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Nightmare Mod: Reactive Shields (And Shield Armor Stat)


Kinetos
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The Stat: Resistance

 

Shields should have an additional stat on a warframe: Resistance.  (As Armor is to Health, so this is to Shield) 

Most frames probably would have a standard value for this, randomly selecting 100. Valkyr would have a lower one, like 15. Mag, Volt, [insert other frames with high shields or abilities/augments that affect shields here] could have higher Resistance, like 300 or so.

 

The Mod: Reactive Shields

 

+ Shield Recharge

+ Shield Resistance

 

Shield operates more efficiently by actively predicting and focusing against incoming damage.

Edited by KinetosImpetus
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  • 2 months later...

This is an under appreciated concept. I support the idea because shields definitely need something to stand out, especially when we consider how ours is typically inferior to proto-shields. Even health tends to be better to mod for because of armor affecting it and mods centered on it. 

 

Shields should get the following:

 

- Resistance stat(like your concept)

 

- The ability to prevent large amounts of damage from spilling over into our health, if the damage would 1 shot the shields.

 

+1

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Certain mods could add a layer of damage resistance to the shields designed to nullify or gain benefits from specific types of damage.

 

For example:

 

Backup Battery: X% of Electric damage dealt, X% of mixed Electric (Corrosive, Radiation, Magnetic), is ignored or gives shields back to the player.

 

Thermal Generator: X% of Heat damage (X% of mixed Heat) dealt becomes ignored and boosts the users damage by up to X% with the percent dropping by X% per second.

 

Insulated Integrity: X% of Cold (X% of mixed Cold) damage is projected away from the user, having X% to proc the element to nearby enemies instead.

 

Toxic Exuberance: Toxin now damages shields (instead of bypassing them), and the user gains 5% resistance to all toxin-based procs.

 

The user can only equip one at a time, like with the elemental parkour mods. The mod drain should be fairly high, but the ranks should only be 3 or 5 (like Quick Thinking), that way players will have to spend a mod slot, deal with 15 drain, and think about what they want most. Try to think of better numbers and effects though, this was just off the top of my head.

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Ideas I have had in mind forever for slash and toxin would be something like...

Energy Coagulant/Hazard Shielding

Bleeding (DOT)/Toxin (initial hit and DOT) damage is transferred to Shields if they are available. 15/30/45/60/75/90% damage transferred to Shields.

6-11 drain, D polarity.

Mainly because those types bypass shields and are part of why shields aren't as good as health and armor.

New random Idea

Kinetic Absorption

D polarity, 9-11 drain.

+Knockdown/Stagger resistance based on Shield Percentage.

(Current/Total)*Mod Value

33%/66%/99%

So full shield and max rank mod, 99% chance to resist. Take half the shield in damage, 50% resist.

Full shield, rank2 mod, 66% resist.

Overshield would provide extra boost but over 100% resist does nothing extra, but x2 Overshield and unranked mod would have 66% resist.

Edited by KinetosImpetus
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