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Wall Of Mod Ideas


Volt_Cruelerz
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The following are a few mods I've thought up over the course of time and finally decided to post.

 

-Warframe-

 

Ionize: all electrical damage done by the frame (including elemental effects on weapons) cannot be reduced by enemy resistances lower than 20/25/30/35/40% (yes, this means that the Volt can finally touch Ancients) for 8/9/10/11 cost; ~ polarity

 

Incinerate: all fire damage done by the frame (including elemental effects on weapons) cannot be reduced by enemy resistances lower than 20/25/30/35/40% for 8/9/10/11 cost; ~ polarity

 

Absolute Zero: all freeze damage done by the frame (including elemental effects on weapons) cannot be reduced by enemy resistances lower than 20/25/30/35/40% for 8/9/10/11 cost; ~ polarity

 

Overcharge: all laser damage done by the frame (including elemental effects on weapons) cannot be reduced by enemy resistances lower than 20/25/30/35/40% for 8/9/10/11 cost; ~ polarity

 

Neurotoxin: all poison damage done by the frame (including elemental effects on weapons) cannot be reduced by enemy armor lower than 20/25/30/35/40% for 8/9/10/11 cost; ~ polarity

 

Might: increases melee damage by 10%/20%/30%/40% (additive with Pressure Point) for 6/7/8/9 cost; V polarity

EDIT: Steel Charge is going to become a mod already

 

Advanced Harmonics: while shields are up, gives a 5/10/15/20% chance to deflect incoming ranged attacks for 10/11/12/13 (in this way, it does not make armor obsolete); D polarity

 

Whipple Shielding: reduces AP damage taken by 3/6/9/12/15% (personally, I think all mods like this should be 3-4x what they are now, but for consistency reasons, I went with the same numbers) for 4/5/6/7/8/9 cost; D polarity

 

Scavenger: increases pickup from resource and credit drops by 5/10/15/20/25% for 5/6/7/8/9 cost; ~ polarity

 

Preparation: frame starts with 50/100/150/200/250/300 extra energy (cannot exceed maximum of frame) for 2/3/4/5/6/7 cost; ~ polarity

 

Adrenaline Rush: 5/10/15/20/25% of damage taken to health is converted to stamina (does not reduce damage taken) for 2/3/4/5/6 cost; D polarity

 

Iron Will: frame cannot be staggered (but can still be disrupted and knocked down) when below 10%/20%/30%/40% health for 3/4/5/6 cost; D polarity

 

Field Medic: revives allies 30/60/90/120% faster for 2/3/4/5 cost; ~ polarity

 

Sound Dampening: reduces detection radius of all activities of this frame by 20/40/60% for 5/6/7 cost; ~ polarity

 

Lifeline: if health drops below 10% health, further damage is taken to energy until energy is exhausted at a conversion rate of 200/170/140/110/80/50% for 7/8/9/10/11/12 cost; D polarity

 

Masochism: abilities may be cast when there is insufficient energy but the difference is subtracted from health at a conversion rate of 300/250/200/150% (ignoring armor) for 7/8/9/10 cost; V polarity

 

Antagonist: upon entering alert radius of an enemy, 10/20/30/40/50% chance to draw aggro from the enemy if it is already firing on an ally for 7/8/9/10/11 cost; ~ polarity

 

-Primary-

 

Magnetic Accelerator: increases travel speed of projectiles on applicable weapons by 20/40/60/80% for 5/6/7/8/9 cost; ~ polarity

 

Advanced Stock: reduces recoil by 5/10/15/20% for 2/3/4/5 cost; ~ polarity

 

Phosphorous Coat: +5/10/15/20% laser damage with a 5% chance to blind the target for 3 seconds for 2/3/4/5 cost; ~ polarity

 

Mechanical Feed: removes magazines entirely, drawing rounds straight from the reserve resulting in never having to reload for 20 cost; D polarity

 

Gearshift: reduces spin-up time on applicable weapons by 15/30/45% for 7/8/9 cost; V polarity

 

Enhanced Containment: limited lifespan/distance projectile weapons (currently just the Ignis and Flux Rifle) have their max range increased by 15/30/45% for 5/6/7 cost; ~ polarity

 

Detonite Infusion: explosive weapons (Torid, Ogris, and Thunderbolt bows at the moment) have their AoE range increased by 20/40/60% for 7/8/9 cost; V polarity

 

Smooth Chamber: burst weapons have their individual bullets compacted 30/50/70/90% closer together for 2/3/4/5 cost; ~ polarity

 

Turret Shields: while firing, energy shields deploy on either side of the player, blocking enemy shots but allowing friendly shots through.  Shields are 0.3/0.6/0.9/1.2/1.5 meters across, do not protect heads or lower legs, and cost 6/7/8/9/10; D polarity

 

Extended Barrel: reduces spread by 10/20/30/40% for 8/9/10/11 cost; ~ polarity

 

Suppression: reduces the alert and wary state radii of the weapon by 20/30/40/50% for 6/7/8/9 cost; ~ polarity

 

Lead Hail: increases number of pellets fired by shotguns and burst-fire weapons by 20/40/60/80% but reduces damage dealt by each by 15/30/45/60% and reduces accuracy by 20% for 4/5/6/7 cost; ~ polarity

 

