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Post by drunkensolamnic on Oct 17, 2017 13:55:51 GMT -5
Hand in hand with the sonic reverbrator being way too good at bypassing armor, the other means of using elemental damage to get past armor seem to be lack luster. The 1d6 aspergellium and oil-canister effect provide just seems to provide very little when you're thinking of enemies with 300+ hp, as opposed to 100HP enemies faced earlier on.
Kitsune had the idea of maybe including a +1 per 10 levels onto this to be in line with the other elemental damage based attacks that can be activated off weapons and give them some scaling.
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Post by gazoo on Oct 17, 2017 14:48:58 GMT -5
I think this is a good idea, as I'm a proponent of everything scaling for some benefit. Grenade launchers and other stuff [imho] could do with some benefits at high tier, even if it is as mundane as using a tiny bit less stamina per activation.
However, I would say +1/10 elemental is too high -> I'd go +1/20. I use cryo and sometimes cannister a lot and they are by no means ineffective -especially with the new instant activation changes. You can really control the use and flow well as long as you maintain some stamina reserve.
The current sonic mechanism is/was very effective on high armor targets (sonic dmg from 1 to armor DR roll) but over-rated when fighting high dodge/ low armor. For these targets, it is pretty uncommon to see sonic rolls of much significance, compared to the base hammer damage. But add in a ~3 cold or various acid/fire/elec boost each hit and it adds up. Not too much is resistant to cold really and fire/elec/acid covers the gaps. There are also other elemental options and grenades.
I agree the activate elementals could do with a small boost. Although the electric ones do seem ok for general dmg with 8+ damages seen fairly regularly - but a couple of points boost with these is not going to be OP, considering that their base item is very restricted.
Edit: 1-5 cold is a more accurate range.
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Post by Kitsunenotsume on Oct 17, 2017 18:43:32 GMT -5
At the least, and in addition, I would suggest that all elemental mods follow suite with Shock Gloves, and list their mechanical effect rather than just listing "Applies a standard [element] effect on hit"
Per my understanding, the context of this discussion is activated passive-elemental bonus, rather than active effects, or Resonator, which is being discussed elsewhere and is not technically an elemental damage effect.
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Post by Psionic-Entity on Oct 19, 2017 19:26:32 GMT -5
I'll take a look at these early next month as well, but I think a scaling like 1 per 10 levels is too high. Even +1 damage that bypasses armor on hit is pretty good if you don't have to sacrifice anything for it (and with instant cast you kind of don't), I think a reasonable progression might be from 1-3 damage at level 1 to something like 3-9 at level 100, I've found that tripling damage tends to keep things about right as you noted with your 100 to 300 HP comparison.
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Post by kingofaquilonia on Oct 25, 2017 1:19:41 GMT -5
In my experience witht he aspergillum so far... It only ever seems to add 1-2 dmg per hit not 1-6
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Post by gazoo on Dec 6, 2017 14:15:57 GMT -5
^I thought I'd bump this discussion, since I read that PE is in inventing/fixing/modifiying mood after implementing this last dungeon.
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Post by Psionic-Entity on Dec 6, 2017 21:02:50 GMT -5
I was meaning to change them to something like what I mentioned in my last post but hadn't gotten to it. Will add it next update, assuming that it isn't a nerf to anything.
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