fit a mod, that is an issue.

But is it really? Maybe that just means you have too many powerful mods and it's time to choose which you think are most important. Because it's not just fitting any old mod, in this case it's fitting a new and very strong mod.

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2 minutes ago, PublikDomain said:

But is it really? Maybe that just means you have too many powerful mods and it's time to choose which you think are most important. Because it's not just fitting any old mod, in this case it's fitting a new and very strong mod.

you're forgetting that this whole fiasco is revolved around buffing guns to compete with melee. Switching out power for power is not the productive change we were promised

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13 minutes ago, -Damocles- said:

you're forgetting that this whole fiasco is revolved around buffing guns to compete with melee. Switching out power for power is not the productive change we were promised

Except this issue would have appeared, and has already, even without the U30.5 changes. Even if Galvanized Mods weren't being added, guns would still eventually run out of modding space through the addition of new mods like Primed mods. Secondaries in particular are already full, and any new desirable mod with enough cost would have triggered this.

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While there is so much to unpack here, these are the patch notes we deserve when I think about how a dev should be showing the community changes to any part of a system most of us have been using for years. DE could learn something from your presentation of information.

While it may not be relevant to the Dev Workshop as it was not brought up, how would the Exalted Weapons fit into your rebalance suggestions here? The overwhelming majority of Exalted Weapons pale in comparison to any other melee in nearly all cases if only because of Acolyte Mods. Which would still leave Mesa out in the cold below since Peacemakers use Pistol mods. 

Well thought out and spoken, just like your proposed Status Rework. It's a lot of detail here, and the kind I hope gets attention.

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The 'mod standardisation' section was rather painful to read. A noble ideal perhaps, but there are reasons these differences exist.

Take Primed for example.
A 3-rank base mod cannot and should not be the same proportion to its 10-ranked Prime as a 5-rank base mod. It's 11/4 versus 11/6. You're paying more in increased drain.
Discrepancies like PPP which are not directly using the 11/(6 or 4) ranked-proportion generally exist to curtail the power creep they offered.

Final figures that aren't cleanly divisible by the ranks going into them require presenting either misleading base values or an ugly decimal figure in the text. That's why we have (for example) +55% not +60%.

 

 

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23 minutes ago, TheLexiConArtist said:

The 'mod standardisation' section was rather painful to read. A noble ideal perhaps, but there are reasons these differences exist.

Take Primed for example.
A 3-rank base mod cannot and should not be the same proportion to its 10-ranked Prime as a 5-rank base mod. It's 11/4 versus 11/6. You're paying more in increased drain.
Discrepancies like PPP which are not directly using the 11/(6 or 4) ranked-proportion generally exist to curtail the power creep they offered.

Final figures that aren't cleanly divisible by the ranks going into them require presenting either misleading base values or an ugly decimal figure in the text. That's why we have (for example) +55% not +60%.

Mod Drain (and ranks potentially) can be adjusted, I just didn't feel like it. Many of the mods already do round figures in their view. Yes many mods wouldn't "look as pretty" partially ranked without clean numbers. It's about balance at the end of the day. I understand why lots of mods have specific percentage values to scale cleanly with ranks, but are the mod card numbers being perfectly clean more important than balance?

Any other issues with this or is it just about those?

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Good post, but an mild issue:

13 hours ago, bynnie said:

The following values are "mod power", a mods power increase in relation to the base mod of that type. Every mod that is not a base mod will have it's values set to a specific percentage of the base mod value based on it's category. An example of this is as follows.

Pressure Point = 120% melee damage
Primed Pressure Point = 165% melee damage
The Primed variant of the Pressure Point mod is a 37.5% increase to Pressure Point, which gives it a relative "mod power" of 137.5%.

Mod values are bonuses, so the relative bonus of PPP vs PP isn't 165%/120% = 137.5%, its (1 + 165%)/(1 + 120%) = ~120.5%

So some of your later number choices run into issues of "why would you use this" for corrupted mods. Let's take Vile Acceleration for example. Using it + Serration means a burst DPS multiplier of (1 + 0.9) x (1 + 1.65 - 0.4125) = ~4.25 with your standardization. Speed Trigger + Serration means a burst DPS multiplier of (1 + 0.6) x (1 + 1.65) = 4.24

Numbers aside, the ideas seem very solid.
A few other points I disagree with:

  • Firestorm being moved to the exilus slot. Its a pretty noticeable DPS boost. Magazine size and reload speed is fine as they are sustained DPS, not burst, but explosion radius is a direct boost to the already dominant weapon type.
  • Pistoleer should not be allowed to refresh while active, especially with the activation condition being so much easier.
  • Merciless, Deadhead, and Careless arcanes seem undertuned for what they are competing against.
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2 hours ago, (XBOX)TheWayOfWisdom said:

Good post, but an mild issue:

Mod values are bonuses, so the relative bonus of PPP vs PP isn't 165%/120% = 137.5%, its (1 + 165%)/(1 + 120%) = ~120.5%

So some of your later number choices run into issues of "why would you use this" for corrupted mods. Let's take Vile Acceleration for example. Using it + Serration means a burst DPS multiplier of (1 + 0.9) x (1 + 1.65 - 0.4125) = ~4.25 with your standardization. Speed Trigger + Serration means a burst DPS multiplier of (1 + 0.6) x (1 + 1.65) = 4.24

Numbers aside, the ideas seem very solid.
A few other points I disagree with:

  • Firestorm being moved to the exilus slot. Its a pretty noticeable DPS boost. Magazine size and reload speed is fine as they are sustained DPS, not burst, but explosion radius is a direct boost to the already dominant weapon type.
  • Pistoleer should not be allowed to refresh while active, especially with the activation condition being so much easier.
  • Merciless, Deadhead, and Careless arcanes seem undertuned for what they are competing against.

I see what you mean on the numbers, but the numbers I'm using are a direct relation between a base mod and all of their variants, not their boost to the weapon specifically. This was intentional, but once I am returned to full brain power I'll do some thinking on this part.

Firestorm, great point. Moved blast radius mods out of Exilus, thank you for the input.

Pistoleer, no longer refreshable.

New Arcanes, buffed their passive values to 100% mod power, kept the stacking bonuses at 50% though. These numbers can still definitely use more tweaks, but gave a small boost. Will do more thinking and math later when I am back home and settled.

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  • Maggy changed the title to Warframe Rebalance // Weapon Mod Rebalance

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