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Status Effect Changes: Impact (Disrupt) and Magnetic (Induct)


(PSN)Grand_Sheba
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Greetings Tenno! I’ve been working on rebalancing and enhancing two of our lesser-utilized damage types, Impact and Magnetic, bringing them up to par with others. This update would introduce new mechanics, expand their status effects, and provide more versatility in both solo and co-op play. Let’s dive into the detailed changes and the reasoning behind these proposed improvements!

 

 

Impact (Disrupt) Status Effect Rework

 

Impact damage has long been seen as an underwhelming status effect, primarily causing a small stagger with minimal tactical impact (pun intended). With this rework, Impact would maintain its stagger utility while introducing a new Disrupt effect, making it far more useful against shielded enemies and add tactical depth to the damage type.

 

Impact Status Effect: Disrupt

 

1. Stagger Mechanics:

 

Base Effect: Upon Impact proc, the target would stagger backward, temporarily reducing their mobility.

 

Stacking: Multiple stacks would increase the intensity and duration of the stagger.

 

Heavy Units: Against heavy targets (such as Eximus units), stagger would occur with reduced potency, but applying multiple stacks would lower the threshold for Parazon Mercy Kill to 80% of total health.

 

Max Stacks: Stacks cap at 5. New stacks would replace the oldest one, ensuring that the stagger effect is consistently refreshed but does not overwhelm the gameplay.

 

Ragdoll Mechanics: On death, any target that had max stacks would have its corpse ragdolled and flung, regardless of the force applied.

 

 

 

2. Disrupt Shield Effect:

 

Impact’s new status effect is called Disrupt, which primarily affects Shields and Overguard.

 

Shield Damage Amplification: Each Disrupt proc would increase damage to shields by 100%, with each subsequent stack adding +25% damage. At maximum stacks (10), shields would take 325% more damage from Impact-based attacks.

 

Shield Regeneration Block: While affected by Disrupt, targets would have their natural shield regeneration suppressed for 6 seconds per stack.

 

Interaction with Effects: Effects like Shield Osprey’s shield link or Orokin Drone's shield link would bypass the regeneration block but wouldn’t negate the amplified damage from Impact.

 

 

 

Math Example (Disrupt Damage to Shields):

 

Resultant Damage to Shields = Modded Damage × [2 + (0.25 × (Number of Impact Stacks − 1))]

 

Example:

 

A weapon deals 500 modded damage to shields with 3 stacks of Disrupt.

 

Resultant damage = 500 × [2 + (0.25 × (3 − 1))] = 500 × 2.5 = 1,250 damage to shields.

 

This showcases how stacking Impact procs becomes increasingly effective against shielded targets.

 

 

 

Magnetic (Induct) Status Effect Rework

 

The current Magnetic status effect in Warframe is disconnected from its enemy counterpart. I believe this rework would align Magnetic damage more closely with enemy abilities while introducing a new energy siphoning mechanic for Tenno, allowing for greater utility in resource management.

 

Magnetic Status Effect: Induct

 

Magnetic’s new status effect is called Induct, and it would provide both damage to enemies and energy restoration for players, offering a dynamic, strategic way to manage energy economy in combat.

 

1. Induct Mechanics:

 

Base Effect: Each Induct proc would siphon 0.5 energy per stack, converted from the target’s health into energy. (Meaning damage must be done for this proc to provide energy. It will not work on invulnerable targets!)

 

Damage to Health: Induct would deal 3% of the target's max health per proc, scaling up to 30% with 10 stacks.

 

Stack Duration: Each stack would last 2 seconds, and all stacks would have individual timers. When 10 stacks are reached, no new stacks can be applied until one decays.

 

Energy Siphon Burst: After the 2-second stack duration, the stacks would be removed, and the player would receive the siphoned energy in a burst.

 

Status Mods Interaction: Induct would benefit from status damage, status chance, and status duration mods. Increasing duration would allow more energy to be siphoned over time, and higher status chance would boost the likelihood of applying stacks quickly.

 

 

 

2. Siphon Mechanics:

 

Energy per Stack: Energy siphoned would start at 0.5 energy for the first stack and increase by 0.5 per stack. This means:

 

1 stack = 0.5 energy

 

2 stacks = 1 energy

 

3 stacks = 1.5 energy, and so on, up to 5 energy at 10 stacks.

 

 

Damage and Siphon Per Stack: Both damage and siphon would be calculated per stack, meaning they occur in bursts after the 2-second stack duration.

 

Math Example (Induct Energy Siphon):

 

If I apply 7 stacks to an enemy, the energy siphon would work as follows:

 

1 stack = 0.5 energy

 

2 stacks = 1 energy

 

3 stacks = 1.5 energy

 

Ect...

 

7 stacks = 3.5 energy siphoned once the 2-second duration expires.

 

 

3. Co-op Mechanics:

 

In co-op play, multiple players can contribute to the Induct stacks on an enemy. If Player A applies 7 stacks and Player B applies 3 stacks, together they hit the 10-stack cap.

 

Both players would receive siphoned energy based on their contribution. Player A would receive 3.5 energy and Player B would receive 1.5 energy.

 

Players cannot receive less than the amount for 1 stack, so even halved contributions would guarantee at least 0.5 energy.

 

Magnetic’s Induct does not benefits from energy or efficiency mods/arcanes/schools. 

Hildryn gains the same amount but in shields up to her base sheilds. No Overguard will be provided.

 

Lavos will have his timer reduced by 0.5 instead.

 

4. Balance Consideration:

 

This prevents abuse of the system in co-op, ensuring no one gains more energy than they contribute while maintaining the strategic element of shared benefits from working together to quickly stack Induct procs.

 

The energy siphon remains capped at 5 energy per target, even if multiple players are involved.

 

 

5. Pets and Companions:

 

Pets and companions that trigger Induct would cause the siphoned energy to be sent to their owner.

 

 

 

Key Benefits and Balancing

 

Impact (Disrupt):

 

This rework would make Impact more relevant in combat, particularly when dealing with shielded enemies and Overguard targets. The Disrupt effect would enhance shield damage and disable regeneration while still providing the original stagger effect. It also adds utility against heavier units through Parazon interactions, making it a great option for tougher fights.

 

Magnetic (Induct):

 

The new Induct mechanic would be a powerful energy-management tool, providing much-needed energy restoration in fast-paced combat without the need for energy orbs. It would reward coordinated play and offer flexibility for players using status duration mods to extend their siphon effects.

 

The ability for players to share stacks but benefit based on their contributions helps maintain balance in co-op settings.

 

 

Conclusion

 

These updates to Impact and Magnetic aim to bring more tactical depth to these status effects, making them competitive with more popular choices like Slash or Viral. Disrupt would allow Impact to be a strong anti-shield tool while maintaining crowd control, and Induct would provide an innovative solution for energy-hungry players, promoting new strategies and team play.

 

These changes would streamline the status effects, making them clearer to understand for new players and far more impactful in a variety of scenarios, from solo missions to high-level co-op play.

 

I look forward to seeing how Tenno could utilize these updated damage types!

 

Feel free to share your feedback and thoughts below.

 

—The Futurist Enclave

 

 

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