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The Mod Emporium - Regularly Updated - 7/13/2013 - Submit Your Ideas, Lets Give De A Pallet Of Great Mod Ideas!


pdxdubin
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  • 4 weeks later...

Morph - 

 

Allows you to equip ONE warframe power mod from a different warframe into a power slot.

 

Polarity: Tactic (Bar)

Base mod energy cost: 6

At rank 1: equip the mod at 40% power strength.

At rank 2: equip the mod at 60% power strength.

At rank 3: equip the mod at 80% power strength.

At rank 4: equip the mod at 100% power strength.

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Weapon channeling: Upon activation, consumed energy to increase damage on the weapon currently being used by 25-75% (depending on mod level and weapon the ability is being applied to). Consumes energy which is calculated based on mag size and fire rate (melee weapon damage is calculated by attack speed/charge speed and base damage.)

 

 

Rend (melee only): Upon being struck by a melee weapon's basic attack, the target takes additional in the form of delayed lacerations. Applies 5 times and deals damage each application by 30%-90% of the melee weapon's base damage (depending on level) and x 5 15 of melee weapon's attack speed. (Attack speed of 1.0 x 5 = 5 additional damage per application.) Each melee strike resets the damage application.

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  • 3 weeks later...

I have a few ideas for Warframe mods, initially I thought of these as "Mastery perks' but then scrapped the thought

 

Payday (Rare) - Higher chance for green credits from containers: 4%/8%/12%/16%/20%

Jackpot (Uncommon) - Chance for 3x amount of credits from containers: 5%/10%/15%/20%/25%

Surveyor (Common) - Reveal enemies within a small radius by crouching (only works once per 30 seconds): 5m/15m/25m

Prospector (Uncommon) - Higher chance for rare resource drops: 15%/20%/25%/30%/35%/40%

Pain Train (Uncommon) - When health falls below 30%, damage output is increased: 30%/35%/40%/45%/50%

Peacekeeper (Common) - Enemies will enter a calm phase while you are hidden: 10s/9s/8s/7s

Golden Cross (Common) - Restoratives and heal for more: 10%/20%/30%/40%/50%/60%

Turbulence (Rare) - Sliding at high speeds creates a gust of wind that staggers enemies and speeds up teammates: (I don't know what upgrades this will get D:)

Savior (Uncommon) - Chance to revive nearby allies while reviving others: 3%/9%/15%/21%/27%

Death Cheater (Common) - Chance of revival if an enemy is killed while downed: 2%/4%/8%/16%

Unyielding Will (Uncommon) - Allows players to last longer while downed: +3s/+5s/+7s/+9s/+11s/+13s/+15s

Hijacker (Uncommon) - Chance to turn turrets against enemy if attacked by turret: 10%/20%/30%

Return To Sender (Rare) - Chance to deflect incoming projectiles back at enemy: 2%/4%/6%/8%/10%

Saboteur (Rare) - Enemy guns have a small chance of jamming if near you: 4%/8%/12%/16%/20%

 

Yep

GIVE ME ALL THE +11111111111'S

Edited by DarknightK
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  • 8 years later...

Got a idea for a Corinth/Corinth prime augment mod.

Recursive Burst: Airburst round has a 2% (rank 0) to 20% (rank 10) chance to spawn 3 smaller rounds once it explodes. Each smaller round deals between 30 and 40 percent of the damage of the original airburst round but the explosion radius for the recursive rounds are halved. Multishot mods will increase the chance but only by 50% of the original buff amount for each additional multishot round so its unlikely to proc several times in a single shot but still give a slightly higher chance. (Example: 20% for the normal round but the extra round added because of multishot will only have a 10% chance.) Or multishot mods could just increase it by the standard amount if its too weak. I ran this by some of the other players and they thought it was a great idea to give Corinth more of a reason to be used since it gets overlooked because there are slightly more powerful options such as Zarr or Hek with Scattered Justice.

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