Cause if you are gonna flood my inventory bag with mods at least let them be useful for example:
- Back Attack mod
"Increases your damage by x% when attacking an enemy from the back"
- Front Assault mod
"Increases your damage by x% when attacking an enemy from the front" (this mod is intended for tanks and x% is greater than that granted by Back Attack)
- Surprise Attack mod
"Increases your crit chance by x% when attacking an enemy from the back"
- "Damage type damage mods"
For example
Therakiel's Wrath mod
Has a x% chance per hit to deal an additional x Dimensional damage
Dr. Destroyer's Revenge mod
Has a x% chance per hit to deal an additional x Radiation damage
etc. for all damage types
-"Defense Boon mods"
Example:
Witchcraft's Grace mod
When receiving damage have a x% chance to regain x% of your health back. This effect can only trigger once every x seconds
Sapphire's Protection mod
Has an x% chance to grant you a shield that absorbs x damage for 5 seconds. x% chance increases as your Hp diminishes
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Comments
My super cool CC build and how to use it.
More is better.
Specially since no other mod exists that can contest with a DUC in offensive slot. WTB 30k plz
Talking more about something like 20k Hp shield, or 25% Hp regen. To offset them, they have to have like a chance to trigger of 2% in the case of the Healing mod, and a maximum chance of 25% on the shield mod. Or maybe have a 2 minute internal cooldown.
I envision them more as a thing that might buy you enough time to save a run, but not something that can consistently make you immortal.
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If you want them to be big-impact items that would be DUC-level useful, maybe something like this instead:
Example: Fire Melee Mods: Melee powers now deal Partially fire damage and has a chance to apply Clinging Flames
But with so many not-so-useful mods we have been getting I better watch out, I don't want to wish on a Monkey's Paw, corrupting my wish
Epic Stronghold
Block timing explained