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Another Bleed Mod : )


Phantasm100

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HEARTSHOT

  • Ideas:
    • puncture turns into bleed :)
    • all effects are limited to shots done to a weak spot located in the chest (maybe it glows slightly, or maybe it's just any upper-torso bodyshot).
  • Effect:
    • On Heartshot: [icon]Puncture status effects apply a [icon]slash status effect with 20/40/60/80/100% efficiency/efficacy (idk which word to use).
  • Explanation:
    • Regularly, status effects with DoTs are calculated like this: 
      • [modifier] × Modded Base Damage × (1 + Faction Damage Bonuses) × Etc.
      • Modifiers for gas, heat, electricity, and toxin are 0.5
      • The modifier for slash is 0.35
    • So, let's say your total damage, all mods included, is 100. This would result in a 35 damage slash tick.
    • Because slash status effect deals True damage instead of Slash damage itself, we don't need to further reduce the damage tick by armor. We only need to reduce the initial damage.
    • So, let's say you proc a heartshot with an attack that dealt 250 puncture damage. Let's then say that the enemy armor reduces this initial damage by 25%. If you are using a rank 1 version of this mod, the slash proc would deal: 0.35 × 250 × ( 1 - 0.25 ) × 0.2 = 13.125 slash damage per second.
      • 0.35 is the game's innate slash DoT modifier.
      • 250 is our hypothetical final modded base damage
      • Enemy armor's effectiveness is -25% damage.
      • Rank one of this mod converts a puncture proc into a slash proc with only 20% efficacy, giving us our final modifier of 0.2
    • Alternatively, at max rank, the same hypothetical would yield: 0.35 × 250 × ( 1 - 0.25 ) × 1 = 65.625 slash damage per second.

Tell me how bad you think this is :)

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1 hour ago, Phantasm100 said:

HEARTSHOT

  • Ideas:
    • puncture turns into bleed :)
    • all effects are limited to shots done to a weak spot located in the chest (maybe it glows slightly, or maybe it's just any upper-torso bodyshot).
  • Effect:
    • On Heartshot: [icon]Puncture status effects apply a [icon]slash status effect with 20/40/60/80/100% efficiency/efficacy (idk which word to use).
  • Explanation:
    • Regularly, status effects with DoTs are calculated like this: 
      • [modifier] × Modded Base Damage × (1 + Faction Damage Bonuses) × Etc.
      • Modifiers for gas, heat, electricity, and toxin are 0.5
      • The modifier for slash is 0.35
    • So, let's say your total damage, all mods included, is 100. This would result in a 35 damage slash tick.
    • Because slash status effect deals True damage instead of Slash damage itself, we don't need to further reduce the damage tick by armor. We only need to reduce the initial damage.
    • So, let's say you proc a heartshot with an attack that dealt 250 puncture damage. Let's then say that the enemy armor reduces this initial damage by 25%. If you are using a rank 1 version of this mod, the slash proc would deal: 0.35 × 250 × ( 1 - 0.25 ) × 0.2 = 13.125 slash damage per second.
      • 0.35 is the game's innate slash DoT modifier.
      • 250 is our hypothetical final modded base damage
      • Enemy armor's effectiveness is -25% damage.
      • Rank one of this mod converts a puncture proc into a slash proc with only 20% efficacy, giving us our final modifier of 0.2
    • Alternatively, at max rank, the same hypothetical would yield: 0.35 × 250 × ( 1 - 0.25 ) × 1 = 65.625 slash damage per second.

Tell me how bad you think this is :)

Internal Bleeding is a band aid that exposes the improper balance of status types

Buff the other base status types

Or if you refuse add another band aid.

Puncture should give a lot more damage on headshot and Impact should guarantee stagger and give more damage for every stagger. This is for the damage not even the stat proc. Literally nothing I can think of will beat an ignore armor DOT, and so no proc change will make it better to run Impact or Puncture over Slash.

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