Renegade343 Posted June 20, 2014 Share Posted June 20, 2014 (edited) Hello all, This suggestion originally came from this thread, but I believe that it is comprehensive enough to be its own thread. So, here is the content below: As most players will know, Toxic damage bypasses shields. Now this may not be much of a problem, but it means that players will only have to deal damage to health in order to kill off Crewmen and MOAs (Grineer enemies, for some reason, will not have Toxic damage bypass their health [correct me if I am wrong]). This would also mean players will also have Toxic damage directly damaging Warframe health, which, with the preview of Devstream 30 (Toxic damage puddles/clouds/rain[!] everywhere from Infested enemies), is not a good sign. Thus, my proposal for reworking Toxic damage is this: Most players would already know that Slash proc DOT totally bypasses shields (the reason for this still evades me), and Fire proc DOT deals damage on shields (or health if shields are depleted). My proposal would be to have Toxic proc DOT deal both on shields and health, but with 80% on shields and 20% on health, with a cap on 6 health damage per second. My justification for this is because the player's Warframe have ventilation and gas prevention measures (which is included in the shields), meaning the Tenno within will not take the full brunt of the toxins, thus meaning that the toxins will mostly be blocked by the shields, while a few traces still enter the Tenno within. This mechanism will also be applied to all enemies and NPC allies. As for Toxic damage itself, only 5% of the Toxic damage will bypass shields, for the same reason above. An alternate proposal (thanks to the discussion below): If the enemy has armour but no shields: - If Toxic status proc occurs: 50% of Toxic damage as DOT on the weapon is applied to the enemy red health (Cloned Flesh, Flesh, Robotic, Infested Flesh etc.) (since armour is not an addition to red health types) (that means the Toxic DOT bypasses armour damage mitigation). - Direct Toxic Damage (not status): 100% of Toxic damage is applied to the enemy (affected by armour damage mitigation). If the enemy has shields but no armour: - If Toxic status proc occurs: 15% of Toxic damage as DOT is applied to enemy shields, and 35% of Toxic damage as DOT is applied to enemy red health. - Direct Toxic Damage (not status): 20% of Toxic damage is applied to enemy red health, 80% of Toxic damage is applied to enemy shields. If the enemy has shields and armour: - If Toxic status proc occurs: Apply the shield Toxic DOT mechanism first, then when shield is depleted, apply armour Toxic DOT mechanism. - Direct Toxic Damage: Apply the shield Toxic damage mechanism first, then when shield is depleted, apply armour Toxic damage mechanism. If the enemy has no shields and armour, then 100% direct Toxic damage to enemy red health and 50% Toxic damage as DOT to enemy health. The Toxic status DOT has a cap of 10 damage per second, and will only lower the enemy health down to 15% of its maximum value (this also applies to direct Toxic damage if shields are active. If not, then Toxic damage can kill the enemy). Some people may ask: What about Fire proc DOT then? If you rework Toxic proc DOT to what it is above, then Fire proc DOT will not be as unique! My suggestion for making Fire proc DOT unique again is that any enemy/ally who is in contact with another enemy/ally that has a Fire proc DOT will receive the Fire proc DOT, but with three-quarters the damage and time compared to the original. This mechanism will only allow Fire proc DOT to be stacked up to three times, but can be spread indefinitely. With this mechanism, that means players can attempt to herd enemies and set them on fire, causing Fire proc DOT from both the initial weapon and the contact procs to deal substantial damage to the group of enemies, or players can use it as a small kamikaze method when they are on fire (I am on fire! Might as well spread it to soften/kill the enemies), or as a small deterrent (This enemy is on fire! I do not want he/she touching me! Might as well run away from him/her!) Of course, that means Fire proc damage will have to be stronger in order to make this mechanism useful (maybe around 75% of Fire damage on a weapon, up to a maximum of 75 Fire damage per second?). With these changes, I hope to make Toxic damage more level with the other damage types, diversifying player builds. Please give constructive criticism to this suggestion so that it can be improved if needed. Renegade343 To see my other threads, please go to my profile. Edited June 29, 2014 by Renegade343 Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now