Jump to content

[Suggestion]Status Chance 1.5 _ Minor Improvement & Weapon Variety


yles9056
 Share

Recommended Posts

Part.1 Feedback

  As you all know, status effect type of a weapon is decided by its damage type.

However, this design has two problems IMO:

 

-Physic damage weapon:

  When I use high slash damage weapon like Flux Rifle or Miter, I would expect to see pure slash proc(not consider element proc), but sometimes I get impact and puncture proc instead, which is not what I want and it's a little annoying.

The same goes to impact or puncture weapon.

I don't think we need RNG to decide which physic proc you'll see.

 

-Element damage weapon:

  Some weapons come with innate element damage. For example, Glaxion is a freeze gun with innate cold damage.

However, when the cold damage combines with other element damage, Glaxion is no longer a freeze gun.

Its innate cold damage/proc becomes less meaningful, making Glaxion less unique.

 

---------------------------------------------

 

Part.2 Suggestion: Status Chance 1.5

  To get rid of unnecessary physic proc and make innate element damage/proc more meaningful, I came up with some ideas that would hopefully improve current status chance design.

(Open discussion)

 

-Concept (the numbers are just example):

Mt1n6RG.jpg

 

  The left side is current status chance design. And the right side is proposed status chance design (status chance 1.5).

In status chance 1.5, each weapon would have innate status effect and extra status effect. I'll explain them one by one.

 

-Innate status effect:

1.Normally, weapons come with 1 innate status effect based on innate damage type(Highest or second highest). But there are some exceptions.

2.Without element damage mods, innate status effect is the ONLY proc you'll see.

3.Innate status effect type CANNOT be changed by mods.

4.Examples:

Innate slash effect weapons: Pyrana, Flux Rifle, Miter, Karma, etc.

Innate impact effect weapons: Vulkar, Sobek, Bronco, Bo, etc.

Innate puncture effect weapons: Fang, Bolto, Paris, Hek, etc.

 

-Extra status effect:

 When you add element damage mods and create NEW damage type, the corresponding status effect will be added to extra status effect.

Because extra status effect is separate from innate status effect, you can put whatever mod you want without changing innate status effect, especially innate element weapons.

 

-Overall:

  Innate and extra status effect have their own status chance (the value varies with weapon).

We would have status mods that increase innate status chance, extra status chance, or both.

Now let's see some example(again, the numbers are just example):

53wB5UJ.jpg

This means that when you fire Flux Rifle, it will have 25% chance for slash proc, and another 20% for heat proc.

It is possible to see both proc at the same time.

 

5srEe5O.jpg

The same goes to Glaxion. 35% chance for cold proc and 20% chance for magnetic proc.

 

 

  To sum up, status chance 1.5 is meant to get rid of unnecessary physic proc and make innate element damage/proc more meaningful.

Sorry there is no tl;dr. If you can help me with tl;dr, I would appreciate it.

 

 
 
 
(If you feel like reading more ideas or you are member of DE, you can read part.3. It's optional.)

---------------------------------------------

Part.3 Status Chance 1.5 & Weapon Variety:
  Status chance 1.5 is also a way to add weapon variety to the game. Without variety, players would only care about DPS which would lead to power creep easily. Variety doesn't necessary mean strong, but it adds flavor and fun to the game. Imagine Ignis having 30% innate heat status effect. Its damage may not be as high as Bolter Prime or Brakk, but setting group of enemies on fire would make you laugh.
 
  By giving old/unpopular weapons better innate status effect, it would make them stronger/more interesting, but not too OP. It would also make leveling weapons for mastery less painful. And remember, players only spend plat on strong/interesting weapons. More fun weapons = players buy more weapon slots/catalyst and spend more time in game = more money for DE. It's a win-win situation.
 
  So how exactly will status chance 1.5 work with weapon variety? Well, here are my ideas:
 
-Weapons with 2+ innate status effect:
  People complain that Grinlok is weak comparing to Marelok. So we give Grinlok 2 innate status effect as compensation. (Stun and make enemy bleed at the same time)
eRXuByI.jpg
 
  Another example would be Aklex vs Lex(Prime).
RuGEQmw.jpg
 
-C.C. weapons:
  Some weapons could have high innate impact or puncture status chance for CC utility, especially those with low firing rate/reload speed/magazine size. Since impact and puncture proc does not increase DPS, we can give them high innate status chance without making them too OP.
m5vNVI6.jpg
 
-Innate element damage weapon:
  Innate element damage weapons tend to have high innate status chance, sometimes even 100% chance. (Acrid, Castanas)
Ignis, for example, should have 30+% innate heat status chance. A flamethrower is no flamethrower when it has low chance to set things on fire. (Current Ignis only has 10% status chance.)
 
-Physic_Element hybrid weapon:
  Give some old weapons a little element damage as well as decent innate status chance and make them fun again.
VbvQyVL.jpg
 
-Balancing:
 Some High DPS shouldn't have very high status chance. They already have high damage, high status chance would make them even more OP.
 
-Other:
  We can have some weapon with low innate status chance but high extra status chance. This means that you can have different proc build depending what element mods you are using.

 
So that's all about status chance 1.5. Thank you for spending time reading this thread.
Feel free to post your opinion.  And have a nice day.  :)
Edited by yles9056
Link to comment
Share on other sites

I personally feel that it would be a good Idea for Status Procs to occur in a manner such as this.

 

Sword- 5 Impact

             3 Puncture

              35 Slash

 

 

Whenever a status occurs Slash would be in a 75%-ish chance of being the chosen effect while Impact has a 10% and Puncture has a 5% chance to be The chosen effect.

 

That way when your using the Flux Rifle or Dread, you'll get more and more slash procs the more slash damage you put into the build.

Edited by Sudri
Link to comment
Share on other sites

I personally feel that it would be a good Idea for Status Procs to occur in a manner such as this.

 

Sword- 5 Impact

             3 Puncture

              35 Slash

 

 

Whenever a status occurs Slash would be in a 75%-ish chance of being the chosen effect while Impact has a 10% and Puncture has a 5% chance to be The chosen effect.

 

That way when your using the Flux Rifle or Dread, you'll get more and more slash procs the more slash damage you put into the build.

 

I do believe current status proc choose physic proc in the similar way you said. The design is easy to understand.

It may not be a problem for high firing rate weapons, but for low firing rate weapon, it's too much RNG.

And the chance doesn't seem to scale proportionally when it comes to element damage.

 

Besides, I'm that kind of person who gets annoyed when I see impact and puncture proc while using Flux Rifle.(I know that's a little extreme D:  )

 

Thanks for your opinion. :)

Edited by yles9056
Link to comment
Share on other sites

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

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...