Dead Island Riptide

Dead Island Riptide

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majik Aug 1, 2014 @ 2:06pm
Impact mods
Hey guys, I have crafted a magic wand mod for my kanabo recently, but it looks like the impact status just doesn't do anything. Like a shock mod, but worse. It doesn't even send zombies flying like it did in the first Dead Island.
Has it been nerfed or somehting ? What's the point of Impact mods now ?
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Showing 1-6 of 6 comments
Walter Rhules Aug 2, 2014 @ 5:42am 
I put the impact mod on my heavy hammer for logan as a throwing weapon. when i throw it and get a critical it sends them flying
majik Aug 2, 2014 @ 8:00am 
Yeah, I've seen a video on Riptide of someone using the Tesla mod+Sledge Hammer, for the same effect, but does it only work for that weapon now ?
Admittedly, the impact mods were too strong on special ennemies in the first Dead Island, especially with Sam B, so I wouldn't be suprised if that were nerfed.
RopeDrink Aug 2, 2014 @ 2:49pm 
Is that so?

https://www.youtube.com/watch?v=a1Q3znx-Z6g

Here you can see Lightning Wand (I'm a wizard, Harry!) on the police baton - And Heavy Duty on the Kanabo.

Safe to say that yes, they do send enemies flying... All day, every day.

Try to keep in mind that unlike DI1, special infected are now entirely immune to knockdowns (such as Thugs, which you used to be able to knock down with electro mods in DI) so only expect this to have major effect on the killing blow, or on lesser infected.

As you can see in the vid - Sometimes I'd get 4-5 procs in a row.

Not sure why it's not working for you - But I did find that shock mods at low levels weren't great, whereas the really high range mods blow shít up almost constantly. Be sure to keep your weapons constantly repaired, as the proc rates go down as your weapon is deteriorating.
Last edited by RopeDrink; Aug 2, 2014 @ 2:50pm
majik Aug 2, 2014 @ 3:12pm 
Weird, I'm playing John Morgan and I'm pretty sure that the effect on proc I'm getting is the same as the Shock mods, minus the dot damage (I'm using Magic wand). Even lesser zombies are never knocked off.
I'll try with Sam B. on my new playthrough, to see the difference.
Thanks for confirming the bit about special zombies being immune now though, kinda makes sense.
Last edited by majik; Aug 2, 2014 @ 3:12pm
RopeDrink Aug 2, 2014 @ 3:16pm 
Well it was fun in DI1 sending thugs flying into orbit, then stomping on their heads when they land. As you can see in Dr.Kesslers files, it'll list which zombies are immune to knock downs so you can use that for reference. Knockdown immunity 'does' apply to 'sending zombies 'flying'' with shock mods but it does NOT apply to other elemental or CC effects, such as KO, 'funky chicken dance' when on fire or electroshocked etc.

NOTE: Some electro mods will electrocute zombies on the spot with CC, while others only +shock as an on hit +damage effect with no added CC. Heavy Duty and Wand mod will send them flying at times, HDuty moreso than Magic Wand.

Again, are you sure it's the Heavy Duty and/or Magic Wand mods you're using? I doubt my playthrough had 50% shock-factor just because I was using Sam B. Magic Wand has a lower rate and is mostly there for the added +Shock damage on hit, usually only sending zombies flying if it procs on a killing blow, whereas Heavy Duty procs very often (think it has about 6% proc rate - You can see the details on your weapon after you mod it - Check the percentage next to the lightning icon).
Last edited by RopeDrink; Aug 2, 2014 @ 3:18pm
majik Aug 2, 2014 @ 3:19pm 
Yes I am. I'll try Heavy Duty and Tesla with John once I'll get the required weapons.
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Date Posted: Aug 1, 2014 @ 2:06pm
Posts: 6