Brynslustafir Posted September 3, 2014 Share Posted September 3, 2014 When people got their crit chances over 100%, DE added red crits to make super-crit builds viable and give them a purpose. But until recently, we couldn't get our proc chances up to those insane levels. Now with the help of a full set of elemental+proc chance mods, a couple weapons can now get over 100% proc chance. Granted, they only barely get over 100%, but I still hate seeing wasted numbers. So what now? Maybe it will be the same as how red crits work where it's the same effect, only amplified, maybe you can proc 2 elements at once, maybe they all become AOE, maybe the same proc happens twice. I'm curious to see what DE will do with this. But first, we need a buff to the standard proc chance booster mods. Link to comment Share on other sites More sharing options...
[DE]Momaw Posted September 3, 2014 Share Posted September 3, 2014 Before we start thinking about uber status builds, let's improve quality of life for basic status effects. Right now, status performance of physical damage weapons is BADLY diluted by physical damage procs. The benefit of having a weapon that can do 60% status chance per shot is reduced when at least half of those will just be Punctures and Impacts instead of the Corrosion or Radiation or whatever it is that you are actually trying to build for. 1.) Physical damage type mods need to scale a little higher than elemental type mods, because they are limited in practicality to weapons which have strongly biased damage types to start with; and even then, I can't think of any physical damage weapons which are completely biased. This means that while an elemental mod might do +90% damage for 11 points, a physical mod should do +120% for 11 points. 2.) Status rolls need to ignore damage types which are too weak to be the focus of the users's build. If you have, for example, 50 impact, 50 puncture, 100 slash, and 400 fire damage... This build should not be proccing anything but fire. It is obvious that the player has heavily invested in a specific direction to achieve a specific effect. I'm thinking that the cutoff point should be put such that any damage type which is less than 1/4 of the total damage will be ignored. Combined with the improvements to physical damage mods, the player can have more influence over exactly they want. Link to comment Share on other sites More sharing options...
dragonkingofthestars Posted September 3, 2014 Share Posted September 3, 2014 No idea what a "super proc" would be. Magnetism, Virus, Toxic, Slash, Puncture, Gas, and Corrosive all have effects that can be scaled up easily enough. But Fire, Blast, Impact, Cold and radiation are much trickery. how do you Double light some one on fire? Link to comment Share on other sites More sharing options...
Brynslustafir Posted September 3, 2014 Author Share Posted September 3, 2014 (edited) No idea what a "super proc" would be. Magnetism, Virus, Toxic, Slash, Puncture, Gas, and Corrosive all have effects that can be scaled up easily enough. But Fire, Blast, Impact, Cold and radiation are much trickery. how do you Double light some one on fire? You light them on fire twice as hard. Edited September 3, 2014 by Plasmaface Link to comment Share on other sites More sharing options...
zavienh5 Posted September 3, 2014 Share Posted September 3, 2014 idk, all ik is that i wreck harder than miley cyrus with beserker mod Link to comment Share on other sites More sharing options...
Angelus_de_Mortiel Posted September 3, 2014 Share Posted September 3, 2014 Honestly, I'd be happy if my Tysis would reliably proc all the elementals I have set when it's status chance is 100%+. Why is Radiation picked over Viral when the damage is the same? Link to comment Share on other sites More sharing options...
RIOT Posted September 3, 2014 Share Posted September 3, 2014 I wish the base damage mods (impact / puncture / slash) would also increase their effectiveness of their status effects I.E higher bleed ticks. longer stun times and less damage dealt by target. if that happend I would totally use them Link to comment Share on other sites More sharing options...
Hueminator Posted September 3, 2014 Share Posted September 3, 2014 (edited) I read on some thread ago that Primary proc tends to proc more and damage distribution doesn't have anything to do with proc chance. Either equal probability or distribute by damage. +1 on double proc Edited September 3, 2014 by Hueminator Link to comment Share on other sites More sharing options...
Gahrzerkire Posted September 3, 2014 Share Posted September 3, 2014 I would love to point out a previously made post: (it feels relevant)https://forums.warframe.com/index.php?/topic/302569-how-to-fix-statusgrakata-and-status-weapons/ Link to comment Share on other sites More sharing options...
