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my suggestions on the new damage system


Quill.Onkko
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first of all i wanna say that adressing impact and puncture is really hard since the game revolves around which can do more dmg and there arent many weapons that are used only for crowd control and such, however my suggestion would be the following:-

first of all status physical procs would be seperated from forced procs e.g. [ hunters munitions , weapons stances] forced procs would scale off of the weapons base dmg but the status procs would scale off of the weapon's  status e.g.[ puncture, impact, slash ] dmg 

status procs will remain on the enemy and open them up for the evolved reaction from the same status proc however the highest evolution of the status proc can be attainable instantly if the weapon's specific slash or impact or puncture dmg is high enough and it would proc the rest of its previous evolutions in the tree

impact: first proc with low impact dmg weapons will [stagger] the enemy for 2s .// second proc with medium impact dmg weapons would [ragdoll] the enemy // third proc with high impact dmg weapons would open the enemy for [crush] which would reduce the enemy base armor by +2 armor for each hit after [crush] procs

if a weapon that has high impact dmg that is like the [war] + impact mods if it procs impact from status the dmg of that proc scales from its impact dmg only however since the impact dmg is high it would proc [stagger] [ragdoll] and [crush] instanly

if a low dmg weapon is used and it happens to proc impact on an enemy it would first proc [stagger] for 2s and the impact proc would remain on the enemy for 20s and if another impact proc occurs in these 20s on the same enemy then [ragdoll] will occur and so on...

puncture: first proc with low puncture dmg weapons will [exhaust] the enemy reducing their movement speed by [20% does not scale with dmg] for 10s .// second proc with medium puncture dmg weapons would [fatigue] the enemy reducing their dmg by 50% // third proc with high puncture dmg weapons would make the enemy [hollow] which makes the dmg of your weapon bypass shields and each proc of puncture on a [hollow] target , the bullet will carry 30% of the enemy's shield as dmg to the next enemy it hits

all puncture procs have punch through of [1m+scales with the pucture dmg of the weapon]

 

and to make impact even better just give us a primary , secondary and shotgun version of this:-

Image result for shattering impact

 

Edited by Platameer
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