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Phyrak
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Resplendent Ruination

Exilus mod

10 ranks, 16 capacity

Upon death, the Warframe releases a 50 meter wide explosion that deals 50% of the enemy's health in damage multiplied by your remaining energy as a %. Enemies hit with this explosion will be ragdolled.

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Most of what I want are for augments and conclave-specific things. I'll list the other stuff I want.

 

An aura mod that regenerates 5 shields per second.

An aura mod that gives an additive boost to status chance, which applies to all weapons and companions. (Diriga and Kubrows will be happy with that.)

A warframe mod that halves armor for status immunity.

A pistol, rifle, and/or sniper mod for increased headshot damage.

Mods for one or a few weapon types to reduce IPS damage by 50% and increase status chance by 50%.

Similar to the last one, mods for halving elemental damage for 100% or so more physical damage.

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Cool, bro! - Frost releases chilling (literally) energy waves instead of Freeze, enemy affected by the chill will hang out with you for 8 seconds (affected by power duration) before getting wasted.

Smokez - Ash uses weed as a component for his Smoke Screen, every enemy within 5m radius will turn into Snoop Dog.

Honey popo - Hydroid will finally transform to his true form, Hentoid...... you didn't expect a Japanese pornstar to exist in a Space Ninja game? For every Nova in the squad Hydroid gets a power strength boost (I wonder why) and for every valkyr power range increases.

It's 2016 -Loki's switch teleport will swap the gender of the target, the male results would take off their armor and chant "Harambe" while female results' HP weaken for being overweight.

Edited by (PS4)ArnnFrost
Too OP
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3 hours ago, (PS4)BrutalReaper32 said:

I'm a big fan of the type of mods we saw on the acolytes event and some of the new auras, so I would create something that follows that path. 
Now, my english is awful and I'm really bad at naming stuff, so I'll just use generic names:

-power strenght: this is a mod that will give the player 3% extra power strength every 20 enemies killed with damaging abilities. (this mod has been made with endless missions in mind, and let some warframes to escale a bit more)

-stealth dual dagger: this mod will give dual daggers 70% of armor penetration when attacks come from behind the objective. (including stealth finishers).

-slash katanas: this mod will work along channeling on nikanas, but the energy won't be drained per hit. In this case the energy is taken away (50 pts of energy base) and buffs the nikana for the next 6 seconds, letting it channel his total damage (Everything counts here, even the combo counter) into pure slash damage with procs. Now, if this sounds OP, maybe increasing the cost to 100 pts of energy and reducing the damage conversion to 70% of the total damage to slash damage could fix it... maybe lol.

-aggro: this triggers when the player uses a heavy CC ability, and when it triggers it draws 90% of the aggro from enemies to the player for the next 6 seconds. When the aggro ends. The player will regenerate 25% of his total HP and will get a buff to his power range for the next 5 seconds.(if an invisible frame does this, enemies will know exactly where he is).

-stealth breaker: When the player uses a damaging ability, shoots or attack with melee attacks, their invisibility will break the cloack but will give the player 300% of damage to any of his attacks/weapons for the next 4 seconds. (this only works if you become invisible with your own abilities, Ivara won't make you trigger this, smoke bomb's agument or shadow step don't trigger this).

-heat beam: this is a mod only for continuous beam weapons. It increases the total damage of your weapon by 60% every 2 seconds of shooting without reloading, because when you reload the beam weapon cools down losing the buff. 

-Heal beam: this mod let's you heal 5 points of HP per round with beam weapons. (if this is too op or too weak, you could change it)

-burst damage: this mod works only with burst weapons. This basically blood rush for burst weapons that will give the weapon a 10% critical chance stack every 30 headshots. (as this works on burst weapons, obviously on most weapons this would be equal to shooting 10 times to the head). The maximum numer of stacks is 8. To reach 80% critical chance on any burst weapon. (this of course can be incremented with base critical chance mods).

