What are the effects (hack, spike, fire...) ?

Hello,

I wonder what are doing all the effects, i can't find it out by myself ingame. I have some weapon with chance of Hacking, Fire, Spike... What are they doing ? I suppose fire is acting like a Damage Over Time, but how ? When ? Numbers ?

50,768 views 13 replies
Reply #1 Top

Hey Tchey,

There's a brief description of these in the manual in the vault, but here's a recap for you.

Anytime you see something like "deals 50 Hack over 5 seconds" it is referencing the damage type hack. It is just saying that it deals a bonus 50 damage of the damage type hack over 5 seconds.

For status effects, EMP deala bonus damage to shields and can stun, Fire makes a target attack faster but take double damage, Cold slows their movement and attack speed but grants them bonus armor against Smash damage, and Acid or Corrode is just its own type of damage that deals a DoT.

Hope that helps you.

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Reply #2 Top

Hello,

I try to access the vault and i got this message after entering my log/pass :

Sorry, it appears that you do not have access to the Servo Founder's Repository. To obtain access you need have Pre-ordered Servo.

When i check on Steam  i can see i own "Servo Founder's Pack".

Reply #3 Top

Weird.  Well at least you have the info you need until that gets sorted out. ^.^

Reply #4 Top

Haha, yes, thanks.

 

Oh, what is "spike" ?

Reply #5 Top

I haven't actually come across spike damage weapons in game, and it isn't specifically listed in the manual. I'm guessing that it is another damage type like hack or smash, but again, that's just a guess.

Reply #6 Top

Spike was a DOT created by hack damage.

As fun as that was for us computer folks, though, it was confusing.

We've changed those to Acid and Corrosion. Acid damage has a chance to proc a Corrosion DOT (that will do Acid damage over time).

Reply #7 Top

Is there any reason it's not just Acid damage that procs an Acid DOT that does Acid damage?

Reply #8 Top

Because we want to tie gameplay to the DOT state and "DOT" is not a sexy name;)

Stuff like when you get lit on fire while you're corroded, all of the corrosion damage will be accelerated or dealt instantly.

Reply #9 Top

Hm that sounds fancy.

Well I suggest making sure that all the damage types and names are well laid out!

In Warframe there is (or was) a mod which stated "+7.5% Laser Resistance". Laser wasn't a damage type in the game. People thought it might be Radiation resistance, since that's the damage type that Corpus weapons deal, but it turned out that the mod did absolutely nothing.

Also in warframe Corrosive is a damage type which procs a Corrosive debuff lowering enemy armor. If I recall right, the game says Acid in places where it means corrosive, and it's generally very confusing.

Reply #10 Top

I like fancy, but i think gameplay > fancy.

Reply #11 Top

Fair enough. If it's confusing, we'll change it. That's what this whole process is for.

Just because Warframe made some mistakes doesn't necessarily mean that we'll do the same;)

For the record, these are the plans:

  • 5 damage types: normal, heat, cold, emp, and acid.
  • Heat can proc Fire, which is a state where a unit's actions go faster and the unit takes more damage.
  • Cold can proc Frozen, which is a state where a unit moves slower. Still debating whether it needs more armor in this state.
  • EMP can proc Stun, which is a state where a unit is fully incapacitated. EMP damage also cuts through shields faster (2x currently)
  • Acid can proc Corrosion, which is a state where a unit continues to take damage over time.
  • Armor blocks damage, but at least 1 point of damage is given for a successful hit. That can be higher for weapons with trample damage (unblockable damage).
  • Resists block procs. Procs can currently be fully blocked by a resist.
  • There are other combat effects like Knockback, etc.
  • Fire, Frozen, Stun, and Corrosion are all states a unit can be in. We think it will be fun to create some interactions between these states. Currently, they're not really in there... Hot turns off Frozen, and Cold turns off Fire, but that's it. We're going to explore other things like Frozen slows down/reduces Corrosion or EMP prevents heal. Stuff that would make combat and weapon effects more interesting and combo based.

 

Reply #12 Top

I like the idea to have an unwanted secondary effect for each damage type (like fire makes the target faster).

Cold gives small armor, i like.

What about acid ? It could damage the melee attacker by a small amount.

EMP could be friendly-fire, so you can get fried too.

 

About combo, it can be a lot.

 

fire then cold = cancel fire

fire then EMP = disable random power for X seconds

fire then acid = AoE explosion

cold then fire = cancel cold

cold then EMP = guaranty stun (short duration, then make the target immune for some time)

cold then acid = cancel armor, keep slow

EMP then fire = greater damage

EMP then cold = greater slow

EMP then acid = greater effect

acid then fire = damage also ranged attacker

acid then cold = slow in AoE including allies

acid then EMP = knockdown ?

 

If a target gets fire then cold then fire then acid... i think it should only count the two last effects, so you can specialize in some combo, and as a target to don't rage too much because you are always under an effect.

Reply #13 Top

Yeah, that's the kinda stuff we're looking at.

Knockback, armor rend (permanently break armor, at least for that instance of the Servo), turning off shields, etc. are also easy stuff to do.

We had silence (disable powers for a time) in. It was mostly just annoying for both sides and confusing with stun. Everyone always picked the stun gear instead.