Nano Effects

March 13, 2014 | Etaew | Viewed 220,891 times | Weapons,

Information on Nano Effects.

Along with bonus rolls for each rarity tier, some weapons will roll with a nano-effect which changes the type of damage the weapon does as well has a chance to proc an effect. Nano-effects have strengths and vulnerabilities to different target types.

Applying a damage converter mod will apply that nano effects to the weapon including the damage reduction.

Terms

  • Weapon DMG - Penalty to damage, already displayed on weapon card
  • Shield DMG - Percentage of damage done to shields
  • Health DMG - Percentage of damage done to health
  • Armor Plate DMG - Percentage of damage done to armor plates
  • Armor Penetration - How many armor plates are ignored when calculating damage

No Nano-Effect

Pure weapon damage with no additional Nano-Effect.

Weapon DMGShield DMGHealth DMGArmor Plate DMGArmor Penetration

100%

75%

125% if target is electrocuted

100%

150% if target is burning

10%

85% if target is corroding

0%

Ignores 1.5 Armor Plates if target is irradiated

 

 Biological

Can apply effect: Corroding

  • Slows down enemies and reduces the damage they inflict while under its effect.
  • Corroding enemies are more susceptible to armor plate damage from all damage types.

This effect which displays as large dark balls around the targets feet has been dubbed "poop shoes" by the players.

Weapon DMGShield DMGHealth DMGArmor Plate DMGArmor Penetration

90%

75%

125% if target is electrocuted

100%

150% if target is burning

135%

0%

Ignores 1.5 Armor Plates if target is irradiated

 

 Electrical

Can apply effect: Electrocuted

  • If used against a NPC it stuns them and other nearby enemies.
  • If used against a player it removes their HUD.
  • Electrocuted enemies are more susceptible to shield damage from all damage types
Weapon DMGShield DMGHealth DMGArmor Plate DMGArmor Penetration

90%

150%

160% if target is electrocuted

75%

100% if target is burning

10%

85% if target is corroding

0%

Ignores 1.5 Armor Plates if target is irradiated

 

 Incendiary

Can apply effect: Burning

  • Sets the enemy on fire, damaging them while they are ablaze.
  • Burning enemies are more susceptible to health damage from all damage types
Weapon DMGShield DMGHealth DMGArmor Plate DMGArmor Penetration

90%

50%

100% if target is electrocuted

150%

160% if target is burning

10%

85% if target is corroding

 

0%

Ignores 1.5 Armor Plates if target is irradiated

 Radiation

Can apply effect: Irradiated

  • Increases the damage the enemies take while under its effect.
  • Irradiated enemies are more susceptible to armor penetration from all damage types

Note: Armor penetrated damage can only work on the armor plates that the target has, so it will be less effective once the targets armor plates have been destroyed.

Weapon DMGShield DMGHealth DMGArmor Plate DMGArmor Penetration

90%

75%

125% if target is electrocuted

100%

150% if target is burning

10%

85% if target is corroding

 

Ignores 2.5 Armor Plates

Ignores 3 Armor Plates if target is irradiated

 Syphon

Takes life away from the enemy and uses it to repair your shields and increase health.

  • When attacking a targets shields, the attacker gains 5% of the damage dealt as health/shields
  • When attacking a targets health, the attacker gains 10% of the damage dealt as health/shields 

Further Information: Player Health calculations

Enemy NPCs killed by Syphon disintegrate

Weapon DMGShield DMGHealth DMGArmor Plate DMGArmor Penetration

90%

75%

125% if target is electrocuted

100%

150% if target is burning

10%

85% if target is corroding

 

0%

Ignores 1.5 Armor Plates if target is irradiated

 

 Corrosive

This nano-effect was removed, any legacy items uses the Radiation nano.

 Irresistible 

This nano-effect was never implemented.

Nano Effect Chance

Nano-effect procs are calculated per-hit. Which does mean that shotguns calculate this proc chance with startling frequency. On the plus side, each weapon has their per-pellet proc chance set individually. This is, of course, a maintenance nightmare. Also, this means that the proc chance of a weapon is not really something we can display to a player because the raw numbers would make many weapons with high proc rates look quite bad. 

