Consistent & Mitigated Element Influence on Damage - BLCM/bl3mods GitHub Wiki

Consistent & Mitigated Element Influence on Damage

Author: Stygian Emperor

Contact (email): stygianemperor at gmail dot com

Contact (Discord): π”–π”±π”Άπ”€π”¦π”žπ”« π”ˆπ”ͺ𝔭𝔒𝔯𝔬𝔯#1500 (also try Stygian Emperor#1500)

Last Updated: June 11, 2021

Most Recent Version: 1.0.2

In Categories: Elements and Damage Types, Other Gameplay Changes, Game Mode Balance

License: Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)

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Consistent & Mitigated Element Influence on Damage
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README

This edit was created by Stygian Emperor based on the original mod, No Elemental Penalties, by CZ47.

By default, this reduces elemental penalties & bonuses vs, health, armor, and shields, but does not remove them entirely. It primarily brings TVHM and Mayhem mode in-line with playthrough 1, but shifts the balance subtly to generally make non-elemental and corrosive damage more useful throughout the game.

I made this setup specifically because I did not enjoy swapping weapons constantly against every single non-boss enemy in higher Mayhem levels, but uploaded it in case anyone else wanted an easy way to mess with these numbers.

View whole README on Github

Description (from inside mod)

CHANGELOG
	v1.0.1: Made non-elemental damage have the same penalty to armor as other elements, but increased its
bonus against flesh by 20% to balance it against cryogenic and radiation damage. Increased corrosive's
bonus against armor by 5% to (imperceptibly) further push it toward being actually useful.

	v1.0.2: Remembered enemies' attacks also use these numbers, so partially reverted non-elemental damage's
bonus against flesh to 10% (from 20%), and conversely reduced its penalty to armor back down to 20% (from 25%)
to compensate.

DESCRIPTION
Based on the original mod, "No Elemental Penalties," by CZ47.
This mod reduces elemental penalties & bonuses vs, health, armor, and shields, but does not remove them
entirely. It primarily brings TVHM and Mayhem mode in-line with playthrough 1, but shifts the balance
subtly to generally make non-elemental and corrosive damage more useful throughout the game. I made this
because I did not enjoy swapping weapons constantly against every single non-boss enemy in Mayhem.

This .bl3hotfix file can be edited in a text editor such as Notepad++ to easily alter the influence
of elemental damage to your own liking.
The following is a chart showing the values in this mod (all playthroughs and Mayhem levels):

             ELEMENTAL DAMAGE CHART
           | FLESH | SHIELD | ARMOR |
      NONE |  110% |   100% |   80% |
INCENDIARY |  150% |    80% |   75% |
     SHOCK |   80% |   150% |   75% |
 CORROSIVE |   80% |    80% |  155% |
 CRYOGENIC |  100% |    80% |  120% |
 RADIATION |  100% |   120% |   75% |

The elemental damage values of the unmodded game can be found here:
https://borderlands.fandom.com/wiki/Elemental_damage#Borderlands_3

Feel free to adjust the last numbers on each line below (after ",,") to suit your own needs.

Screenshots

screenshot

Changelog

v1.0.1: Made non-elemental damage have the same penalty to armor as other elements, but increased its bonus against flesh by 20% to balance it against cryogenic and radiation damage. Increased corrosive's bonus against armor by 5% to (imperceptibly) further push it toward being actually useful.

v1.0.2: Remembered enemies's attacks also use these numbers, so partially reverted non-elemental damage's bonus against flesh to 10% (from 20%), and conversely reduced its penalty to armor back down to 20% (from 25%) to compensate.

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