pdxdubin Posted July 22, 2013 Author Share Posted July 22, 2013 Bumping, I forgot to update the list * ads to asuro to do list * Link to comment Share on other sites More sharing options...
SSI_Guko Posted August 13, 2013 Share Posted August 13, 2013 Thread revival powers GO! Link to comment Share on other sites More sharing options...
Bones226 Posted August 13, 2013 Share Posted August 13, 2013 (edited) Arcranoth: Orokin Ultimate - Increases Duration, Damage and Range (if applicable) to the Tenno's Ultimate Ability only. Cost: 8-18 \10%\20%\30%\40%\50%\60%\70%\80%\90%\100%\ Edited August 13, 2013 by Arcranoth Link to comment Share on other sites More sharing options...
pdxdubin Posted August 13, 2013 Author Share Posted August 13, 2013 AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH FINE You damn thread necromancers ;p Link to comment Share on other sites More sharing options...
pdxdubin Posted August 13, 2013 Author Share Posted August 13, 2013 Updated.. Link to comment Share on other sites More sharing options...
FrostSpecter Posted August 14, 2013 Share Posted August 14, 2013 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. Link to comment Share on other sites More sharing options...
Aspari Posted August 14, 2013 Share Posted August 14, 2013 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. Link to comment Share on other sites More sharing options...
JamesMcJam Posted August 31, 2013 Share Posted August 31, 2013 genius. though some of these are a tad overpowered, they are all extremely creative. +1 +1 +1 +1 +1 +1 +1 +1 Link to comment Share on other sites More sharing options...
LittleReshiram Posted August 31, 2013 Share Posted August 31, 2013 Marked (Rifle) (Rare) Lvl. 3 max. Increase Zoom-In range by 10%/20%/30%/40% -and- Increase weakspot mutiplier by 0.25/0.50/0.75/1. (Example, it's usually deal twice the damage when a headshot hits. With lvl 3 mod, it will deal thrice (2+1) the damage) Link to comment Share on other sites More sharing options...
DarknightK Posted August 31, 2013 Share Posted August 31, 2013 (edited) 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 August 31, 2013 by DarknightK Link to comment Share on other sites More sharing options...
(PSN)itzradarplayz Posted February 25, 2022 Share Posted February 25, 2022 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. Link to comment Share on other sites More sharing options...
3quus Posted February 27, 2022 Share Posted February 27, 2022 Oh cool! This seems like a really nice collection! If I may add to it, I made a post about a possible mod augmentation to Mining Laser Weaponry! Maybe this is worth adding? Link to comment Share on other sites More sharing options...
(NSW)Cephalon_Sugma Posted March 2, 2022 Share Posted March 2, 2022 Peculiar Spin - Damaged enemies begin spinning at a rate relative to the % of the health they've lost. for example, an enemy you damage has 200 health, and you deal 100 damage. it then spins (no effect on movement, just an animation) at a rate of 50(50% health lost) RPM. Link to comment Share on other sites More sharing options...
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