Our intention is to change how those calculations are made so that they can be displayed to players in some meaningful way.

Source

Sources


Comments

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Does having the same cyberchips, doubles the affects on the character using it? if i say put 2 or 3 damage diffuser will it increase it.? or it it will be a have no effect?

9 years ago

eaglepowers PC-NA

Didn't they reduce radiation down an additional 5% less than all other nanos?

9 years ago

tmcxba2 posted:

So does radiation nano effect (DoT, iriadiated) only increase damage taken by ignoring armor plates, which would become worthless when there's 0 plates left on the target? 

Or does it always increase damage taken by the 30% I've heard (30% being when there's 3 stacks of radiation effect on the target)

Also, above it says Ignores 3 Armor Plates if target is irradiated - is that with a single stack of irradiated, or three stacks of irradiated? If single, is that per stack up to 3 stacks? 

 

Edit1 (3/31/15): I ended up taking my radiation ultimag to the hulker at san quenten (sp?).  Even after the armor was all broken/gone, the hulker still took increased damage from subsequent shots. increasing to the 2nd or 3rd shot then remaining at the highest for any following shots (until irradiated was allowed to wear off).  Don't remember the numbers from that test at this time though. 

EDIT/PS: went back to san quentin and tested on the hulker there - radiation increased dmg done by a nano that has no dmg increase efffect to it (syphon, nanoless, bio... forget which but it was one of those three) - and three stacks of irradiated made the other test weapon do 150% dmg. Test was conducted with no armor plates remaining on the hulker. 

9 years ago

So does radiation nano effect (DoT, iriadiated) only increase damage taken by ignoring armor plates, which would become worthless when there's 0 plates left on the target? 

Or does it always increase damage taken by the 30% I've heard (30% being when there's 3 stacks of radiation effect on the target)

Also, above it says Ignores 3 Armor Plates if target is irradiated - is that with a single stack of irradiated, or three stacks of irradiated? If single, is that per stack up to 3 stacks? 

 

Edit1 (3/31/15): I ended up taking my radiation ultimag to the hulker at san quenten (sp?).  Even after the armor was all broken/gone, the hulker still took increased damage from subsequent shots. increasing to the 2nd or 3rd shot then remaining at the highest for any following shots (until irradiated was allowed to wear off).  Don't remember the numbers from that test at this time though. 

10 years ago

http://www.defiancedata.com/images/damage_type/Corrosive.pngCorrosion

 

I recently found a source of FRCs magnums with this nano (other than the TN vendor one) and i wondered if we have details about its actual effect?

 

I asked on forums about and a Vet told me it has been replaced by Radiation. Here is written "Legacy item uses Radiation nano".

Thing is the corrosive effect is skinned a bit different. Does Green bubbles without drops around when it triggers, plus the effect seem to look like Bio, does green visual effect on enemies feet.

 

Is it guaranteed its 100% Radiation stats?

10 years ago

Etaew posted:

thefish posted:

Ok.  I've read & re-read this table, as well as the comments, and even briefly looked at the forum link where data was coming from (though I admit I got more than lost trying to understand that at a glance).  Maybe I'm a bit slow since nobody else seems concerned or asking about it, but for some reason i just can't seem to figure out what the x-factor would be in cross-nano situations.  Its easy enough to understand that radiation gets an extra dmg boost against shields if the target's electrocuted, for example,  but how much is that boost?  If it is variable, what determines the increase?  If someone could explain what I'm missing here I'd appreciate it.   

It's x% because I haven't had clarification of the value yet. It's something I need to remember to keep nudging the developers with.

ok.  at least now I realize why I didn't get it :)  Seems it would be an extremely important piece of information though.

10 years ago

Etaew PC-EU - Site Admin

thefish posted:

Ok.  I've read & re-read this table, as well as the comments, and even briefly looked at the forum link where data was coming from (though I admit I got more than lost trying to understand that at a glance).  Maybe I'm a bit slow since nobody else seems concerned or asking about it, but for some reason i just can't seem to figure out what the x-factor would be in cross-nano situations.  Its easy enough to understand that radiation gets an extra dmg boost against shields if the target's electrocuted, for example,  but how much is that boost?  If it is variable, what determines the increase?  If someone could explain what I'm missing here I'd appreciate it.   

