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Possible Voruna Tweaks/Augment Mods


AstroUrsus
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After playing with Voruna for some time in base Star Chart and Steel Path, I thought of some things that could help her fourth without having to helminth, the first step is a tweak to add percentage based damage to the victim she hits and the second is in the form of potential augment mods for her other skills!

Currently there are four ways to scale the damage of Ulfrun's Descent (in terms of abilities/mechanics found in her base kit);
1) is by using Shroud of Dynar to get stealth + guaranteed crit for Ulfrun’s Descent
2) is  fangs of Raksh for status priming enemies to buff damage dealt Ulfrun’s Descent
3) the third being Ulfrun’s Descent mechanic of lethal hits doubling the damage for remaining charges
4) Lastly the augment mod Enduring Ulfrun which when an enemies dies to bleed refreshes 1 charge (giving you more bang for your buck with her 4).
 

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Here is an idea for tweaks in her abilities that I believe would allow her to scale herself in Steel Path

Adding a percentage based mechanic onto her fourth's damage. In theory her fourth has to hit/make contact with atleast 1 enemy. Enemy/Enemies directly hit with Ulfrun's Descent take damage for X% of their health in addition to the damage Ulfrun's Descent already does. With the X% health Damage being calculate based on their total health rather than a snapshot of their current health.

I.E  20% of enemies HP + (Ulfrun’s Descent Multiplier x 5%). Only affecting the victim (single target) she directly hits and not the radial attack! 

Let's say a non steel path level 130 Grineer  has 13,000 health (HP) with 1500 armor

First its important to calculate the following 
1) EHP of grinner with alloy armor and ferrite armor vs Slash

using the wiki's formulas
1) Effective health = Nominal health / 1 - Damage Reduction
2) Damage Reduction = Net Armor/ Net Armor + 300
3) Net Armor = Armor * (1 - Armor Class Modifiers)

Step 1 figure out the Net Armor for both types of Grineer
Alloy armor amounts to -50% slash damage
Ferrite armor amounts to -15% slash damage

Alloy Armor's Armor Class Modifier = 1.50
Ferrite Armor's Armor Class Modifier = 1.15

1500 Armor * 1.50 = Net Armor of 2,250
1500 Armor * 1.15 = Net Armor of 1,725

Step 2 figure out the Damage reduction

2,250/ (2,250 + 300) = 0.88 (rounded to nearest hundredth, roughly 88% DR)
1725/ (1725 + 300) = 0.85 (rounded to nearest hundredth, roughly 85% DR)

Step 3 Determining EHP (towards slash (not bleed))
EHP for Alloy armor = 13,000/ (1 - 0.88) = 108,333
EHP for Ferrite armor = 13000/ (1 - 0.85) = 86, 666

A level 30 Voruna (with no stats (ability strength/range/duration/efficiency) upgraded) would deal 5,000 slash damage to this enemy + an additional 4,000 (1,000 dmg per second for 4 secs base) resulting in 9,000 damage done which would be roughly 8.3 %  of the Alloy Armored Grineer's EHP and 10.38% of the Ferrite Armored Grineer's EHP.

With the suggested tweak her damage would look like this

Ulfrun's Descent (no kill) [20% of enemy's HP + Uflrun's Descent Multiplier (0) x 5%] = 2,600 true damage + 5,000 slash damage + the additional 4,000 DoT = . 11,600. 

This would be a roughly 28.88% increase from base damage (don't let this deceive you as 20% is from the true health damage to the target that was directly hit). While Guaranteeing that 20% of the directly hit target's health is missing. Meaning The Alloy Armored Enemy would be taking 20% Health Damage plus the 9,000 base or (20% HP = 21,0666 EHP +  9,000 from the 4th) for 30,666 damage against EHP (28.3% roughly), where as the Ferrite Armored would be taking the same 20% Health damage (20% = 17,333 EHP + 9,000 Base Damage from the 4th)  for 26,333 damage against EHP (30.3% roughly).

