Element Changes - kking117/balls.txt GitHub Wiki
Mechanical Notes
In vanilla, elements have different damage multipliers in TVHM+ and NVHM, this has been removed. For reference this is what Fire looks like in vanilla:
Health | NVHM | TVHM+ |
---|---|---|
Flesh | x1.5 | x1.75 |
Armor | x0.75 | x0.4 |
Shield | x0.75 | x0.4 |
Elemental Effect Damage
The way the elemental effect damage (damage over time or DoT) works has been changed to be closer to BL1. First of all the elemental effect damage of guns differ based on their type:
Gun | Vanilla | Modded |
---|---|---|
Pistols | 1 | 0.8 |
Revolvers | 1 | 1.2 |
SMGs | 1 | 0.8 |
Rifles | 1 | 0.8 |
Shotguns | 1 | 0.8 |
Snipers | 1 | 1.2 |
Light Launchers | 1 | 1.2 |
Heavy Launchers | 1 | 1.8 |
Grenades | 2.5 | 1.5625 |
- Maliwan guns further multiply this value by x1.25.
- While considered a Heavy Launcher, Bandit Launchers use the Light Launcher value since they fire more projectiles.
This partially mimics how elemental procs from BL1 worked, except these don't use the gun's card damage it instead uses its own base damage. This is to avoid elemental effect damage varying wildly between gun setups and to bridge the gap between BL1 and BL2 mechanics.
Elemental effect damage also has two multipliers, one based on its elemental type:
Element | Damage Multiplier |
---|---|
Burn | x1 |
Corrode | x0.625 |
Electrocute | x2.5 |
BL1 also does something similar to this. In this case however, it means all elemental effects deal the same amount of damage over their duration.
The second is based on the enemy's total base health (health + shields). The exact formula is: 1 + (0.025 x (Base Health + Base Shields)) Lowest multiplier is: x1.05 at 2 total base health. Highest multiplier is: x2 at 40 total base health.
Enemy | Total Base Health | Damage Multiplier |
---|---|---|
Saturn | 81 | x2 (x3.025 without cap) |
Ultimate Badass Varkid | 51 | x2 (x2.275 without cap) |
Badass Psycho | 16 | x1.4 |
Adult Bullymong | 7 | x1.175 |
GUN Loader | 6 | x1.15 |
Psycho | 2 | x1.05 |
Enemies in BL1 seemingly take elemental effect damage based on their health, the exact formula I don't know. This has been copied to an extent so that elemental effect damage feels closer to BL1 but still respects the balance between elemental and non-elemental damage.
Lastly these two changes do not apply to damage the player takes, elemental effect is already volatile towards players.
The intent of all of these changes is to make elemental effect damage relevant at all stages of the game, while not requiring excessive investment to be viable. This makes it a piece of a build rather than the entirety which allows for flexibility when you inevitably encounter an enemy that is immune to elemental effect.
Non-Elemental
Health | Damage |
---|---|
Flesh | x1 |
Armor | x0.8 |
Shield | x1 |
Additional Notes:
- Guns without elemental capacitors gain an extra +100% Critical Hit Damage.
Explosive
Health | Damage |
---|---|
Flesh | x1 |
Armor | x1 |
Shield | x0.8 |
Fire
Health | Damage |
---|---|
Flesh | x1.5 |
Armor | x0.4 |
Shield | x0.4 |
Corrosive
Health | Damage |
---|---|
Flesh | x0.6 |
Armor | x1.5 |
Shield | x0.4 |
Corrosion Attributes:
- Damage Resistance: -5% per stack
Shock
Health | Damage |
---|---|
Flesh | x1 |
Armor | x1 |
Shield | x2 |
Electrocute Attributes:
- Fire Rate: -100%
- Movement Speed: -100%
- Accuracy: -100%
Slag
Health | Damage |
---|---|
Flesh | x1 |
Armor | x1 |
Shield | x1 |
Slag Attributes:
- Damage Resistance: -50% (-12.5% against Slag)
- Movement Speed: -50%
- Elemental Effect Chance Resistance: -100% (-25% against Slag)
- Health Regen: -10000%
Additional Notes:
- Slag lasts 12 seconds instead of 8.
- Slag does not gain any extra benefit in UVHM, to be consistent with other elemental changes.
- Damage against slagged targets is not affected by player count, but duration still is.