(PSN)Roxas144 Posted September 3, 2014 Share Posted September 3, 2014 (edited) Since if you do get a status proc it chooses one from random on your weapon to apply, with over 100% that extra percent should give you a chance to proc one of the other status's from your weapon. Edited September 3, 2014 by (PS4)Roxas144 Link to comment Share on other sites More sharing options...
Gahrzerkire Posted September 3, 2014 Share Posted September 3, 2014 Since if you do get a status proc it chooses one from random on your weapon to apply, with over 100% that extra percent should give you a chance to proc another status from your weapon. Exactly what i talked about in this: (https://forums.warframe.com/index.php?/topic/302569-how-to-fix-statusgrakata-and-status-weapons/) A mod that lets you levy what statuses are proced and boosts your proc, inorder to both make it more viable in high teir and more effective. Link to comment Share on other sites More sharing options...
Azawarau Posted September 3, 2014 Share Posted September 3, 2014 Barely? Tysis and grinlok say hello! Id love super status Im such a status nut in this game itd be like winning the status lottery Link to comment Share on other sites More sharing options...
Brynslustafir Posted September 3, 2014 Author Share Posted September 3, 2014 Barely? Tysis and grinlok say hello! Id love super status Im such a status nut in this game itd be like winning the status lottery I guess I forgot about those 2. Link to comment Share on other sites More sharing options...
DSpite Posted September 3, 2014 Share Posted September 3, 2014 (edited) It would probably be more interesting to have varied level of Proc, rather then have a weapon Proc or not. If using cold, L1 could be a small slowdown, an L2 a short freeze and the L3 they go ice solid and shatter is more damage applied. For fire, L1 would be a short burn duration a L2 would be on fire and staggered while they burn, and L3 a high fire damage and burn duration and stun. Right now unless a weapon has a high proc, no one will build for it, and the procs that happen will be overkill anyway, would make more sense, to me anyway, that lower Proc just mean "lower level" procs, but still have them happen a decent amount, just for flavor. An example would be a Flux Rifle with dual fire mods and say, a 25% proc that would still L1 and set enemies on fire a lot, but only a small DoT, and one modded for 60% proc that causes the odd L3, and if it was possible to get it to over 100%, then it would cause a LOT of L3's. Anyway, I don't like this exact idea, I just like the idea of having Proc's scale with the Proc chance, not just increase the fact that it will or will not happen. With this method, each pellet from a shotgun has a chance to cause a variety of levels as well. EDIT: Went to check what Borderlands did. They used something called a "Tech Pool" to determine how often Procs happen, if you read it, it's not actually a bad system. http://borderlands.wikia.com/wiki/Elemental_Damage Edited September 3, 2014 by DSpite Link to comment Share on other sites More sharing options...
OverlordMcGeek Posted September 3, 2014 Share Posted September 3, 2014 Double ubber gas procing sounds so sweet. Although I do agree on Momaw's view that it should be better suited for other things in the mean time. Link to comment Share on other sites More sharing options...
Perserve Posted September 3, 2014 Share Posted September 3, 2014 shouldn't a "super proc" be a chance to proc both elemental and physical procs at the same time? and in the absence of physical stats a chance to proc multiple elemental statues at the same time. Link to comment Share on other sites More sharing options...
Noble_Cactus Posted September 3, 2014 Share Posted September 3, 2014 Since if you do get a status proc it chooses one from random on your weapon to apply, with over 100% that extra percent should give you a chance to proc one of the other status's from your weapon. The Tysis can already do this because of multishot and its 100% status chance. What is strange, though, is that it doesn't always seem to proc multiple statuses at a time. In fact, it's pretty rare. Link to comment Share on other sites More sharing options...
Variatas Posted September 4, 2014 Share Posted September 4, 2014 Exactly what i talked about in this: (https://forums.warframe.com/index.php?/topic/302569-how-to-fix-statusgrakata-and-status-weapons/) A mod that lets you levy what statuses are proced and boosts your proc, inorder to both make it more viable in high teir and more effective. It's an interesting thought, but I dunno about making it a mod. There just aren't that many slots. I think it'd just be nice to remove the physical bias in the proc system and make it totally weighted on the quantities of damage. Link to comment Share on other sites More sharing options...