-powerful blast: this mod works only on grenade launchers, rocket launchers or remote explosives (like the pox, talons, etc...) and increases the damage explosives do the more they travel, but it reduces the base damage if the shoots impact too close to the user's location. (it means that you should try to take down enemies that are really away from you:

-Every shoot that travels less than 20 meters has a damage reduction of 60%. 
-To deal the normal damage of the weapon, the grenade/rocket must travel between 21 to 35 meters.
-if the projectile traves a distance equal or beyond to 36 meters the explosives will deal 100% of their normal damage.

-iron protection: If a self-protection ability is casted near to allies, they will receive 30% of damage reduction for reduction at the cost of 15% of effectiveness of your self-protection ability. (with effectiveness I mean that is 15% weaker)

 

These are brilliant

Stuff you could actually use if implemented

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17 minutes ago, (PS4)BrutalReaper32 said:

Thanks a lot! 
I took a lot of time to think about good ones lol. 
I hope DE sees this, because there are a lot of good mod ideas, including yours.

I doubt DE is short on ideas, they just don't seem to prioritize making new mods

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6 minutes ago, xXtiggyXx said:

sniper only mod :

exploding headschoots

if an weakpoint is hit with an sniper rifle the target explodes and deals 150% of the dmg dealt in an aoe

that one looks pretty good too. If the AoE isn't bigger than 5 meters, the mod could be really balanced and would help snipers a lot against hordes.

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All those pistol, rifle, or shotgun only corrupted/nightmare mods? I want them to either be universal, or to have one for each class. We can leave blaze out, if we have to, but ice storm, tainted mag, those kind? I need those on everything. Elsewise, a while ago there was a thread on elemental transistor mods, mods you install that make elemental mods you put on it only put one element on it, instead of the combos. Add a fire transistor, and you keep fire damage, but can put another fire mod on to mix with for radiation or whatever. I think that's how they worked... but it was a good idea.

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Flight Manuever

[-] uncommon, exilus mod, max drain 9

gain +1/2/3/4/5 extra aerial jump(s)

note:includes additional bullet jumps

 

Rail Rounds

[-] rare, sniper only, max drain 15

gain +5/6/7/8/9m punchthrough

note:replaces metal auger for sniper rifles

 

Guardian Angel

[D] rare, warframe mod, max drain 15

gain 60/70/80/90/100% health damage reduction while reviving

note: damage reduction does not apply to shields. Only works when reviving

 

Butcher

[D] rare, melee only, max drain 9

melee kills have a 30/40/50% increased chance at an additional energy or health orb drop

note:only one orb can drop. drops are in addition to normal loot drop.

 

Persistent Fire

[V] rare, any primary, max drain 15

whenever you deal a non-critical damage, increase your crit chance by 60/70/80/90/100%. Critical bonuses are reset upon landing a critical hit.

note:the critical chance bonuses stack infinitely. Variants could also exist for status chance, red crits and for other types of weaponry.

 

Blast Hardened

[D] common, any explosive type weapon, max drain 7

self damage is capped at 40/30/20% of your maximum health

Edited by Obviousclone
added polarities, hey the anti-blast damage one makes that d polarity on the penta notsobad
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Energize: {Sentinel}-sentinel will occasionally give its master energy (basically medi-Ray but for energy)

nuclear: {Sentinel}-upon death, the sentinels' explosion caused radiation damage and blinds enemies.

cornered animal: {Companion}- once a kubrow/kavat takes direct damage through its shield, it gets a 100% damage increase (if mods are on that increase damage it will still increase) for 30 seconds.

loyalty: {Sentinel}- once it's master reaches 5 seconds on the bleed out timer, the sentinel will start to revive them. 

 

 

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2 hours ago, Obviousclone said:

Flight Manuever

[-] uncommon, exilus mod, max drain 9

gain +1/2/3/4/5 extra aerial jump(s)

note:includes additional bullet jumps

 

Rail Rounds

[-] rare, sniper only, max drain 15

gain +5/6/7/8/9m punchthrough

note:replaces metal auger for sniper rifles

 

Guardian Angel

[D] rare, warframe mod, max drain 15

gain 60/70/80/90/100% health damage reduction while reviving

note: damage reduction does not apply to shields. Only works when reviving

 

Butcher

[D] rare, melee only, max drain 9

melee kills have a 30/40/50% increased chance at an additional energy or health orb drop

note:only one orb can drop. drops are in addition to normal loot drop.

