#<Slag Overhaul> #<Description> Mod by B33P B00P JOE ***WARNING*** This overhauls the Slag Element completely. Load this as early as you can! ************* Based on the amazing Cryo Mod by Aaron0000, Kazy, Mike, FromDarkHell, and The Campin' Dutchman. Turns Slag into something less polarizing, a bit of a hybrid of Slag and Cryo! Changes from Vanilla Slag: +75% movement slowdown when slagged. Reduces fire rate by 37.5% when slagged. +125% melee / critical damage. +75% non-slag bonus damage. +50% slag on slag damage. Added Damage over time. 8 second base duration, like Death Mark Slag is naturally weak vs shields, dealing less damage / DoT and having a lesser application chance #</Description> #<Code> #<Element Status Effects (Slag Bonus Damage Modifiers)> set GD_Amp.Skills.Skill_AmplifyDamage SkillEffectDefinitions ((AttributeToModify=AttributeDefinition'D_Attributes.DamageSourceModifiers.ReceivedAmplifyDamageModifier',bIncludeDuelingTargets=False,bIncludeSelfAsTarget=False,bOnlyEffectTargetsInRange=False,bExcludeNonPlayerCharacters=False,EffectTarget=TARGET_Self,TargetInstanceDataName=,TargetCriteria=CRITERIA_None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition'GD_Amp.Skills.Init_AmplifyDamageScale',BaseValueScaleConstant=0.750000),GradeToStartApplyingEffect=1,PerGradeUpgradeInterval=1,PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),BonusUpgradeList=),(AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.AmpImpactDamageModifier',bIncludeDuelingTargets=False,bIncludeSelfAsTarget=False,bOnlyEffectTargetsInRange=False,bExcludeNonPlayerCharacters=False,EffectTarget=TARGET_Self,TargetInstanceDataName=,TargetCriteria=CRITERIA_None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition'GD_Amp.Skills.Init_AmplifyDamageScale',BaseValueScaleConstant=-0.150000),GradeToStartApplyingEffect=1,PerGradeUpgradeInterval=1,PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),BonusUpgradeList=),(AttributeToModify=AttributeDefinition'D_Attributes.GameplayAttributes.FootSpeed',bIncludeDuelingTargets=False,bIncludeSelfAsTarget=False,bOnlyEffectTargetsInRange=False,bExcludeNonPlayerCharacters=True,EffectTarget=TARGET_Self,TargetInstanceDataName=,TargetCriteria=CRITERIA_None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.750000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),GradeToStartApplyingEffect=0,PerGradeUpgradeInterval=1,PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),BonusUpgradeList=),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponFireInterval',bIncludeDuelingTargets=False,bIncludeSelfAsTarget=False,bOnlyEffectTargetsInRange=False,bExcludeNonPlayerCharacters=False,EffectTarget=TARGET_Self,TargetInstanceDataName=,TargetCriteria=CRITERIA_None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.375000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),GradeToStartApplyingEffect=1,PerGradeUpgradeInterval=1,PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),BonusUpgradeList=),(AttributeToModify=AttributeDefinition'D_Attributes.DamageSourceModifiers.ReceivedMeleeDamageModifier',bIncludeDuelingTargets=False,bIncludeSelfAsTarget=False,bOnlyEffectTargetsInRange=False,bExcludeNonPlayerCharacters=False,EffectTarget=TARGET_Self,TargetInstanceDataName=,TargetCriteria=CRITERIA_None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.288000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),GradeToStartApplyingEffect=0,PerGradeUpgradeInterval=1,PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),BonusUpgradeList=),(AttributeToModify=AttributeDefinition'D_Attributes.GameplayAttributes.PlayerCriticalHitBonus',bIncludeDuelingTargets=False,bIncludeSelfAsTarget=False,bOnlyEffectTargetsInRange=False,bExcludeNonPlayerCharacters=False,EffectTarget=TARGET_All,TargetInstanceDataName=,TargetCriteria=CRITERIA_None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.288000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),GradeToStartApplyingEffect=0,PerGradeUpgradeInterval=1,PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),BonusUpgradeList=)) set GD_Amp.DamageType.DmgType_Amp_Impact:AttributePresentationDefinition_1 Description [slag]Slagged enemies are slowed and take additional damage from all sources.