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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 | 13 |
| 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.
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.