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New Mods Suggestions

rugrothrumborrugrothrumbor Posts: 534 Arc User
edited January 2013 in Suggestions Box
=New Mod Ideas=

Since dodge/avoidance is the most sought after stats on mods...

-Impact Prism's Defense should be increased.
-Growth Amulet Maximum Health should be increased.

Offense/Defense/Utility

Gladiator's Tigereye: Hit Chance/Stealth Aggression/Perception
-Hit Chance: Allows your attacks to ignore a % of dodge or avoidance
-Stealth Aggression: Reduces view of yourself in stealth.
-Perception: Increases your view of enemies in stealth.

Protector Quartz: Shield Heal Amount/Damage Absorption/Crowd Control Resistance
-Shield Heal Amount: Increases amount you heal from PFF and increases shield amount given from shielding effects.
-Damage Absorption: Grants damage absorption to your character. Complements Unstoppable, Unbreakable and Invulnerability.
-Crowd Control Resistance: Improves crowd control resistance. Good for PvP.

Elemental Mods

-Offense: Grants additional damage of that type to all your attacks
-Defense: Increases resistance to that particular damage type
-Utility: Grants a chance to apply said mechanic with all your attacks

Fire Damage/Fire Resistance/Clinging Flames
Ice Damage/Ice Resistance/Chill
Electric Damage/Electric Resistance/Negative Ions
Toxic Damage/Toxic Resistance/Poison
Post edited by rugrothrumbor on

Comments

  • bobgreenwadebobgreenwade Posts: 186 Arc User
    edited January 2013
    Nice ideas IMO, particularly the Elemental Mods. (Could something be devised for other damage types, such as Sonic, Particle, Psychic, or Mystical?)
    =====
    Author of the Realm Hunter series of novels
    Join in the Doctor Who fan film, Doctor Who 2.0 Origins!
    My ideas: Arch-Nemesis
  • rugrothrumborrugrothrumbor Posts: 534 Arc User
    edited January 2013
    Thanks.

    Probably just haven't thought up them.
  • twg042370twg042370 Posts: 592 Arc User
    edited January 2013
    New mod?

    Me! I'll rule these forums with an iron fist. The threads will run red with the blood of our enemies! I'll make... What?

    Oops, sorry. Different mods.
    _________________
    Wait? Whaaaa..?
  • thebuckeyethebuckeye Posts: 818 Arc User
    edited January 2013
    =New Mod Ideas=


    Elemental Damage Mods

    -Offense: Grants additional damage of that type to all your attacks
    -Defense: Increases resistance to that particular damage type
    -Utility: Grants a chance to apply said mechanic with all your attacks

    Fire Damage/Fire Resistance/Clinging Flames
    Ice Damage/Ice Resistance/Chill
    Electric Damage/Electric Resistance/Negative Ions is energy damage not Elemental
    Toxic Damage/Toxic Resistance/Poison

    With my notations above are in Red. (which I'm not bashing the idea I think its brilliant psst hey developer guy you really should pay attention here there are some good ideas).

    My additions would be:

    Energy Damage Mods

    -Offense: Grants additional damage of that type to all your attacks (amount of damage commiserate with the Rank of the Mod Rank 1 doing minimal while Rank 9 doing maximum)
    -Defense Provides Resistance to Energy Damage of corresponding Mod
    -Utility Applies damage mechanic of attack

    Energy Damage:
    Electricity- Electric Damage/ Electric Resistance/Negative Ions
    Particle- Particle Damage/Particle Resistance/Plasma Burn
    Sonic- Sonic Damage/Sonic Resistance/Stun

    Paranormal Damage Mods Special Rules for the Dimensional Damage versions to be explained...but otherwise these do the same as above only:

    Magic-Magic Damage/Magic Resistance/Stun
    Ego- Ego Damage/Ego Resistance/Ego Leach
    Dimensional- In the Offense Slot causes your powers to function as Radiance, Rebuke, and Celestial Conduit respectively/ Dimensional Resistance/Fear as the Darkness powers would apply it.

    Physical Damage Mods
    As above but apply physical damage types/resistances/mechanics

    Slashing- Slashing Damage/Slashing Resistance/Bleed
    Piercing- Piercing Damage/Piercing Resistance/Bleed (SMG Burst is an example of a piercing attack applying bleeds when the advantage is taken)
    Crushing- Crushing Damage/Crushing Resistance/Knock or Repel (based on Rank of the Mod. Rank 1-4 applies Repel in the utility slot. Rank 5-9 applies Knock Down).

    These Mods would fit in Enhancement and Armor Mod Slots (they would be treated as either one depending on the piece of gear you're trying to slot into at the time.)

    Physical Damage Mods would be Treated as Arms Mods as far as Skill ups are concerned

    Paranormal Damage Mods would be treated as Mysticism

    Energy Damage Mods would be Treated as Science

    and Elemental Damage will be treated Like the Growth Mods they won't affect any crafting skill but they're fusion chance will increase like the rest of the mods.
    Just expanding on your idea Rug...which by the brilliant.
  • rugrothrumborrugrothrumbor Posts: 534 Arc User
    edited January 2013
    Cool ideas thebuckeye.

    The Dimensional switch to letting you heal with other powers sounds pretty cool. That might open up a lot of new healing playstyles.
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