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Some More Prototype Mod Ideas


spysweeper242
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Here are some Dmg 2.0 elemental mods I came up with:

 

Rifle:

 

Uranium magazine: +15/30/45% extra radiation damage.

Diseased lead: + 15/30/45% extra viral damage.

Magnetized charge: +15/30/45% extra magnetic damage.

 

Pistol:

Corroding rounds: +15/30/45% extra corrosive Damage.

Krypton Casing: +15/30/45% extra Gas damage

Force shot: +15/30/45% extra blast damage.

 

Here are some more combinations I thought of as well:

 

Radiation+ Toxin: Radiation poison: Does increased damaged to fossilized, cloned and regular flesh. Reduced towards robotics and ferrite armor. Proc: Makes target slow and have decreased melee damage.

 

Blast+ Fire: Heat wave: Does increased damage to all armors and robotics. Decreased toward sinew. Proc: Makes a pulse of flaming heat doing both, Knocking down and panicking enemies as well as setting them aflame.

 

I also thought of some Dmg 2.0 mods for warframes:

 

Virus blocker: Blocks 10/30/60% of static proc effect on HUD.

 

Electrical charge: 10/20/30% of electrical damage is absorbed into shields.

 

Contagious: All toxin procs have a 30/50/70% chance to be reflected back at enemies (Note: You are not relieved from proc)

 

Explosive power: Powers have 100/200/300 explosion damage with contact to enemy. This makes stuff like decoy to melee very useful.

 

More coming soon....  

 

   

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Here are some Dmg 2.0 elemental mods I came up with:

 

Rifle:

 

Uranium magazine: +15/30/45% extra radiation damage.

Diseased lead: + 15/30/45% extra viral damage.

Magnetized charge: +15/30/45% extra magnetic damage.

 

Pistol:

Corroding rounds: +15/30/45% extra corrosive Damage.

Krypton Casing: +15/30/45% extra Gas damage

Force shot: +15/30/45% extra blast damage

ha

no

those elements are a combo for a reason, so they can't be stacked so much.

adding mods that boost them will make an element overpowered.

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