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Phyrak
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11 minutes ago, (PS4)watt4hem said:

A 'crusader' mod. +300% health, +25% more agro attractor per squad members

Sidethat with a shield and sword on excal or oberon andm ypu would pretty much be able to tank as a knight 

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4 hours ago, ObsidianG said:

The World: When Limbo uses Cataclysm he shouts: "ZA WARDO!" and freezes time inside the Cataclysm for about 10 seconds.

Ah, a nice reference. Suddenly the fun thought for an Atlas augment occured to me that would modify his first ability and to make things as obvious as they can get:

Star Platinum: Atlas' landslide cost no more energy and appears as fast, consecutive hits. The punches are as fast as you can spam your first ability, Atlas keeps shouting ora, ora, ora as long as you can keep up the ability.

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57 minutes ago, AVENTUS said:

How about a mod that gives high negative power strength so we can have a super speed Nova.

Feeble Endurance

Corrupted mod (rank 10)

6 capacity base, 16 at max

base: +9% duration, -4% strength.

max: +99% duration, -44% strength.

 

Enjoy your 6% powerstrength sanic speedva

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Following the trend of my first comment, I came up with some new ideas that try to be a solid alternative to our classic power mods:

**WARFRAME MODS**

-Stealth Distraction: As the tittle indicates, this is an aggro mod oriented to stealth characters. It is not as effective as the tank aggro, but IMO is good enough to help the team. The mod itself works this way; when your character is cloacked by his own abilities he/she will emit an aura that works kind of like Banshee's Silence ability. But instead of stuning enemies, it distract them and make them lose 70% of their accuracy as long as you are close to them. (unlike Banshee's aura, this works at all times as long as you are close to enemies). The aura has a distance of 20 meters (that aren't affected by mods).

-Melee power: This mod has been made with melee builds in mind. It's basically "BLOODRUSH" but, instead of stacking critical chance, it gives the user extra power strenght that only affect their damage abilities. (This mod would greatly affect abilities such as Radial Javelin, Miasma or Slash Dash to escale better against high level enemies). I don't exactly know how bloodrush works, so I can't balance this properly lol.

-Caster strenght: This mod is oriented to caster that want to kill enemies with their abilities. To trigger the effects of this mod the players needs to play without a primary weapon equiped at all. (only melee, secondary and companions). When the user does this the mod gives 100% power strenght to all abilities (for all the mission). As you can see, this mod is powerful enough, but can't be present in every damage build (Ivara or Titania wouldn't be able to use this mod effectively).

-Healing: This mod is for warframes that have healing abilities. After the healing ability ends. Affected players will keep an additional effects that heals 10% of their total HP per second. The amount of ticks are 12.

-Ranger power: This mod is oriented to characters that use their weapons as their main source of damage, and has a set of buffs and debuffs.

*buffs:                                                                                     *debuffs:
a) 20% extra critical chance (base).                                        a) 15% less power strenght.
b) 20% extra status chance (base).                                         b) 20% less power duration.
c) 30% extra reload speed (additive).                                      c) 15% less power efficiency.
d) 30% extra hostler rate.

**WEAPON MODS**

-Snipers: This mod gives sniper rifles a small AoE of 2 meters that deals 100% of the total damage they deal to the main objective.

-LMG: I know that in this game we can increase the magazine size of our weapons to really insane levels, so some basic assault rifles outside the Soma, Supra, gorgon, etc... could benefit from this mod if the player replace some mods. The mod itself works this way: every 30 bullets shoot without reloading the assault rifle gets the next buffs:
a) 7% accuracy (base).
b) 7% rate of fire (additive)
c) 27,5% base damage (this applies to the base damage, so crit damage, elemental damage, etc... take as base to reach their final damage)

-Proximity mines: This mods works with weapons such as the Pox, Castanas and Talons. It makes the explosives trigger by proximity. And additionaly adds 15% of the total weapon damage as slash damage with proc.