[-slag] #</Element Status Effects (Slag Bonus Damage Modifiers)> #<Damage (Damage that Slag Deals directly)> set GD_Amp.DamageType.DmgType_Amp_Impact FleshDamageModifier (BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition'GD_Balance_HealthAndDamage.DamageMultipliers.Init_NormalElementResistMultiplier_ByPlaythrough',BaseValueScaleConstant=1.000000) set GD_Amp.DamageType.DmgType_Amp_Impact ArmorDamageModifier (BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition'GD_Balance_HealthAndDamage.DamageMultipliers.Init_NormalElementResistMultiplier_ByPlaythrough',BaseValueScaleConstant=1.000000) set GD_Amp.DamageType.DmgType_Amp_Impact ShieldDamageModifier (BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition'GD_Balance_HealthAndDamage.DamageMultipliers.Init_HighElementResistMultiplier_ByPlaythrough',BaseValueScaleConstant=0.750000) set GD_Amp.DamageType.DmgType_Amp_Impact bNoBlood True set GD_Amp.DamageType.DmgType_Amp_Impact MaxDamageRadius 0.100000 set GD_Amp.DamageType.DmgType_Amp_Impact MinDamagePercent 0.750000 #</Damage (Damage that Slag Deals directly)> #<Status Damage (Slag DoT damage)> set GD_Amp.DamageType.DmgType_Amp_Status FleshDamageModifier (BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition'GD_Balance_HealthAndDamage.DamageMultipliers.Init_NormalElementResistMultiplier_ByPlaythrough',BaseValueScaleConstant=0.500000) set GD_Amp.DamageType.DmgType_Amp_Status ArmorDamageModifier (BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition'GD_Balance_HealthAndDamage.DamageMultipliers.Init_NormalElementResistMultiplier_ByPlaythrough',BaseValueScaleConstant=0.500000) set GD_Amp.DamageType.DmgType_Amp_Status ShieldDamageModifier (BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition'GD_Balance_HealthAndDamage.DamageMultipliers.Init_HighElementResistMultiplier_ByPlaythrough',BaseValueScaleConstant=0.500000) set GD_Amp.DamageType.DmgType_Amp_Status bNoPlayerFeedback False set GD_Amp.DamageType.DmgType_Amp_Status bApplyUpwardMomentum True set GD_Amp.DamageType.DmgType_Amp_Status CharacterDamageTypeModifierAttribute AttributeDefinition'D_Attributes.DamageTypeModifers.AmpStatusEffectDamageModifier' set GD_Amp.DamageType.DmgType_Amp_Status MaxDamageRadius 0.100000 set GD_Amp.DamageType.DmgType_Amp_Status MinDamagePercent 0.750000 #</Status Damage (Slag DoT damage)> #<Status Effect Attributes (Slag Status Effect duration / etc)> set GD_Amp.StatusEffect.Status_Amp BaseDuration (BaseValueConstant=8.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000) set GD_Amp.StatusEffect.Status_Amp BaseSpreadTimeInterval (BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000) set GD_Amp.StatusEffect.Status_Amp BaseSpreadDistanceFromSource (BaseValueConstant=48.