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What's The Deal With Shocking Touch?


Arcatar
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shock causes stagger/ministun

fire is for damage over time

ice is for slow

in other words, never level shock, its terrible and costs way too much, whereas armor peircing on melee weapons gives 15% damage starting at only 2 points. Balance seems a bit off somewhere in there.

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in other words, never level shock, its terrible and costs way too much, whereas armor peircing on melee weapons gives 15% damage starting at only 2 points. Balance seems a bit off somewhere in there.

Most people seem to favor only 2 elements at a time

Frost/Fire vs Infestation

Frost/Elec vs Grineer/Corpus

 

And then armor pen always on every weapon against all things all the time forever XD

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Utility over damage obviously

 

Go hit a Corpus with Elecrticity

The problem with this is that the % of electricity damage has zero effect on its ability to stun enemies (that I am aware of), so it is essentially ideal to use a rank 0 shock mod if you use one at all. That just seems a bit silly imo, as you get virtually no advantage to using up your mod space upgrading a shocking touch mod.

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Turns crewmen into quivering Frankensteins of jelly.

 

I actually consider that a downside. They spend a good 5-7 seconds 'dying'. The animation is long as hell and gets in the way of of killing more of them. Fine on Moas because they collapse instantly, crewmen just dance for what fells like an hour.

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The problem with this is that the % of electricity damage has zero effect on its ability to stun enemies (that I am aware of), so it is essentially ideal to use a rank 0 shock mod if you use one at all. That just seems a bit silly imo, as you get virtually no advantage to using up your mod space upgrading a shocking touch mod.

 

Yea Shocking Touch % damage increase is too low to consider anything more than rank 0. Sure some mobs might take extra damage from electricity, but the energy cost vs dps increase is too low to consider upgrading it.

Even if ya hit enemies in a weak point the best you can hope for it +200% damage from those  Which only upgrades it to +10% instead of +5%

 

At least No Return starts with only requiring 2 energy and is useful vs a huge amount of enemies, but Shocking Touch requires 6 energy at rank 0 to slot, for only +5% electricity damage.

 

Where as Molten Impact which should have the same values as Shocking Touch, adds 15% Fire Damage for 6 energy at rank 0. (Instead of 5% for 6 energy at rank 0)

 

IMO Buff Shocking Touch to have 15% per rank. That way people can switch between fire and electricity depending on the enemies being fought.

 

(Hellfire and Stormbringer have same values. Heated Charge and Convulsion have same values, why doesn't Molten Impact and Shocking Touch have same values?)

 

While we're on the subject of buffing Melee Mods though, Pressure Point should probably be increased to 10-15% per rank and goto Rank 10. (Unless DE just hates normal melee attacks)

 

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Edited by Nokturnal
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While we're on the subject of buffing Melee Mods though, Pressure Point should probably be increased to 10-15% per rank and goto Rank 10. (Unless DE just hates normal melee attacks)-

 

Melee Crit chance mods as well. +30% at rank 5 is just sad.

Edited by Thirdstar
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fire is for damage over time

 

Fire does not deal damage over time. Fire has a "panic" effect on organics (Crewmen, Grineer) and a stagger effect on Infested, plus dealing more damage to unarmoured targets.

 

Shock deals additional damage to Ospreys and Robotics, plus has a stun on Organics, but reduced power against Infested.

 

Ice deals the most damage against shields, has a slow effect and has reduced effects on Infested.

 

AP bypasses armour and deals tremendous damage to Corpus Crewmen on headshots, helps against Ancients and Grineer, but is almost without effect against unarmoured targets and shields.

 

Base Damage augments the damage dealt by your weapon and also amplifies the effect of elemental mods.

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Fire does not deal damage over time. Fire has a "panic" effect on organics (Crewmen, Grineer) and a stagger effect on Infested, plus dealing more damage to unarmoured targets.

 

Shock deals additional damage to Ospreys and Robotics, plus has a stun on Organics, but reduced power against Infested.

 

Ice deals the most damage against shields, has a slow effect and has reduced effects on Infested.

 

AP bypasses armour and deals tremendous damage to Corpus Crewmen on headshots, helps against Ancients and Grineer, but is almost without effect against unarmoured targets and shields.

 

Base Damage augments the damage dealt by your weapon and also amplifies the effect of elemental mods.

 

Flawless info. By the way, if I improve Pressure Point I improve all the elemental effects, right?

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Contrary to popular belief, Armor Pierce does not bypass armor. It simply adds damage, but one can consider that it adds damage due to its name, if AP really bypasses armor, every weapon should hit like Dagger weapons, wherein they bypass armor naturally.

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Before the mod change...

 

You fought Corpus for Elements

You fought Infected for Skills

You fought Grineer for everything else

 

 

Now its pretty much everybody drops everything now... which is annoying

 

If ya haven't noticed factions still do drop faction specific mods at a higher percent, but they also still can drop any mod. It's just now that commons are common, uncommons are uncommon and rares are rare that it seems like they don't.

 

 

Contrary to popular belief, Armor Pierce does not bypass armor. It simply adds damage, but one can consider that it adds damage due to its name, if AP really bypasses armor, every weapon should hit like Dagger weapons, wherein they bypass armor naturally.

 
Yep, it's just like an elemental type. If a mob takes 150% AP damage, the bonus AP damage is multiplied by 1.5
etc.
Edited by Nokturnal
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