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Now that Ogris is a proc-monster, Nightwatch Napalm shouldn't be restricted to just Fire procs.


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Posted (edited)

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Now that the Ogris has been turned into a pretty decent Status-based Launcher, I recently found myself testing it out with the Nightwatch Napalm augment I picked up during the Rathuum event, thinking it could potentially help cement it alongside weapons like the Torid, Pox and Zenistar in the AoE-Proc department.

Instead, I found that the mod lacked a certain crucial detail in its description; it only dispensed Fire damage in an AoE, and no other statuses, no matter what mods you've slapped onto the Ogris.

I believe that the mod would be much more helpful to players if it inflicted whatever procs players have modded the Ogris for, not just Fire procs. Fire procs are certainly useful for soft crowd control, but they're only really effective vs fleshy targets in the damage department. I could see the weapon becoming more useful at higher levels if it were able to reliably inflict certain things the players have modded the weapon for, like Corrosive, Magnetic, Blast, Gas, etc.

Edited by Jackviator
Posted

I disagree here.

The Napalm cloud is clearly fire based and should only deal fire damage and fire procs.

For the other Area of Effect status effects you still got the good old primary explosion which is sufficient in my eyes.

Posted

consistency with most other things in the game would probably be forced Fire Status, but also attributing Status from Mods on top of that.

Posted (edited)
On 5/3/2017 at 0:08 AM, DarkRuler2500 said:

The Napalm cloud is clearly fire based and should only deal fire damage and fire procs.

The same could be said of the Zenistar's fire-wave, yet it follows the mods the players put on it. The Torid and Pox's clouds can deal things like Electric, Blast or Heat procs, despite clearly being made of Viral/Toxin based Infested spores.

Sure, it makes sense from a logical perspective, but the same logic doesn't apply in other cases, and it's holding the mod back gameplay-wise.

Edited by Jackviator
Posted

I'm kinda torn on this one. With its current proc chance, it would strip armor like nobody's business. I think that, if the Ogris is supposed to proc with the lingering effect, the mod should change the weapon completely into the Naphalm's launcher and make it deal a significant part of its damage through the lingering fire.

If it stays as is, I don't think it should do more than deal fire damage and procs.

Posted
6 hours ago, Tyrian3k said:

With its current proc chance, it would strip armor like nobody's business.

I don't see it being any more or less powerful than what the Pox or Torid is capable of dishing out when modded for status, or even just any given 100% status shotgun; for example, my Boar Prime can strip the armor of a level 100 heavy gunner in about 2-4 shots.

Posted
5 hours ago, Jackviator said:

I don't see it being any more or less powerful than what the Pox or Torid is capable of dishing out when modded for status, or even just any given 100% status shotgun; for example, my Boar Prime can strip the armor of a level 100 heavy gunner in about 2-4 shots.

 

Well, considering that the fire damage is rather weak and unaffected by anything besides base damage mods and multishot (Not even the faction mods work), I suppose it's not really much of a difference if elemental mods would affect it.

It says that it deals 30% of the base blast damage, but that seems to be wrong from what I could see. The Ogris deals 100 direct and 600 area blast damage, but the area damage of the Nightwatch Napalm's effect is 151 per tick at base. Don't see how that would be 30%... It's about 30% of 500, though, so maybe it still uses the old Ogris's damage for some reason?

Posted (edited)
19 hours ago, Tyrian3k said:

I'm kinda torn on this one. With its current proc chance, it would strip armor like nobody's business.

Continuous Weapon Mechanics like all sorts of other things except for that it seems to be forced Status and hit twice a second... meaning.... even if it was pure Corrosive Damage, it would still take ~10 seconds to Strip Armor?
the thing only lasts 5 Seconds, so that would be minimum two Shots for the 'Fire Cloud thing' to strip Armor on it's own. (Multi-Shot, though ofc so would mange inside of one)


gets better if you fishball the Enemies ofcourse, but that falls into the same bucket as stuff like Ignis that can 'effectively strip Armor' only because you're hitting 30 Enemies at once with it. the speed per Enemy is decidedly 'eeh'.

it would be effective, for sure. i'm not sure if i'm sold on that being a problem.

Edited by taiiat

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