Borderlands GOTY Enhanced

Borderlands GOTY Enhanced

37 betyg
elemental mechanics and you!
Av bugz
a guide to borderlands 1's rather-complex elemental system.
3
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
what's different?
borderlands 1's elemental system works off of a "tech" system, with variable factors that influence what a weapon's elemental prowess actually is.

in its other titles, elemental damage is relatively simple with it being chance or threshold-based. while this is still the case in a relative sense, it doesn't tell the whole story. strap yourself in for a long-ass read.
general elemental tech rules
weapon proc list




Repeater Pistols
* Shock pistols only have a 5% chance to proc x4. Note the low Tech Cost.

Revolvers
* Revolvers will ALWAYS proc at least a x1 elemental effect. Almost all revolvers come in x2 or above.

SMG's


Shotguns
* Pellets proc as a collective clump, and not individually.

Combat Rifles
* Combat Rifles have stronger x3 Explosive procs than most other weapons, they also deplete Tech Pools the fastest, especially with Machine Guns.

Sniper Rifles
* Sniper Rifles, unlike other weapon types -- will ALWAYS proc the highest effect that their Tech Pool will allow. Explosive snipers will ALWAYS proc x1.

Rocket Launchers(?)
* Actually the easiest of all, Rocket Launchers will ALWAYS cause an x4 proc (with the default damage co-efficient), with a Tech Pool Cost of 0.
total calculation
In order to actually assess how much damage you'll do when you proc an element, take this equation with the values presented;

base damage + {base damage * (elemental affinity multiplier) * (elemental damage multiplier) * (weapon proc multiplier)} = total damage

On a neutral target, if I proc a x3 explosive sniper shot -- my damage would be multiplied by 150% for EDM, and once more by 150% for WPM, granting me 225% damage.

This equation excludes status effects; use (total damage * ~0.10 { * 2 [SHOCK ONLY]}) to find out relatively what each individual damage-over-time ticks for.

quickly going over elemental splash
All elemental effects gain higher splash radius for a higher proc tier, this is about 3x of the previous tier. Except for Rocket Launchers, which use the their own splash damage.

SMG's and Shotguns still gain this splash increase, despite them not gaining anymore damage from higher proc tiers, as all weapon types do. This is also a pretty crucial factor to how you use a weapon, considering you can turn a single target sniper into a crowd-control machine with good use of elemental procs.
item card displays; what do they mean?
spark and class mods







tech pool = {(tech level * 4) * 1.00 + [0.02 * spark ranks]}

tech regen = (4 * [1.00 + class mod%] + [1.00 + {0.055 * spark ranks}])
elemental resistance (quickly)
It's about as easy as it sounds, same as damage resistance (not damage reduction). Add all of your resistances and combat them against your elemental affinity.

You DO have elemental affinity multipliers, so take those into account.

Elemental shields have different resistances based on rarity, which stack with the enemy's current resistances.

You CAN take status effects, but they wear off so fast that I'm not even going to mention them. You're more likely to get killed by the proc itself a hundred times over.

Enemies who are resistant to an element will NOT take any damage-over-time from that status effect.
[ADDENDUM SECTION]
sorry blew into the mic by accident once here, this should be a concise update to this guide!
that's about it!
I hope this helped. Thanks to the wiki for summarizing the info I couldn't exactly put together from inference -- I did it because no-one else did.
15 kommentarer
Hank Schrader 23 jul @ 13:42 
I am using an UPK explorer to just edit packages and definitions and so on and so on. And I've figured out how to A LOT of stuff. And I can't create stuff, since I don't know how, but I can borrow things that I select for my mod and even tweak them afterwards. I've been working I think almost 100 hours on this and the result seems to be wow!
bugz  [skapare] 23 jul @ 13:04 
@hank schrader thought modding the basegame required some hexedits that the wider BL community hadn't figured out. holy shit, what developments happened in the past 6 months that we can edit basemaps now??
Hank Schrader 22 jul @ 12:28 
To be honest, I am deep into this game creating a new mod that should balance everything better (the characters themselves for example) and also make the game at least a bit harder. I must admit that I still didn't find a clear formula for how the DoT works in this game. It's not only based on the enemy's max health, that's for sure. The weapon itself matters, it seems.
Hank Schrader 22 jul @ 12:26 
You mean ECM? (elemental coefficients)
bugz  [skapare] 22 jul @ 8:33 
likely. they seemed to be set inversely with the EDM modifiers
Hank Schrader 21 jul @ 15:46 
Hey @bugz thank you for responding. I didn't even expect that someone will answer here so quickly :)) Do you have any idea why the tech damage scalar for corrosion is only 0.4, compared to the 0.6 that incendiary enjoys? I'm thinking it's probably because of the 2.0x damage to armored enemies...that and the 15% bonus damage that you have for 20 seconds after corrosion starts.
bugz  [skapare] 18 jul @ 21:37 
correction: +6 tech level including that it always spawns with a slightly different atlas2 material
bugz  [skapare] 18 jul @ 21:33 
@hank schrader
snipers will always proc x4 if they have available points to do so, otherwise they will use the next highest tier

yes, its just rather difficult to fully deplete a sniper's tech pool unless you have a high fire rate innately

@two gun bob
no it will simply pick based on one dice roll within the available tech pool

both the defiler and hellfire have a special legendary capacitor not accounted for by the guide, the hellfire always procs x4 with an infinite tech pool

krom's sidearm does not, it just has innately +5 tech level
Hank Schrader 18 jul @ 18:54 
Also have another question: Don't sniper rifles also switch to the x1-x3 procs if the x4 tech pool is depleted? I am trying to toy with the "TechCost" but I see that they can either just proc all the time freely or proc significantly more rarely..
Hank Schrader 18 jul @ 17:44 
Question: The non explosive sniper rifles will not always proc at least x1?