It's x% because I haven't had clarification of the value yet. It's something I need to remember to keep nudging the developers with.

10 years ago

 

 Radiation

Increases the damage the enemies take while under its effect.

Irradiated enemies are more susceptible to armor penetration from all damage types

95%

75%

(+x% if target is electrocuted)

100%

(+x% if target is burning)

10%

(100% if target is corroding)

 

Ok.  I've read & re-read this table, as well as the comments, and even briefly looked at the forum link where data was coming from (though I admit I got more than lost trying to understand that at a glance).  Maybe I'm a bit slow since nobody else seems concerned or asking about it, but for some reason i just can't seem to figure out what the x-factor would be in cross-nano situations.  Its easy enough to understand that radiation gets an extra dmg boost against shields if the target's electrocuted, for example,  but how much is that boost?  If it is variable, what determines the increase?  If someone could explain what I'm missing here I'd appreciate it.   

10 years ago

Etaew posted:

Brindled posted:

Any attention on this matter is greatly appreciated. Thank you.

I've gone through and removed all + and -, and now just show a damage % value, hopefully that clears it up.

Thanks Etaew! To me it looks a lot easier to understand. I don't like to nitpick, and I hope it didn't seem like I was. I was only trying to help where I can since I can't do anywhere near what you do for the community. Thanks again!

10 years ago

Etaew PC-EU - Site Admin

Brindled posted:

Any attention on this matter is greatly appreciated. Thank you.

I've gone through and removed all + and -, and now just show a damage % value, hopefully that clears it up.

10 years ago

This has been discussed a good bit on the forums lately, and I wanted to understand things better regarding bio nano effects and their values.

Trick Dempsey stated on the forums,

 Each armor plate has an invisible "durability" value. All weapons deal durability damage in addition to their normal damage. Most weapons deal 10% of their damage to durability. Bio weapons deal 125% of their damage to durability. (Other damage types shooting an enemy who has a bio DoT on them deal 100% of their damage to durability.) 

Durability damage is not reduced by armor. It is just applied as a flat value to the durability of the "active" armor plate. So even against an enemy with 10 plates (100% damage mitigation) all weapons are dealing damage to plates, and bio weapons are tearing those plates apart.

In the chart above it says that bio nano does +125% damage to armor plates. If the value is used against the nanoed weapon's damage then it is not in addition, it is the flat value of the percentage taken from the damage (125% of nanoed weapon damage).

Likewise, all nanos other than bio do 10% of the weapons' damage towards armor plates.

If an enemy is affected by corrosion then any weapon used against that target is doing 100% of its damage towards armor plates not 0% as the chart suggest.

Now, if I'm incorrect in what is being said by the chart please explain since I and many seem to be confused by this chart. What Trick Dempsey states seems clear enough to me, but the chart only confused me until I found Trick's statement.

Any attention on this matter is greatly appreciated. Thank you.

10 years ago

Ok so Just to be clear when a weapon has a Nano Effect it's constantly doing that type of damage and has the chance to trigger another state? Eg. Electric Dance. On a side note Etaew can you change the "n" and the "a" around near the top of this page. ;)

10 years ago

Radiation nanoeffect increases damage by 25%, player inflicted biological nano effect decreases damage output of target by 25%. Bio inflicted by NPCs decreases damage by 50%.

10 years ago

Etaew PC-EU - Site Admin

Done, thanks.

10 years ago

Looking at the Arktech Revolution DLC patch notes this page could be updated:

Nano-effect procs and nano grenades now increase vulnerability to their associated defenses.

  • Fire effects make targets more vulnerable to health damage.
  • Electrical effects make targets more vulnerable to shield damage.
  • Bio effects make armor more brittle and less durable.
  • Radiation effects make attacks bypass some of a target’s armor

:)

10 years ago

Etaew PC-EU - Site Admin

I will admit it is uncommon, but I do see items in the game with it still, one example was in the Top-Notch Toolworks faction vendor a pistol.

11 years ago

This post suggests that corrosive damage was removed from game:

http://forums.defiance.com/showthread.php?20885-The-Elemental-Weapon-Stats&p=276838&viewfull=1#post276838

11 years ago