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000) set GD_Amp.StatusEffect.Status_Amp BaseSpreadCap (BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000) set GD_Amp.StatusEffect.Status_Amp TargetStatusEffectChanceModifier (BaseValueConstant=0.000000,BaseValueAttribute=AttributeDefinition'D_Attributes.StatusEffectModifiers.AmpChanceResistanceModifier',InitializationDefinition=None,BaseValueScaleConstant=1.000000) set GD_Amp.StatusEffect.Status_Amp TargetStatusEffectDurationModifier (BaseValueConstant=0.000000,BaseValueAttribute=AttributeDefinition'D_Attributes.StatusEffectModifiers.AmpDurationResistanceModifier',InitializationDefinition=None,BaseValueScaleConstant=1.000000) set GD_Amp.StatusEffect.Status_Amp TargetStatusEffectDamageModifier (BaseValueConstant=1.000000,BaseValueAttribute=AttributeDefinition'D_Attributes.DamageTypeModifers.AmpStatusEffectDamageModifier',InitializationDefinition=None,BaseValueScaleConstant=1.000000) set GD_Amp.StatusEffect.Status_Amp DamageSurfaceChanceModifiers ((SurfaceType=DMGSURFACE_Generic,BaseChance=(BaseValueConstant=15.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),BaseSpreadChance=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),SpreadChanceDecayMultiplier=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(SurfaceType=DMGSURFACE_Flesh,BaseChance=(BaseValueConstant=15.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),BaseSpreadChance=(BaseValueConstant=20.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),SpreadChanceDecayMultiplier=(BaseValueConstant=0.500000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(SurfaceType=DMGSURFACE_Armor,BaseChance=(BaseValueConstant=15.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),BaseSpreadChance=(BaseValueConstant=10.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),SpreadChanceDecayMultiplier=(BaseValueConstant=0.500000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(SurfaceType=DMGSURFACE_Shield,BaseChance=(BaseValueConstant=7.500000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),BaseSpreadChance=(BaseValueConstant=5.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),SpreadChanceDecayMultiplier=(BaseValueConstant=0.500000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000))) #</Status Effect Attributes (Slag Status Effect duration / etc)> #<Slag DoT on Card> set GD_AttributePresentation.Weapons_ElementalDamage.AttrPresent_WeaponAmpStatusEffectChance Description Slag Damage / sec. set GD_AttributePresentation.Weapons.WeapStatusEffectAttrPresent_StatusEffectDamage MappingData ((Presentation=AttributePresentationDefinition'GD_AttributePresentation.Weapons_ElementalDamage.AttrPresent_WeaponFireStatusEffectDamage',DamageType=WillowDamageTypeDefinition'GD_Incendiary.DamageType.DmgType_Incendiary_Impact'),(Presentation=AttributePresentationDefinition'GD_AttributePresentation.Weapons_ElementalDamage.AttrPresent_WeaponCorrosiveStatusEffectDamage',DamageType=WillowDamageTypeDefinition'GD_Corrosive.DamageType.DmgType_Corrosive_Impact'),(Presentation=AttributePresentationDefinition'GD_AttributePresentation.Weapons_ElementalDamage.AttrPresent_WeaponShockStatusEffectDamage',DamageType=WillowDamageTypeDefinition'GD_Shock.DamageType.DmgType_Shock_Impact'),(Presentation=AttributePresentationDefinition'GD_AttributePresentation.Weapons_ElementalDamage.AttrPresent_WeaponAmpStatusEffectChance',DamageType=WillowDamageTypeDefinition'GD_Amp.DamageType.DmgType_Amp_Impact')) #</Slag DoT on Card> #<Splash Damage DoT Fixes> set GD_Aster_RaidWeapons.SMGs.Bullet_SMG_Plasma_Florentine:Behavior_Explode_5 StatusEffectDamage (BaseValueConstant=1.000000,BaseValueAttribute=AttributeDefinition'D_Attributes.Weapon.WeaponStatusEffectDamage',InitializationDefinition=None,BaseValueScaleConstant=1.000000) set GD_Weap_SMG.FiringModes.Bullet_SMG_Chulainn:Behavior_Explode_5 StatusEffectDamage (BaseValueConstant=1.000000,BaseValueAttribute=AttributeDefinition'D_Attributes.Weapon.WeaponStatusEffectDamage',InitializationDefinition=None,BaseValueScaleConstant=1.000000) #</Splash Damage DoT Fixes> #</Code> #</Slag Overhaul>