Open - GCW - Combat - Make Weapon Elemental Damage Unique | Star Wars Galaxies Restoration

Open GCW Combat Make Weapon Elemental Damage Unique

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Proposal
Make the 4 Elemental Damage types for weapons all be unique- similar to what NGE had.
Justification
To add more variety to gameplay and to add some desirability to pick different Elemental Damage Types.
Motivation
Currently all Elemental Damage on weapons are the same and their effects should be added from NGE.
In NGE there were four types of Elemental Damage types that could be put on a weapon. Currently in Resto III these damage types exist and they can be applied to all weapons, however, they are all exactly the same.

**Note** These numbers are all from NGE but I would definitely like to see something similar to Resto III

Heat Critical​

  • Duration: 6 seconds
  • Effect: Adds a Heat DoT attack that will tick 3 times with 2 second seperation for 750 damage per tick before armor mitigation.

Acid Critical​

  • Duration: 3 seconds
  • Effect: the Acid Elemental effect is a Critical Chance increase to all attackers on that target. The target will have a 75% chance to be hit by a Critical Hit for the duration. If you are stacking Critical Chance on top of this, you will likely hit every attack with a Critical. Very useful and probably the most popular elemental type.

Cold Critical​

  • Duration: 6 seconds
  • Effect: the Cold Elemental effect will increase all damage being dealt to the target for the entire duration. The % increase in damage is dependent on your cold elemental value. Basically, your cold elemental is divided by 5 and that value is the % increase in damage your target will see. This increases all incoming damage by all attackers to the target. Useful and underrated mod since this will stack with Critical and Strikethrough attacks.
  • Examples:
    • 36 cold elemental on the weapon x 0.2 = 7.2% Damage Increase.
    • 100 elemental value on the weapon = 100 x 0.2 = 20% Damage Increase.

Electricity Critical​

  • Duration: 6 seconds
  • Effect: +75% Glancing Blow increase debuff on the affected target.
  • Note: While the tooltip will state that 'Trivial Hit' is the one being modified, Trivial Hit is a 96% damage reduction and a remnant from an old combat system, while Glancing Blow is a 60% Damage reduction. The correct modifier is Glancing Blow, the tooltip is incorrect. The combat log and skill mod character sheet will confirm this.
  • Note 2: The effect of this element is regarded as being most useful in PvE, due to the benefits of Glancing Blow in PvE.

Special Note: Different Elemental Procedural effects can be applied to a target at the same time. After an elemental critical has been applied, the target will gain the 'Recovered' buff that will give the target an elemental crit immunity for 5 seconds.
 
Joined
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In NGE there were four types of Elemental Damage types that could be put on a weapon. Currently in Resto III these damage types exist and they can be applied to all weapons, however, they are all exactly the same.

**Note** These numbers are all from NGE but I would definitely like to see something similar to Resto III

Heat Critical​

  • Duration: 6 seconds
  • Effect: Adds a Heat DoT attack that will tick 3 times with 2 second seperation for 750 damage per tick before armor mitigation.

Acid Critical​

  • Duration: 3 seconds
  • Effect: the Acid Elemental effect is a Critical Chance increase to all attackers on that target. The target will have a 75% chance to be hit by a Critical Hit for the duration. If you are stacking Critical Chance on top of this, you will likely hit every attack with a Critical. Very useful and probably the most popular elemental type.

Cold Critical​

  • Duration: 6 seconds
  • Effect: the Cold Elemental effect will increase all damage being dealt to the target for the entire duration. The % increase in damage is dependent on your cold elemental value. Basically, your cold elemental is divided by 5 and that value is the % increase in damage your target will see. This increases all incoming damage by all attackers to the target. Useful and underrated mod since this will stack with Critical and Strikethrough attacks.
  • Examples:
    • 36 cold elemental on the weapon x 0.2 = 7.2% Damage Increase.
    • 100 elemental value on the weapon = 100 x 0.2 = 20% Damage Increase.

Electricity Critical​

  • Duration: 6 seconds
  • Effect: +75% Glancing Blow increase debuff on the affected target.
  • Note: While the tooltip will state that 'Trivial Hit' is the one being modified, Trivial Hit is a 96% damage reduction and a remnant from an old combat system, while Glancing Blow is a 60% Damage reduction. The correct modifier is Glancing Blow, the tooltip is incorrect. The combat log and skill mod character sheet will confirm this.
  • Note 2: The effect of this element is regarded as being most useful in PvE, due to the benefits of Glancing Blow in PvE.

Special Note: Different Elemental Procedural effects can be applied to a target at the same time. After an elemental critical has been applied, the target will gain the 'Recovered' buff that will give the target an elemental crit immunity for 5 seconds.
Well detailed post and good point i feel many will agree with!