Single Shot: reduces pellet count of shotguns and burst weapons to 1 but combines all damage dealt by pellets into the bullet at a conversion rate of 80/90/100/110% and increases accuracy by 20% for 2/3/4/5 cost; ~ polarity

 

TCV Capsule: +5/10/15/20% poison damage per second for 4 seconds for 8/9/10/11; V polarity

 

Shattering Impact: each bullet reduces the target's armor by 0.1/0.11/0.12/0.13/0.14 times weapon damage; V polarity

 

Self-Sharpening: bullets gain 0.1/0.12/0.14/0.16 times weapon damage puncture for 14/15/16/17 cost; ~ polarity

 

Dense Core: allows snipers (not bows) to deal damage to an enemy behind the target in accordance with overkill damage at a rate of 15/30/45/60/75% of the overkill damage (if puncture is used, this overkill damage is effectively a damage boost to targets behind the primary) for 4/5/6/7/8 cost; ~ polarity

 

Explosive Fragmentation: allows snipers (not bows) to deal damage in a shotgun-like form as with Dense Core, save for the additional "bullets" are fired at varying angles akin to a Hek.  8 pellets are produced in the event of overkill, each dealing 2/4/6/8/10% of the overkill damage for 4/5/6/7/8 cost; ~ polarity

 

Disruptor Field: projectile has a 10/20/30% chance to bypass enemy shields for 6/7/8 cost; ~ polarity

 

-Secondary-

 

Tranquilizer: semi-auto pistols gain a 10/15/20/25% chance to uncoordinate (accuracy drops significantly) -> daze (staggered) -> sleep (on ground for extended period).  Proc'ing the effect on an enemy in one stage will send it to the next and a sleeping enemy will merely have its duration refreshed if it is hit again.  Does not work on bosses at all and heavies cannot be pushed past uncoordinated for 14/15/16/17 cost; ~ polarity

 

<many same as primaries>

 

-Melee-

 

Ghost Slash: gives 20/40/60/80% multishot for 8/9/10/11 cost (I find it odd that there is no ms mod for melee which kinda makes it less valuable at higher levels simply due to the fact that it loses the ability to hit hard compared to ranged weapons which have their damage doubled by the thing) which is graphically portrayed by a "ghost" of the player performing a second melee strike against the enemy behind them; V polarity

 

Assimilated Mass: +2/3/4/5/6/7% lifesteal (does not apply to melee abilities) for 8/9/10/11/12/13 cost; V polarity

 

Bloodlust: killing an enemy with melee gives +30/40/50/60/70% melee attack rate (additive with Fury) and reduces armor by 10/20/30/4050% (additive with Steel Fiber) for 5 seconds with new stacks only refreshing the duration

 

-Sentinel-

 

Medic: the sentinel may revive its owner with 20/40/60% health once in a mission for 6/7/8 cost (shows up as another option on the revive screen); /- polarity

 

Donor: the sentinel may revive its owner with 100% health once in a mission and destroy itself (can be immediately revived via Regen) in the process for 11 cost (shows up as another option on the revive screen); /- polarity

 

Tractor Beam: the sentinel will gather all useable resources within a 4/8/12 meter radius of the player for 2/4/6 cost; /- polarity

 

Mobile Reactor: sentinel generates 1/1.2/1.4 energy per five seconds for its owner (temporarily deactivated if hit by Ancient Disruptor) for 7/8/9 cost; ~ polarity

 

Self Destruct: just before death (including induced deaths), the Sentinel explodes, dealing 300/400/500/600 damage to enemies within 10 meters for 6/7/8/9 cost; D polarity

Edited by Volt_Cruelerz
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I don't understand how does multishot suppose to work for melee or lag slash. Is the player going to have increased melee speed or is the blade going to split? This needs some explanation on how it works.

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I don't understand how does multishot suppose to work for melee or lag slash. Is the player going to have increased melee speed or is the blade going to split? This needs some explanation on how it works.

Not really relevant, but for funzies, let's say "the blade is infused with a unique material that warps space-time, sometimes behaving as though it has performed the same action twice."  Justify or rename it however you want.  The point is getting ms on mele.

Edited by Volt_Cruelerz
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Volt_Cruelerz, on 01 Jun 2013 - 7:01 PM, said:

Not really relevant, but for funzies, let's say "the blade is infused with a unique material that warps space-time, sometimes behaving as though it has performed the same action twice." Justify or rename it however you want. The point is getting ms on mele.

Or instead of having something lame as MS on Melee, Melee could have it's own thing, something different to boost it's damage in a way the MS does, so it also makes SOME kind of sense, and that you can see it happening like with MS on guns, you see 2 arrows getting shot and you see more bullets flying out of your gun. Edited by tatcher
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If memory serves, Neurotoxin is somewhat redundant; I'm fairly sure poison/toxin damage ignores Armour by default.

It ignores normal armor, but not poison resistance.  There's a mod for it: http://warframe.wikia.com/wiki/Antitoxin

 

Neurotoxin would block it from going too low from an enemy having stupendously high poison resistance (much more unlikely than Ionize/Incinerate/Absolute Zero, but still possible one day).

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  • 1 month later...

I don't know about the sentinel reviving the player, since that can (albeit, probably almost nothing) take away from DE's profits. Maybe if it was restricted to multiplayer and not solo?

 

Also, it would be cool if we could give the sentinel the ability to help the cryopod in defense. I hate that that's the only mission type that we can't use a life to continue.

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