Ulfrun's Descent (4 kills) [20% of enemy's HP + Uflrun's Descent Multiplier (4) x 5%] = 5,200 true damage + 5,000 slash damage + the additional 4,000 DoT = 14,200. Resulting in a 122% increase to damage from 0 Kills.

Ulfrun's Descent using Ulfrun's Endurance (10 kills) [20% of enemy's HP + Uflrun's Descent Multiplier (10) x 5%] = 9,100 true damage + 5,000 slash damage + the additional 4,000 DoT = 18,100. Resulting in a 156% increase from 0 Kills.

Reasoning: To encourage the use of her 4 and improve its lethality for non boss enemies, especially in Steel Path because most of her kit revolves around killing and not damaging, thus rewarding the holstering of all her weapons for a skill that can kill when invested into! This should work in conjunction with the original mechanic of each kill providing a 200% increase in damage dealt (to my knowledge this caps at 10 stacks with Ulfrun's Endurance, although I'll admit that I am unsure if the lethal attacks double the damage beyond 5 stacks). Due to SP enemies having 2.5x the amount of health and armor, thus Flat Damage falls off hard, making 10 stacks of Ulfrun's Descent a pipe dream at times.

Effectively without Elfrun’s Endurance you’d get at best (requiring 4 kills) 40% true damage to EHP for the last/5th charge (base 20% + (4 x 5%) of Ulfrun’s Descent, without factoring base slash damage and slash procs. And this number would jump to 70% with 10x multiplier from utilizing Ulfrun’s Endurance! 

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Now for the fun no math section, Enter Augment Mods !

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Dynar’s Dominion / Eternal Shroud, Augment for Shroud of Dynar 

While shrouded, Enemies killed with Ulfrun's Descent/Melee refresh the invisibility, gaining 10% ability damage, and 10 additional seconds of ability duration (Shroud of Dynar only*) capping at +50% Ability and total skill Duration cap at + 60 Seconds. 

Augment Mod Stat Interactions: None

Intended interactions: provide an ability damage buff to bolster the 4th's damage potential functioning similarly to Enduring and lengthening the time she spends stalking prey

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Raksh’s Ravenousness/ Plague of Raksh, Augment for Fangs of Raksh

Enemies killed under the effects of Fangs of Raksh spread the status with 80% efficiency.  

I.E if the the original target takes the initial 5 random status for 10 stacks with a 7m spread radius those 5 random statuses spread for 8 stacks with a 5m radius, then 6 stacks with a 3m radius, 4 stacks with a 2m radius, then lastly for 2 stacks with a 1m radius, after which they stop spreading.

Augment Mod Stat Interactions: Range

Intended interactions: Provide Voruna with a way to spread status to numerous enemies saving on her already low energy economy while allowing her to prime numerous enemies to increase the damage dealt by  her 4th , Potentially having a fun domino nuke effect when interacting with her 4th

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Lycath’s Lay/ Hunter’s Invigorate, Augment for Lycath's Hunt 

While Lycath’s Hunt is active enemies have their armor reduced by 30%

Augment Mod Stat Interactions: Strength (amount of armor reduced/stripped) up to but not exceeding 100%

Intended interaction: To help solve Voruna's problem with armored targets as she is HELPLESS against enemies with armor (RIP slash damage).

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In closing I believe that the aforementioned tweak will allow her damage to scale based on her enemies similarly to the way Xaku and other frames such as Gara scale.

Additionally  I believe the augment mods would open up new playstyle such as the stealth wolf (Dynar's Dominion), the hungry status spreader (Raksh's Ravenousness), or even the unrelenting hunter with (Lycath's Lay). I think these augment mods could create diverse playstyles for Voruna and it would be cool to see them! If anyone knows how to get DE to see this please help :D!

Edited by AstroUrsus
Fixed minor spelling errors
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