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2) Shield is more an issue of how do you handle your sustain. I wouldn't exactly be opposed to a Barrier buff, but it really doesn't target why Shield builds can or can't fail (successful shield builds usually find a method to solve their sustain issue that doesn't cripple the rest of their build and don't really rely on Barrier more than covering the occasional mistake).
3) Adaptive Armor does not say Hull resistance, therefore it is total damage resistance. You can use it in shield self-damaging builds, for example.
4) Projectile size does not affect damage unless the weapon specifically says so (Dart, for example). It also does not affect blast size inherently; blast size is a separate modifier, although a lot of stuff that affects projectile size also affects blast size as an additional modifier (Payload, for example).
5) Deadly Wake is meant as an accompaniment for firefly/hullbreaker/various Apotheosis builds. It isn't meant to do a lot of damage by itself, because it's only one mod and in a very desirable tree.
6) This is a sustain issue. Dying Star does not do that much damage in practice if you build for it. The common thinking is actually that Dying Star is inserted into a lot of other builds for additional damage; this is a signal that it's usually not that much of an issue to add it into other builds. Mostly, the sacrifice is maybe some Hypermetabolisms to reduce your Hull/Shield amounts, even in some of the worst cases, and that's usually a worthwhile sacrifice if you don't go too overboard on it (since Adrenal Systems is a thing).
For example, a Rapid Reconstruction build can achieve the required regeneration with just the Hull strength modifiers (and not including Channeling), which they should already be taking. And there's some more clever methods of achieving the sustain required, such as Sanctuary setups or Essence Sap usage or Masochism stacking.
7) Anything listed on your base ship's abilities that is not your ship's base hull and is not a penalty is considered your ship's unique powers. How this affects more unusual mods, though, is not something I know off the top of my head, sorry.
8) It's possible; you need Retribution.
9) Any burn/ignite damage is boosted by the burn tree.
10) Kind of. The main reason you might take Homing Strike is if you want more jhoming from Targeting/Convergence, but don't want to sink your weapon velocity *that* much; examples are Railgun or short-ranged weapons. You can also use it to trigger on-hit effects without caring much about the damage; the primary use of that is Corrosion.
11) The exact level of projectile movement is dependent on your shield effect power, in combination with recent damage. If you haven't taken much damage recently and don't have much shield effect power, it will only occasionally proc with small effect. It's possible to get it to trigger consistently and cover like 3/4th of the screen with the right build though (usually Rancor + Charged Shields).
12) Even if you aren't self-deploying mines, the +50% mine construct speed means the overall DPS is slightly higher taking it than ignoring it. This is less true if you already have construct speed though, so it's typically best for builds that are splashing mines into other chassis.
13) Yeah, SG is pretty bad.
14) Aegis is designed for builds that aren't moving a lot, mostly Spectre+Strafe. Unfortunately, it's a niche enough effect that it's hard to fit into other trees, so you end up taking it a lot for builds that aren't designed for it as prereq for other stuff, but in the builds that do use it properly, it's already pretty strong.
15) It means anything that would deal crash damage to you is ignored instead. This includes non-Black Hole hazards and any enemy that would touch you. It's actually a very strong effect and not really worth buffing for shield based builds; its main issue is more the prereqs are brutal since not every build wants Strafe.
16) It's a gimmick, but it can work. It's not great, I agree, but I don't think it's exactly designed to be that strong, more an entertaining idea for those who want to go off the beaten path.
17) Defiance used to be +1 plating and no other effects on release. It was one of the strongest wild mods in the game at that point.
18) It really can't. A properly built shieldbreaker build can be triggering shield self destruction every 2.5-3-ish seconds. Being invulnerable for that long and that consistently isn't good for the game.
19) This is a pretty non-intuitive mod because its interactions are pretty weird. It normally does not work with Singular Strike, but *will* work with Singular Strike Mines. It also works with auto-fire Salvo. That said, yeah, it's a pretty niche mod and the only reason why you might prefer it over Firing Array for normal builds is if you don't want to affect your weapon spread for whatever reason.
20) Yes to both.
