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.
Pure weapon damage with no additional Nano-Effect.
Weapon DMG | Shield DMG | Health DMG | Armor Plate DMG | Armor 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 |
Can apply effect: Corroding
This effect which displays as large dark balls around the targets feet has been dubbed "poop shoes" by the players.
Weapon DMG | Shield DMG | Health DMG | Armor Plate DMG | Armor 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 |
Can apply effect: Electrocuted
Weapon DMG | Shield DMG | Health DMG | Armor Plate DMG | Armor 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 |
Can apply effect: Burning
Weapon DMG | Shield DMG | Health DMG | Armor Plate DMG | Armor 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 |
Can apply effect: Irradiated
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 DMG | Shield DMG | Health DMG | Armor Plate DMG | Armor 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 |
Takes life away from the enemy and uses it to repair your shields and increase health.
Further Information: Player Health calculations
Enemy NPCs killed by Syphon disintegrate
Weapon DMG | Shield DMG | Health DMG | Armor Plate DMG | Armor 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 |
This nano-effect was removed, any legacy items uses the Radiation nano.
This nano-effect was never implemented.
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.
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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
Corrosion
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 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
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:
11 years ago
Stratotech Defiance 2050 [Source]
3PL9 WDFG DKPR 9LE7 P7Y7 [Redeem]
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.