Def-ProcChainNerf icon

ProcChainNerf

Nerfs proc chains: when an item hit triggers AtG Missile, the elemental bands, the Perforators or other TOTAL damage procs, their extra stacks add base damage instead of multiplying. Server-side.

Last updated 10 hours ago
Total downloads 12
Total rating 0 
Categories Server-side Tweaks
Dependency string Def-ProcChainNerf-1.0.0
Dependants 0 other packages depend on this package

README

ProcChainNerf

server-side mod - only the host needs it installed.

Some items deal a share of the TOTAL damage of the hit that triggered them, for every stack. In a proc chain those hits get huge, and every extra stack multiplies them again. With this mod, when an item is triggered by another item's hit, only its first stack counts the hit's total damage. Every extra stack adds damage based on your base damage instead. Items triggered by your skills keep all of their stacks, so survivors with big single hits aren't hurt more than others.

ko-fi

Motivation

There are many viable builds in Risk of Rain 2. You can build around bleed, attack speed, drones and many other variants. Among all of them, a few stand out in terms of damage output:

  • Shaped Glass
  • Lost Seer's Lenses
  • Proc chain based builds

The former two have significant downsides which balance them out somewhat. But proc chain based builds have no downside and escalate much faster than any other kind of build.

This mod nerfs proc chains in a sensible way so that they stay strong but don't go off the rails as easily. This is done by having each additional item stack add to the base damage instead of the total damage, but only once an item's hit triggers the next item.

Similar mods

ProcSolver and ArtifactOfTheUnchained also nerf proc chains, with many more options. This mod is a server-side alternative: only the host needs it, and the other players can join with an unmodded game.

Examples

A proc chain

Your base damage is 100, and you have 3 of each of these green items: AtG Missile Mk. 1, Runald's Band and Kjaro's Band. A skill hit of 300% fires a missile. The missile hits for more than 400%, so it triggers both bands:

Step Vanilla With this mod
Your hit 300 300
AtG Missile (3 stacks) 300 * 900% = 2,700 300 * 900% = 2,700
Runald's Band (3 stacks) 2,700 * 750% = 20,250 2,700 * 250% + 2 * 250 = 7,250
Kjaro's Band (3 stacks) 2,700 * 900% = 24,300 2,700 * 300% + 2 * 300 = 8,700
Whole chain 47,550 18,950

Your skill fires the missile, so it keeps all of its stacks. The bands are triggered by the missile, so their extra stacks count your base damage. In vanilla each step multiplies the last one by its stacks, so the chain ends about 3 times as strong.

Another one with 3 each of Luminous Shot, AtG Missile Mk. 1 and Charged Perforator. A primary hit of 200 sets off a Luminous Shot blast, the blast fires a missile, and the missile calls down lightning:

Step Vanilla With this mod
Your hit 200 200
Luminous Shot (3 stacks) 200 * 275% = 550 200 * 275% = 550
AtG Missile (3 stacks) 550 * 900% = 4,950 550 * 300% + 2 * 300 = 2,250
Charged Perforator (3 stacks) 4,950 * 1500% = 74,250 2,250 * 500% + 2 * 500 = 12,250
Whole chain 79,950 15,250

Here the vanilla chain ends about 5 times as strong. Luminous Shot's blasts count as an item's hit. Luminous Shot fires one blast for each charge it has, so a full charge starts this chain several times.

A very long proc chain

Each item can only trigger once in a chain, and only items that hit again keep it going. This chain uses many of them, again with 3 of each item and a primary hit of 200:

Step Vanilla With this mod
Your hit 200 200
Luminous Shot (3 stacks) 200 * 275% = 550 200 * 275% = 550
AtG Missile (3 stacks) 550 * 900% = 4,950 550 * 300% + 2 * 300 = 2,250
Singularity Band (3 stacks) 4,950 * 300% = 14,850 2,250 * 100% + 2 * 100 = 2,450
Molten Perforator (3 stacks), one magma ball 14,850 * 900% = 133,650 2,450 * 300% + 2 * 300 = 7,950
Charged Perforator (3 stacks) 133,650 * 1500% = 2,004,750 7,950 * 500% + 2 * 500 = 40,750
Ukulele 2,004,750 * 80% = 1,603,800 40,750 * 80% = 32,600
Sentient Meat Hook 1,603,800 * 100% = 1,603,800 32,600 * 100% = 32,600
Sticky Bomb 1,603,800 * 180% = 2,886,840 32,600 * 180% = 58,680
Whole chain 8,253,390 178,030

Here the vanilla chain ends about 46 times as strong. Ukulele, Sentient Meat Hook and Sticky Bomb deal the same share of the hit at any stack count, so the mod leaves them as they are. The chain still branches: each of the 3 magma balls carries on with its own rest of the chain.

Items

Item First stack Each extra stack
AtG Missile Mk. 1 300% TOTAL damage 300% base damage
Plasma Shrimp 40% TOTAL damage 40% base damage
Runald's Band 250% TOTAL damage 250% base damage
Kjaro's Band 300% TOTAL damage 300% base damage
Singularity Band 100% TOTAL damage 100% base damage
Molten Perforator 300% TOTAL damage 300% base damage
Charged Perforator 500% TOTAL damage 500% base damage
Luminous Shot 175% TOTAL damage 50% base damage
Sautéed Worms 500% TOTAL damage per second 500% base damage per second

The damage is never higher than in vanilla. Each item can be turned off in the config. Everything else about them, e.g. their chance, stays as it is.