21) Yes, any damage. It doesn't sound great until you realize that it's has no downsides, so it's kind of just free if you happen to pick up its prereqs for other reasons. Global damage is also pretty rare, so it's more valuable in builds that are hard to scale with other modifiers.
22) Sort of. RF is not intended to be taken on its own, it's meant to be taken as an accompaniment to shield-self damage builds, so it's not meant to do a lot of damage on its own, but as an accompaniment to other builds. Those builds did struggle a bit before this patch, but Infuse introduced in this patch has made those builds a fair bit more attractive, so I don't know if RF specifically needs buffs.
23) Because it gives a free level, it automatically recovers the point you spent on it (it's totally free). The point is to narrow your mod pool so you don't get certain mods that you will never pick up until later (for example, most builds don't want constructs, so seeing Regression + constructs means your mod pool will be narrowed to not see constructs).
24) Yes, it bounces to more and more enemies. It's true that taking it too many times is bad, but because it's an Ultra Rare Wild Mod, it's very difficult to see that many of them in a normal run anyway.
25) There are a lot of builds that work off self-damage using Solar Heart. The self-damage is important to making it a good mod and also meaning you don't just stack infinite of them. It's important to also note that base damage is *very* powerful and Solar Hearts stacks quadratically, so you can't get rid of the self-damage or else repeated SH would scale out of control.
26) This is why you take Apotheosis. If you're taking Streamline, it's assumed you're a Shield build, and they aren't going to be taking Force Armor. At that point, the -20% knockback resistance is to put pressure on you to go find a solution to crash damage. Once you find that solution, the knockback resistance penalty doesn't matter.
27) Anything that Volley effects will also be triggered by Twin Strike. I don't personally have a strong opinion on TS because the builds I play tend to not want TS for various reasons, but given the nature of ND being a very offense heavy game, this buff doesn't strike me as needed intuitively.
28) It does not work with charging, yes.
29) It may seem unbelievable, but there are ways to scale your AoE so hard that it can cover the entire screen. Far Sight represents stronger safety for those builds because it allows you to kill enemies from an even safer distance, so the +2% damage taken is meant as a counterbalance.
30) No, it's intended for shield breaker builds. The -40% shields is actually a benefit to those builds because it makes it easier to trigger your shield break through self-damage. Realistically, if you are a pure shield build, there is no reason for you to be in the shield CD tree besides maaaaybe the first mod if you don't want to use Sacntuary for whatever reason (or if you are using Discharge for something like Infuse).
31) *shrug*. Sure, but it's -5% attack speed, it doesn't mean much in the grand scheme of things. The -20% velocity is a far more compelling reason why you might not take it or not.
32) I'm not sure why this would be need to be buffed, as blast radius is one of the most important AoE modifiers in the game and High Explosive is extremely common to take in almost any build that relies on blast radius.
33) There's no point to its Hull getting buffed or not. If your shield gets broken under Omni Shield, you should be dead. That's the point; it changes your mechanics to entirely rely on the shield mechanics. In fact, hull getting buffed would be a stealth nerf to any build relying on Hull self damage + Gemini Protocol (Retribution or Outrage Module, specifically).
34) Payload represents a huge DPS increase relatively to a lot of other mods, and it's far easier to compensate for bad attack speed than it is for bad weapon damage (Barrage, mines, Siege Weaponry, etc.).
35) I could see fusing the two mods, since there aren't that many reasons to regenerate Hull in a shield-build, but it would make the early game awkward because your early defense often boils down to using shield CD and regenerating hull with shield CD before you find your real method of sustain down the line. Regenerative shields isn't very good early, it's only good once you've found either Essence Sap for hybrid defense or Omni Shield for pure shield.
Endnote: I think a lot of these balance qualms come from the idea that you are relying on your defenses too much. ND is a very offense-driven game. This doesn't mean defense is useless or that you should abandon your defenses for minimal gain. But the fact of the matter is that when enemies are scaling in density AND power AND type, you dying might not be an issue of the defensive modifiers being bad, it might be an issue that you aren't scaling offense fast enough, so the enemy density is overwhelming your defenses.