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We Have Now Different Critical Hits?


Oleker
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This is my current understanding of the new damage system. If you guys got any more reliable information, feel free to share.

 

The new Damage 2.0 system gives us a different way to use elemental and other kinds of effects. And this effects are applied based on a "status chance" which variates on all available weapons.

 

So... this don't looks familiar to you? A chance to get a bonus damage on hit?

 

Yes... critical hit. With the current system all we got is a overall reduction of normal hit damage and a addition of many and random kinds of critical hit-like bonus effects. All guns now have some chance to deal a effect on hit, this effect is based on the installed mods and are totally random.

 

Take Braton as an example. It has normally impact, puncture and cut damage. Even if you put only the puncture mod, you still have chance and will strike impact and cut effects, of course weaker than puncture.

 

-If you want to see for your self, take a gun only with puncture mod and try to headshot some corpus troopers. You will not deal any dmg EVEN WHEN THE PUNCTURE IS APPLIED.

 

The same case is on when elemental mods enter. Their elemental effects will compete with impact, puncture and cut on the chance of being applied. Elemental effects can be added in most of the non-special guns.

 

Not all guns gain effects from mods now. Take the special guns like Ogris. Ogris now deal explosion damage, which is fire+cold. It means the gun will ONLY and exclusively gain damage increase by the fire and the cold mods. If you install a puncture or a electricity mod, they will not add effect or damage to the gun.

 

But if you take a gun like Torid that deals toxin effect, you can put cold mods and turn it into viral damage. (I still figuring out the difference betwhen toxin and viral)

 

But even Ogris and Torid that deals only elemental damage has the very same status chance, it means their effect will not be applied MOST of the time, like our Ignis that have 1% fire damage status and not set enemies on fire anymore.

 

 

What is your thought's about it? Let's understand it and suggest a balance change!

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-If you want to see for your self, take a gun only with puncture mod and try to headshot some corpus troopers. You will not deal any dmg EVEN WHEN THE PUNCTURE IS APPLIED.

 

That is because Puncture is most effective against targets that have a lot of armor. Corpus have shields and health, but not armor. Which is why puncture is not very effective against them. On the other hand, Impact is pretty great against them, with Slash I close second.

 

Please view the following topic for a better understanding of Damage 2.0

 

https://forums.warframe.com/index.php?/topic/134176-explainedsolved-damage-20-builds-with-cheatsheets/

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@Archistopheles

Nice to know that... Anyway, many guns are heavily dependant from their effects to be usable. =/

 

@LeucienWeaver

Reduction of max health... interesting.

And would be nice to have more uses to the punch through too. 

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That is because Puncture is most effective against targets that have a lot of armor. Corpus have shields and health, but not armor. Which is why puncture is not very effective against them. On the other hand, Impact is pretty great against them, with Slash I close second.

 

Please view the following topic for a better understanding of Damage 2.0

 

https://forums.warframe.com/index.php?/topic/134176-explainedsolved-damage-20-builds-with-cheatsheets/

 

He's talking about the otherwise-invulnerable helmets. Before 2.0 happened it was possible to headshot Corpus crewmen with armor-piercing damage.

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