-Area Shurikens: This mods let's weapons such as the Spira (P), Hikou (p), Despair, etc... to have a secondary fire that let's the player throw several shuriken/ kunai / knives in a cone in front of the character (like Ivara's Artemis Bow horizontal shoots). Additionaly, status chance of the weapon increases by 10% for each shuriken that hits an enemy. (this buff applies to the next shot, and it doesn't stack) (also, the character throws 5 shurikens / kunais. So if the 5 hit enemies, the max  buff is caped at 50%)

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Disheartened: Melee finishers have a 90% chance to make enemies flee in terror for 3 seconds.

Cavalry: After sprinting a short distance, deliver a melee attack with heightened crit chance and guaranteed proc.

Edited by Steel_Raze
Thought of another.
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All mods i will list is max rank:

Doping Hopping: When you hit a enemy with a jump your next jump series until you touch a wall or the floor gain 30% travel distance.

Kneeslide Tornado: after a succeful first multi-hit kneeslide attack you can combo another, stacks until 3 and on the fourth u will have vertigo (like when u use the whirwild attack from blazing whirwild stance for 2-hand heavy weapon).

Wall Sniping: When in wall latch (or whatever is called) after the first headshot your weapon gain -30% recoil, 50% holster rate, 200% bonus dmg on wall melee attacks for 7 seconds.

Over-rush: When you run with rush(dafault shift) for 5 second u gain 20% travel velocity and distance for the next bullet jump.

Nano-Bless: When buffed with 2 or more buff u gain 150% shield repair velocity, 50% health regen.

Resistance escape : when proc-ed with 2 or more de-buff in a 15 second period of time your frame gain 15% movement speed/bullet jump and 40% elemental resistance.

Meteor Fall: if you execute a slam attack from 10 meters u will have 40%dmg and +2 blast radius, from 15 80% +4, from 20 +120% +6, from 25 +160% +8, from 30 +200% +10.

Elemental Sage: You gain elemental proc damage for every successful proc attack but you also gain elemental weakness for the opposite elements u proced (the more elements you use the more weakness you gain but the damage will be higher.) R10 Mod with 15% stack-point(at r0 15%, r1 30% and so on)  for damage/weakness. Stack one time.

Channeling Override: Your Channeling Charge attack gain 800% damage with a -100% efficency (only for the channeled charged attack).

Channeling Balance: Your Channeling efficency +200%,-x0.5 channeling multiplier

Useful Presence: if you are in bleedout near your ally (your ally need to be in a 5 meter range from you) you can ressurect yourself but the time you need to ress yourself is doubled, the more the allyes in your range the less time you need, with all 3 allies togheter you need only 20% more of the normal time needed.

....i think it's all i can think for now.

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absolute horror, (primary/secondary) enemies that don't die in a single shot run in terror, leaving a trail of blood behind them for 4/5/6 seconds (D polarity)

power incarnate(zenurik aura) killing an enemy in melee gives all allies +20% armor for 10 seconds, this stacks up too 5 times then extra kills refreshes

shackles of history (whip augment D polarity) killing an enemy makes other enemies kneel on the ground before you in a 1/2/3 meter radius for 5 seconds, open to finshers

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How about some augments:

Peacekeeper - Mesa can move at 25%/50%/75%/100% speed during Peacemaker, but the aiming reticule is always at minimum size.

Deceptive Arsenal - Switch teleport gains several types like Mines and Quiver. One teleports all nearby enemies to you, one gives players a prompt for two seconds to teleport to you, one is the existing switch teleport.

Riftblade - Exalted blade no longer shoots out energy waves. Now deals damage equal to point-blank wave, plus normal melee. Exalted blade's charge attack now shoots a single wave that stuns enemies it hits, as well as dealing high damage.

Swarm's Herald - Tentacle swarm is now a toggle aura that spawns smaller tentacles FROM hydroid that function normally, even during his undertow. These scale from melee, deal low damage and have no crits, but have good status chance.

Cruise Control - Tailwind is 50% slower but fully controllable for the duration. Enemies Zephyr files through or next to are pulled behind her and dealt 300% melee damage when Tailwind finishes, this counts as melee attacks for combo.

 

Edited by BeeOverlord
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