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Enigma Mods - New Duviri Mod Variants


Gashabae
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As a returning player trying to catch up on all the content from the past 2-3 years, I stumbled across the Archon/Galvanized mod sets and thought they were really cool additions to the game. Since Duviri is still fresh in everyone's mind, why not create Duviri-themed mods for everyone to enjoy?

 

How would Enigma Mods work?

Well, just like their Archon/Galvanized counterparts, they would be considered variants of existing mods, offering a (potential) increase in the core stat at the cost of an increased drain. However, Enigma mods will differ in ways that fit the 'Paradox' theme.

For example:

Enigma Streamline - 16 drain

  • -20% ability efficiency
  • +75% energy max
  • On Ability Cast: +10% ability efficiency for 10 seconds, stacking up to 8x.

As you can see, what sets Enigma mods apart from existing variant sets is the initial negative stat combined with an increase in a supplemental stat. When certain (relevant) conditions are met, the negative stat will increase to a value far exceeding the regular variant of the mod (Streamline has 30% efficiency at base, while Enigma can reach 60% at max stack). This design aligns well with the 'Paradox' theme, as it introduces an unexpected initial debuff which (as far as I know) does not exist elsewhere.

Unfortunately, the existence of the archon variants narrows down the selection of mods that could receive an 'Enigma' variant, since I don't see those mods receiving multiple variants. For now the only example I can think of as a proof of concept is the streamline mod.

 

How would you get Enigma Mods?

Acrithis from the Dormizone would sell the mods in their shop. Initially, I thought it would make sense to buy them with Enigma Gyrum, but considering most items are bought with pathos clamps, that might be the way to go.

I could also imagine, if there were five enigma mods, that each could be available during a different Mood Spiral in Duviri. This would serve as another way to tie the mods to Duviri.

 

(Bonus) Mood Spiral sub-variants?

This final mechanic seems like a bit much so I could see it being looked over. The idea would be to have additional sub-variants tied to the specific Mood Spiral that the mod was purchased in, offering set bonuses when used together. Of course, if this were the case, every mod would be available in every Mood Spiral (unlike in the previous idea). This additional mechanic would end up adding (number of Enigma mods) x 5 new mods to the game, one variant per mood spiral (such as a fear set, joy set, etc.).

What each set bonus would be is hard to say without having imagined all the possible Enigma mods so this final bonus mechanic is just something to think about.

 

Right now, this concept is still in its early stages and is open to criticism and input for new mods to add to the set.

Thank you for reading!

 

Edited by Gashabae
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Sounds cool but that Streamline's On Ability Cast effect is way too powerful. The mod already gives 20% by default and +10% stacking up to 8 times is overkill, not only because if it were possible would make ability spamming more of an issue in the game but you also didnt consider that efficiency caps at 75%.

I think that On Cast should stack only 3 times for a total of +50% efficiency with the base bonus as there are other mods that give efficiency and should remain relevant in builds.

Also, still waiting for them Condrix Mods DE teased years ago to be added into the game. :V

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14 minutes ago, BiancaRoughfin said:

Sounds cool but that Streamline's On Ability Cast effect is way too powerful. The mod already gives 20% by default and +10% stacking up to 8 times is overkill, not only because if it were possible would make ability spamming more of an issue in the game but you also didnt consider that efficiency caps at 75%.

I think that On Cast should stack only 3 times for a total of +50% efficiency with the base bonus as there are other mods that give efficiency and should remain relevant in builds.

Also, still waiting for them Condrix Mods DE teased years ago to be added into the game. :V

It's actually -20% at default to a cap of +60% at 8x stack. Functionally, it's a bad mod if you can't spam to refresh the buff since it will hurt your efficiency but a great mod if you can upkeep the buff since it will basically act as a fleeting expertise without the negative duration.

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