Azawarau Posted September 4, 2014 Share Posted September 4, 2014 The Tysis can already do this because of multishot and its 100% status chance. What is strange, though, is that it doesn't always seem to proc multiple statuses at a time. In fact, it's pretty rare. I dont think weapons can proc multiple statuses at once Shotguns are a good example of this When i use my boar prime with a status build its always 100 procs of the same thing Link to comment Share on other sites More sharing options...
Noble_Cactus Posted September 4, 2014 Share Posted September 4, 2014 I dont think weapons can proc multiple statuses at once Shotguns are a good example of this When i use my boar prime with a status build its always 100 procs of the same thing Hmm. I swore I saw both the Radiation and the Viral symbol pop up on the same number cluster when I shot a Grineer the other day. I'll keep my eye out and take a picture next time this happens. And yeah, I was under the impression that all bullets on the same trigger pull procced the same element, though perhaps that bug with Swirling Tiger (was that it?) that procced EVERY status at once is evidence that weapons are capable of proccing multiple statuses on the same hit somehow. Link to comment Share on other sites More sharing options...
xRufus7x Posted September 5, 2014 Share Posted September 5, 2014 2.) Status rolls need to ignore damage types which are too weak to be the focus of the users's build. If you have, for example, 50 impact, 50 puncture, 100 slash, and 400 fire damage... This build should not be proccing anything but fire. It is obvious that the player has heavily invested in a specific direction to achieve a specific effect. I'm thinking that the cutoff point should be put such that any damage type which is less than 1/4 of the total damage will be ignored. Combined with the improvements to physical damage mods, the player can have more influence over exactly they want. I always thought basing it off of the percentage of damage contributed would be the way to go. For instance if 50% of your total damage output was fire, then you would have a 50% chance of it being a fire proc. Link to comment Share on other sites More sharing options...
Tar_Spit_Fire Posted September 6, 2014 Share Posted September 6, 2014 yo dawg... so i heard you like procs, so i put a proc system into the proc system, so you ca proc when proc-ing Link to comment Share on other sites More sharing options...
Hueminator Posted September 6, 2014 Share Posted September 6, 2014 (edited) I always thought basing it off of the percentage of damage contributed would be the way to go. For instance if 50% of your total damage output was fire, then you would have a 50% chance of it being a fire proc. Some guy tested and result was that is not the case. If you Split element into 2 groups, Primary (Impact Slash Punture) and Secondary (Corrosive, Magnetic, Radiation etc). You tends to proc Primary more even though your secondary elements damage would be way higher than your primary. It is not even distribution either. Here is the guy posts: I collected some data. General conditions: Solo Loki (for invisibilty) Burston prime (only elemental mods for testing purposes) Testing corrosive damage only Procedure*: Turn invisible, shoot one 3 round burst at a time, tally down procs as "physical" or "corrosive". *I was originally going to tally down impact/puncure/slash procs, but it was hard to quickly distinguish between slash and puncture procs. ----------------------------------------------------------------------- Condition 1 (2x dual stat mods): 11.7 puncture 11.7 impact 15.6 slash 46.8 corrosive Physical/elemental damage balance: 45.5% to 55.5% Proc results: 31 physical, 8 corrosive (79.5% to 20.5%) ----------------------------------------------------------------------- Condition 2 (2x dual stat + elemental mods): 11.7 puncture 11.7 impact 15.6 slash 117.0 corrosive Physical/elemental damage balance: 25% to 75% Proc results: 29 physical, 18 corrosive (61.5% to 38.5%) ----------------------------------------------------------------------- Quick findings: - Ratio of physical/corrosive procs is not equal to the ratio of physical/corrosive damage - Increasing the amount of corrosive damage does affect the proc rate proportion. - Changing the proportion of physical/corrosive damage by +36% (corrosive proportion from 55.5% to 75%) appears to have doubled the proportion of corrosive procs (from 20.5% to 38.5%) Anyone else want to test this out to confirm or refute my general findings? Edited September 6, 2014 by Hueminator Link to comment Share on other sites More sharing options...
Last_0rder Posted September 9, 2014 Share Posted September 9, 2014 (edited) A proc that will proc another proc and produce another proc. Sounds good to me. But I won't get my hope's high. It's up to DE if they like this suggestion. Edited September 9, 2014 by Last_0rder Link to comment Share on other sites More sharing options...
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