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Radiation And Magnetic Buff Idea.


Lancars
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Magnetic: Higher the stacks the higher the status chance on that specific enemy and chance for a extra proc. (Example if you proc toxic once the higher the magnetics the higher the chance for a second stack on the same hit.)


Radiation: Higher the stacks the more amplified the effects of other status on the target, dots tick faster and stuff like viral and corrosive effects go over their cap.

Seeing as how Cold and Puncture got a secondary effect to increase build ideas (Crit Chance and Crit Damage increases per stack) and some damage types having no effects really at all on enemies (magnetic) I thought maybe they could do more.

Edited by Lancars
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Or...

Magnetic procs attract nearby enemies. You know, like what Mag does.

Radiation no longer confuses enemies (and that also stops Nyx's job from being stolen by any weapon), but is instead replaced with a DoT that scales like how Heat does, bypasses Armor like Bleed does and damages nearby enemies like how Electric does. The key in balancing it is making it weak at low procs, but with increasing returns as you build up more stacks.

 

In the meantime, you can also buff Gas so that it no longer has this mechanic that changes the size of the gas clouds. Instead, it's a DoT that scales like Heat, takes into account heat and toxin mods for scaling damage and bypasses Shield like Toxin does. Leaves out Gas clouds for 3 seconds after death that deals whatever was the last damage tick, dealing damage in a 5m radius.

 

Simple, fair, and efficient.

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Radiation Status has always been useful. It's just hard to find room for it on weapons now.

Take for instance Vauban and Nyx. Their CC reliability dropped like a rock when Rad status was removed from their kits.
It can't be removed by Nullifers, it attracts Eximus and disabled Auras. Handy stuff.

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25 minutes ago, Xzorn said:

Radiation Status has always been useful. It's just hard to find room for it on weapons now.

Opportunity cost is certainly a problem--although the new combo mods make that easier to bear.  Another problem is that one Rad proc on a target is about 99% as useful as 10 of them

That said, it's always odd  to see proposals for status buffs that don't mention Blast.  (Yeah, I know about Topaz shards.)

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37 minutes ago, Tiltskillet said:

Opportunity cost is certainly a problem--although the new combo mods make that easier to bear.  Another problem is that one Rad proc on a target is about 99% as useful as 10 of them

That said, it's always odd  to see proposals for status buffs that don't mention Blast.  (Yeah, I know about Topaz shards.)

 

Yea, it's like old Viral. I think it was good to have some statuses you want to build heavy and others not so much.

What they did to Blast was just criminal.

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7 minutes ago, Xzorn said:

Yea, it's like old Viral. I think it was good to have some statuses you want to build heavy and others not so much.

It's good in some ways, for sure. It makes  for a great perk on a weapon like Aeolak, which has a bit of innate Rad, or as a progenitor element on some Nemesis weapons.  Enough to get useful incidental procs without disrupting the elements one mods for.  It also means it's easy to offload on to a sentinel weapon or specter, and get much of the benefit.  Which is great from a build standpoint, and not so great from a design standpoint.

It really all goes back to your original point, which is it's hard to justify sacrificing the most valuable slots for it, especially compared to some of its direct competitors.  Except in very specific situations, and the most prominent of these push Rad damage not Rad status.

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