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[Poll (I Guess)] If You Could Make A Nightmare/corrupted Mod, What Would It Be?


TheBrsrkr
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Miasmic Core (melee)(shared effect with fire elemental)
V polarity
5~20% Melee attack speed

7~28%  Toxin damage
- 10~40% damage

 

Electrolyte Fusion(melee)(shared effect with cold elemental)

D - Polarity

7.5~30% Electric damage

5~20% Melee range

-10~40% Channeling efficiency

 

Power Overwhelming(warframe)
- polarity

Energy + 50~200%

Power Efficiency -15~60%

 

Forced refraction(10 ranks)(warframe)

3.5~35% chance to negate bullets
1 ~ 3 energy per bullet

 

Trigger happy(secondary)

40~240% fire rate

-12~72% accuracy

 

Chemical warfare (Rifle specific)(Full auto only)

15~60% Radiation elemental
Weapon is now possible to overheat (Heat / radiation proc of 35 dmg/sec on self for 5 seconds )(DOT cannot be reduced)

Overheating starts when 35% of magazine is used within 5 seconds

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Corrupt mod:

 

Elemental Deficit

 

D polarity

 

+100% status duration on you

-50% elemental damage taken

 

(This means that you can reduce the damage taken from a lot of enemies, however toxin, slash, and debuffs will affect you even harsher)

 

Edit:

And radiation lasts for double the duration on you *cough*

Edited by gkuoni
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Got some idea :v

Enchaned Rounds ( Rifle )

3 level

+ 20/30/50% Crit Chance

+ 20/30/50% Crit Damage

Conclave : 10/15/20

Cost :  6/8/10

Powered Mags (Pistols)

3 level

+ 10/20/25% Magazine Cap

+ 20/30/50% Damage

Conclave : 10/15/20

Cost : 4/6/8

Reinforced Steel (Melee)

3 level

+ 50/60/75% Damage

+ 30/40/50% Crit Damage

Conclave : 10/15/20

Cost : 6/8/10

Perfect Skill (Warframe)

+ 20/30/50% Power Durability

+ 20/30/50% Power Strengh

Conclave : 10/15/20

Cost : 4/6/7

Teamwork (Aura)

3 level

V Polarity

+ 0.1/0.3/0.5 Energy Restore
+ 0.1/0.3/0.5 Health Restore

Conclave : 15/20/25

Cost : 2/3/4

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Warframes and Sentinels

 

Strong willed: 60% Radiation Resistance + 60% Knockdown Recovery

Ceramic Fibre: 60% Corrosive Resistance + 60% Armour Rating

Phase Shield: 60% Magnetic Resistance + 60% Shield Recharge

Contamination Suit: 60% Viral Resistance + 60% Gas Resistance

Last Ditch: 30% Efficiency + 40% Casting Speed

Suit Overload: 40% Power Strength + 20% Power Range

Durable Tenno: 40% Power Duration + 60% Stamina Recharge

 

Aura

 

Blessing of the Lotus: .5 Energy Recharge + .5 Health Restore Per second

Revenge of the Lotus: 25% Enemy Armour Reduction + 25% Damage Increase (All weapons and Abilities)

Training of the Lotus: 50% Faster Holster Rate + -50% Stamina Drain

 

Weapons (All, with name variation)

 

Radiation Barrage: 60% Electrical + 60% Fire

Corrosive Clip: 60% Electrical + 60% Toxic

Magnetic Rounds: 60% Electrical + 60% Cold

Blast Bullets: 60% Cold + 60% Fire

Viral Shot: 60% Toxic + 60% Fire

Gas Chamber: 60% Toxic + 60% Cold

 

Tainted Proc: 165% Proc chance - 55% Proc Duration

Edited by Shadow_Gamer_1979
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Name: Slippery When Wet

 

Effect:  While bleeding out your warframe gushes blood in a large area causing all enemies and fellow tenno to slip and fall down.  If you die with this mod all allied temmates heads explode.

 

or

 

Name:  This Is Sparta!

 

Effect:  Jump kicks do 500 base damage and instantly ragdoll all nearby enemies.  Also, your warframe gets an instant 6-pack.

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- Lone Ember

- Isolated Breeze

- Singular Bolt

- Isolated Venom

 

Unairu, the new polarity on melee mod, but this mod is useable on

Usable for all weapons but follows mod restriction: you cannot have the same mod on two (or more in this case) weapons.

+12.5% Damage of the said element (max at +75% in 5 ranks)

 

The corrupted stat is these are isolated. Being isolated means it cannot be combined with another to make secondary elementals. You cannot make Radiation, Viral, Corrosive, etc. with these mods

 

 

 

Now for the arrangement, the game reads the elements from left to right in order to make the combined one appropriately. The isolated mods will work like a wall.

 

(A) Setting the regular mod first before the isolated mod with the same element will not let the base element combine with a different one.

(B) If you want to combine elements and still want to use the isolated mods, you have to put the isolated one before the same element.

© if there's a regular mod before an isolated mod of different element, that isolated mod will be combined with it.

 

Example:

A scenario: (Pathogen Rounds + Isolated Venom) + Convulsion = 165% Toxin Damage, 90% Electric Damage

B scenario: (Isolated Venom) + Pathogen Rounds + Convulsion = 75% Toxin Damage, 180% Corrosive Damage

A+B scenario: (Pistol Pest + Isolated Venom) + Pathogen Rounds + Convulsion = 135% Toxin Damage, 180% Corrosive Damage

C scenario: (Convulsion + Isolated Venom) + Pathogen Rounds = 165% Corrosive Damage, 90% Toxin Damage

 

 

 

I dunno about power creep or problem with mod slots but whatever. I kinda want some elements not to combine with another.

Also, I had this thought at 2AM. If you think this is too much for coding (probably)... well, I may not care.

Edited by faustias
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