 

Persistent Fire

[V] rare, any primary, max drain 15

whenever you deal a non-critical damage, increase your crit chance by 60/70/80/90/100%. Critical bonuses are reset upon landing a critical hit.

note:the critical chance bonuses stack infinitely. Variants could also exist for status chance, red crits and for other types of weaponry.

 

Blast Hardened

[D] common, any explosive type weapon, max drain 7

self damage is capped at 40/30/20% of your maximum health

Really really rad

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20 hours ago, SenorClipClop said:

I propose a string of power-affecting Mods that give a smaller upgrade than the ones we currently have, like an Intensify mod that maxes out at a bonus 15 or 20% added Power Strength. These mods would have enough effect to make a noticeable difference, but not so much effect that advanced players would equip them as it would use up valuable mod space (unless they were crafting a build for a very particular purpose). These mods would be made much more common than their full-effect counterparts and would serve the purpose of an introduction for newer players to modding their Warframe's power values. With the exception of Stretch, Power-affecting mods aren't too easily come by early, and many players don't get them until they've invested a pile of hours into the game. With these lower-tier mods, players could start modding to affect their powers in meaningful ways (in relativity to low-level content) within just a few hours of starting the game. These would also be handy for low-MR players to run a decent custom build on a new Warframe, making the early levels for that frame a little more exciting and personal.

The following are some ideas. Let's make them 3-rank mods with a drain of 5 or 6 when maxed, all of them common. These are max rank values:

Extend: +20% Power Range

Resourceful: +15% Power Efficiency

Remembrance: +20% Power Duration

Fortify: +18% Power Strength

Essence: +60% Power Max

You literally just pointed out 'damaged' mods.... did you not get them from the first missions you've played? 

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52 minutes ago, Albt8901 said:

You literally just pointed out 'damaged' mods.... did you not get them from the first missions you've played? 

I think the interesting bit with these mods, is that unlike damaged mods, these one actually stack with typical rare power mods, which gives players a different alternative to stat maxing that doesn't use corrupted/primed mods.

 

My issue with that post though, is that drift mods exist. Cunning drift provides an additional 15% power strength for 9 drain with no downside (besides the slot) and power drift and endurance drift do similar effects (15% power strength and 20% power max respectively). Also Constution serves as an alternative to duration mod (providing 28% duration that stacks with continuity). So really, the only gamechangers would be Resourceful, the efficiency mod (which I personally don't think matters too much given flow/primed flow also serve to improve energy economy)

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16 hours ago, CephalonUnknown said:

Hmm, how about some corrupted variations of our defensive mods to keep things simple? Make them rank 10 mods (obviously) and let them start out with a higher percentage with a drawback to an other other defensive stat.

For example:  (keep in mind, I have no good naming sense so, I'm just adding an adjective to keep things simple)

Supreme Vitality: - Unranked: +60% health and - 8% shields
                            - Rank 10:   +660% health and - 88% shields

Supreme Redirection: - Unranked: + 60% shields and - 8% health
                                   - Rank 10: + 660% shields and - 88% health

and so on...

pretty sure this would suffice as an example?

10/10 would use

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8 hours ago, (PS4)Darth-Escar said:

Most of what I want are for augments and conclave-specific things. I'll list the other stuff I want.

 

An aura mod that regenerates 5 shields per second.

An aura mod that gives an additive boost to status chance, which applies to all weapons and companions. (Diriga and Kubrows will be happy with that.)

A warframe mod that halves armor for status immunity.

A pistol, rifle, and/or sniper mod for increased headshot damage.

Mods for one or a few weapon types to reduce IPS damage by 50% and increase status chance by 50%.

Similar to the last one, mods for halving elemental damage for 100% or so more physical damage.

you know theres already shield regeneration mods right? but well i do think that fast deflection should be an aura

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