#Unstable Transit Legendary Mods

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tulip thorn
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Some Unstable Transit mods can be legendary - very rarely appearing but give strong abilities

Alternately, these can be fleet upgrades for galaxies

Combined Improvement - Has the combined effects of Damage Boost, Hull Boost, Range Boost, and Fire Rate Boost
Critical Burst - Every 3 attacks deal more damage and has double targets
Reactive Armor - Grants reactive damage reduction which is hardcapped at 75%
Phase Jump - You have a 15% chance to phase and avoid attacks that don't disrupt phasing
Regeneration - You regenerate a portion of your hull, armor, or shield each second
Anti Scaling - Reduce enemy scaling by 1 round

thin cargo
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there are no attacks that disrupt phasing in fleet yet 🫠

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reactive armor is useless beyond armor tank frigates where it becomes kind of interesting because everything else kinda just gets one shot when not dying is actually relevant

opal basin
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regeneration woudl either be way too godod or useless I think dependin gon wamount haha

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A rare combined improvement mod is a neat idea and easy though so like tha tone

tulip thorn
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regeneration would be more useful for medium ships as opposed to small ships

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a recovery ability might also be worth adding, but that feels like a rare mod as opposed to a legendary mod

thin cargo
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regeneration basically either does nothing or makes you invincible tho

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it swings VERY quickly between them... i.e. your fighters getting one-shot or armor tank cruisers taking 10,000 hits

blazing crag
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you could make it regen good but have a limit. for example "rapidly regenerates up to 20% of any damage taken"

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best case scenario it's ~24% damage resistance if you're dying to a thousand paper cuts

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but if you're dying instantly it's bad. seems doable to balance

rose raft
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BTW, guys

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There WERE healing ones

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I got them nuked

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They were completely worthless

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Anti Scaling - Reduce enemy scaling by 1 round
Nah nah nah

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"Super meta not ship related ones" are a bit insane, along the lines of "1.05x artifact gain for this run" or whatever

blazing crag
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Raw offence is better than other things. Range matters if it lets you do more damage. Health matters if you live longer to do more damage.

So the choices often feel a little flat. If there's a rare, you pick it, because rares are strong. That's exciting, but not much of a choice. Then if there's a fire rate or damage mod you pick that, mostly. So it's a bit on rails?

More options in general will help. Uncommon mods that are just highrolls of basic mods would be a start, so you're at least sometimes asked to choose between damage and a lot of non-damage.

  • Range Boost (range: +3%)
  • Uncommon Range Boost (range: +6%)
  • Rare Range Boost (range: +9%)

Also nice to include are mods that are less straightforward to compare. Where the answer to "how good is it?" is "it depends". Range and ship speed are the two raw stats that are already like this. One idea is triggered effects such as on-attack, on-damage, on-death, on-kill. Could cause stuns, buffs, debuffs, or just do damage. Now we have tactical implications, such as ships that want to die first, ships that need kills, etc.

  • Cryogenic (whenever this ship damages an enemy, lower its fire rate to x0.5 for 2sec)
  • Fireship (when this ship is destroyed, deal X damage to enemies within Y distance)
  • Bloodlust (when this ship destroys an enemy ship, it gains x2 fire rate for 6 seconds)
  • Backlash (when an enemy ship damages this ship, it is immobilized and can't fire for 0.5 seconds)

More mobility or control mods like teleport. Slow enemy units, teleport enemy units. Or global mutators

  • teleport the closest enemy away
  • teleport the farthest enemy forward
  • enemy speed x0.75 while this ship is present
  • your fleet starts 25% farther away from the enemy
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Combination mods that literally include damage are a simple answer. "+3% range" is almost always worse than "+10% damage", but maybe "+10% damage" versus "+6% damage and +2% range" is less clear.

  • Damage Boost (damage: +10%)
  • Range Boost (damage: +6%, range: +2%)
  • Hull Boost (damage: +4%, hull: +10%)

As a more organic way to do the combination idea, I like synergy effects that make the alternative stats do damage. Hull Bomb is a version of this. This could be for mods or weapons. Make a mod that causes more damage at range, now we like range upgrades more and prefer charge lasers. Make a version of missiles that scales with hull upgrades. Mods that change the way you evaluate other mods are a fantastic way to seed build variety.

  • Velocity: increased damage to far-away targets
  • Point blank: increased damage to near targets (if possible, AI change to always close distance)
  • Biometallic Missiles: grants +1 targets every 3rd hull upgrade mod obtained on this ship (retroactive)
  • Focus: damage increases with time between shots (fire rate is "bad" now--this mod is worse on fighters, but fighters are the best ship anyway)

Possible formula for far-away damage damage: +(distance^0.25)/4.5 - 1) That would give no effect at ~400 distance, x1.25 at 1000 distance, x1.4 at 1600. If you're feeling kind, make it give 0 if it would be negative.

Random unrelated mod ideas:

  • Refined Taste: After the next battle, the first set of mod choices will all be rare or better. (no immediate effect).
  • Last Stand: When all other allied groups are destroyed, fully repair this ship group and it gains x2 damage and health.
  • Limitless: +1% damage and health per stage cleared.
  • Repair Booster: Base heals up to 20% between stages. If at base is at full health, all ships gain +5% damage.
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(...that was a lot lol)

thin cargo
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huh, I just thought of 'what if there were rare versions of all the basic mods, except they were multiplicative instead of additive which makes them a lot better when you've got quite a few mods stacked'

thin cargo
thin cargo
thin cargo
thin cargo
blazing crag
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hence it depends

thin cargo
blazing crag
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and that would be if you got it on all of your ships

thin cargo
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and in true roguelike fashion, you want to have a safer baseline rather than do better against the things you already destroy

thin cargo
blazing crag
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anways, for the 25% farther apart mod--if that's even reasonable to do

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add +20% ship speed on top, problem solved

thin cargo
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now that's a little more interesting

opal basin
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I like most of these

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I dunno how hogwild im gonna end up going with stuff though. combination mods, more/less of stat, things close to what already doing (IE not new thing to "make") might find thei rway in at some point

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think my goal will be to have each new galaxy get something fairly major into UT so its fresh again each time

thin cargo
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I guess we can put some of these into g6 waiting room

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idea for a new kind of weapon that scales based on distance 🤔

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or maybe just bake that into charge lasers?

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sniper like it was always meant to be

green hatch
blazing crag
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Bumblebee: range: x0.1, ship speed x7, damage x1.2

thin cargo
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2x ship count for lols

blazing crag
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not married to those exact numbers but the concept is hilarious

thin cargo
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actually op with armor tank

opal basin
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green hatch
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fighter without teleport?