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The Procs Aren't Balanced


CubedOobleck
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The problem is that there are 2 different cathegories of procs, those that vary in intensity depending on the damage per hit and those that don't.

 

Take for example a 2 guns with the same damage per second and proc chance, but different damage per hit and fire rate.

If both weapons can make the enemies bleed: the fast firing weapon with small dph will cause many small bleeds; the slow firing weapon with big dph is going to cause a few strong bleeds. If you average it out both weapons benefit from the bleeding proc by the same amount.

If both weapons can make the enemies stagger: the fast firing weapon will stagger more often; the slow firing weapon will stagger less often. The staggers have the same intensity so the fast firing weapon benefits from the impact proc more. 

 

While the difference may seem minimal in this example you need to consider that there's a huge variety of fire rates and dph among weapons that use the same mods. Even more so, you need to consider that there's other procs like knockdown and -maxhealth which become incredibly OP on a fast firing weapon with an average status.

So what's the result?

To counter this issue fast firing weapons get exceedingly low status chance, but this negatively effects the other procs that were already balanced by the low dph. The opposite happens for slow firing weapons with high dph.

 

On the long run having some procs that are affected by dph and some that aren't just isn't going to work in a fluid and balanced way. The procs need to be all of one type or all of the other type.

Edited by CubedOobleck
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I'm surprised nobody cares, the procs are the most interesting part of the elementals which otherwise are just differentiated by multipliers.

 

I think the game would be more fun if procs were more prominent, but that won't happen if the procs can't be balanced.

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