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Ghost Nov 14, 2016 @ 9:56pm
Can we get descriptions and numbers on weapon effects?
Looking at the different status and elemental effects in the game can be a little confusing. Each one is only slightly explained and there are no real numbers put with them. Can we get a guide either inside or outside the game that explains them in better detail? for instance.... Thermal being a dot dmg over time that can bypass shields, but we don't know how much damage, or how long it lasts, or even ways there might be to increase it. Would really love some clarity in this area.
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sɹɐʎA xɘlA  [developer] Nov 15, 2016 @ 7:35am 
Good suggestion.

There isn't a lot of real estate in the tooltips to explain, but I can post something here for now. I'll see if I can come up with a quick summary tonight.
sɹɐʎA xɘlA  [developer] Nov 17, 2016 @ 9:24pm 
I'm ready to take a stab at explaining damage-over-time weapon effects.

There are dozens of new skill-based effects that I won't go into. They may find their way onto weapons, but not yet.

For the most part, weapon effects are based on just a core handful of damage-over-time effects. In addition, there are corresponding area-of-effect effects which spread those core effects across multiple targets... but of course, those tooltips only refer to the other effects by name, and the whole thing is just pretty mysterious.

The effects follow the rules of their corresponding damage school; there was a pretty good post a few years back:

http://steamcommunity.com/app/259430/discussions/3/540733524445132171/

Weapon effects have a chance to be applied on crit. The debuffs know how much damage was dealt in the crit, and deal out a corresponding amount of damage (multiplied by the effect's "multiplier") over a duration of time. Damage is "scoped" to impact health (+armor) and/or shield (+overshield). "Health + Shield" just means shield is impacted first, and health is impacted if shield is down. Weapon effects effectively stack without limit. Volatile DoTs can spike randomly up to a multiplier of 8, or fizzle out. Vampiric damage heals the dealer.

I've listed the multplier, duration, and scope for the most common weapon effects below. These may change at some point, but here's what they are today:

Burning Inside
  • School: Thermal
  • Multiplier: 4
  • Duration: 10
  • Damage Scope: Health

Crapped Up
  • School: Nuclear
  • Multiplier 0-8 (Volatile)
  • Duration: 20
  • Damage Scope: Health + Shield

Drain You
  • School: Electro
  • Multiplier: 8
  • Damage Scope: Shield
  • Duration: 10

Knockback
  • School: Kinetic
  • Momentary physical knockback effect.

Reverberation
  • School: Kinetic
  • Multiplier: 4
  • Damage Scope: Health + Shield
  • Duration: 8

Shockadelic
  • School: Electro
  • 25% chance to disable

That Sinking Feeling
  • School: Strange
  • Multiplier: 4 (Vampiric)
  • Duration: 10
  • Damage Scope: Shield

Thermal Cascade
  • School: Thermal
  • Multiplier: 8
  • Duration: 3
  • Damage Scope: Health

When You're Strange
  • School: Strange
  • Multiplier: 4 (Vampiric)
  • Duration: 10
  • Damage Scope: Health + Shield

Hope this is useful!
Last edited by sɹɐʎA xɘlA; Nov 17, 2016 @ 9:30pm
would you please sticky this.
Relic724 Feb 14 @ 1:59pm 
Hmmm, I saw this thread while trying to figure out the whole flax thing.

The quick and dirty from what I've observed is:

Kinetic: Reliable Straight Damage + knockback
Radioactive: Randomized Damage + dots (Best for wiping weak mobs)
Electric: Remove shield and stun +dots (Best for Lung-Fu, or pirating)
Thermal: Tends to bypass shielding +dots (Best for Icosphere, 1v1 even)
Strange: Tends to Vamp shields and health +dots (Best for staying alive... theoretically)

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