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m (→‎Usage & Description: "multiplying the change of shocking" corrected to "multiplying the chance of shocking")
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==Special Weapon Effects==
 
==Special Weapon Effects==
{{flavor|Tut, Tut, it looks like rain.}}{{dash}} Always {{element|shock}}. Decreased projectile damage, increased elemental effect damage, accuracy and capacity. On impact, five short lived electric orbs are created which shock any enemy in their vicinity until they dissipate. '''Orb's shock damage and DoT damage is based on actual gun damage'''.
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{{flavor|Tut, Tut, it looks like rain.}}{{dash}} Always {{element|shock}}. Increased projectile damage and elemental chance but reduced fire rate. On impact, five short-lived electric orbs are created which shock all enemies in their vicinity until they dissipate. Each orb does 3x10% damage. Electrocution damage caused by orbs is effected by damage boosts.
   
 
==Usage & Description==
 
==Usage & Description==
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The Storm's primary feature is a unique and complex splash damage effect.
The Storm is a sniper rifle capable of dealing elemental damage to multiple enemies simultaneously at long range. When a shot fired from the Storm impacts an enemy or surface, five electric orbs are placed at random around the point of impact. These orbs deal constant electric damage to any targets within range for a short period. After each electric orb has expended itself it will detonate, doing 10% of the damage listed on the Storm's item card. As there are five electric orbs, this effectively replaces the normal +50% splash damage seen on standard Maliwan sniper rifles.
 
   
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When a shot fired from a Storm impacts an enemy or surface, five electric orbs are placed semi-randomly in a circle above the point of impact. Each orb will strike all nearby enemies three times, dealing 10% of card damage per strike; however, the range of each orb is very short, which can make hitting smaller targets difficult, especially on headshots, spawning the orbs higher and further from the target.
The Storm suffers from numerous faults in its design which make it sub-par as both a sniper rifle and a source of group damage. The largest problem with the Storm is that it lacks the +50% bonus splash damage normally found in Maliwan sniper rifles. This means that while bullets from other Maliwan sniper rifles deal 150% of the damage listed on the card for a non-critical hit and 450% damage on critical, a projectile from the Storm only deals the amount of damage on the card for a non-critical hit and 400% damage on critical. Combined with its already reduced base damage, this makes the Storm very poorly suited towards traditional sniping.
 
   
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This effect has both benefits and downsides. Each strike provides an opportunity to trigger an Electrocution effect, essentially multiplying the chance of shocking any target in range(from two chances to sixteen), and the total damage dealt is 150% of card damage, three times that offered by a traditional Maliwan sniper, and is also boosted by grenade damage bonuses, unlike the standard sniper splash. However, it ''replaces'' the traditional splash effect, and the random spread of orbs can be highly inconsistent; if improperly used, it can reduce the potency of the weapon.
Another detriment to the Storm is the limited range of the electric orbs. The range on the electric orbs is very short, only shocking enemies within about one body length of the electric orb. This not only cuts down on the number of enemies which an electric orb is likely to hit, but the random distribution of the electric orbs means it is more likely than not that none of them will be able to reach the initial target or point of impact. Unfortunately, the range of the detonation of electric orbs is only minimally larger than their effective electrocution range. This makes placing shots with the Storm difficult, due to the unreliability of its group effect.
 
   
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The final unique quirk of the weapon pertains to electrocution effects specifically triggered by its orbs. Typical elemental damage over time effects are only boosted by bonuses specifically to elemental damage. In contrast, orb electrocution effects(but not electrocution effects triggered by the primary projectile) are additionally boosted by both standard damage bonuses, ''and'' Amp Damage shields, but ''not'' grenade damage bonuses, despite grenade damage increasing the ''direct'' damage of the orbs themselves.
Due to the Storm's characteristics it is weak as both a sniping weapon and one for targeting tightly packed groups of enemies. This weapon is not designed to be a "one shot, one kill" sniper rifle, and can be easily surpassed by other powerful sniper rifles. However, if one can land a successful shot into a group, the high electric damage can take down multiple enemies' shields in one shot.
 
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This combination of extra boosts can heavily boost the power of these electrocute effects, making them some of the most powerful in the game, even competing with(or outpacing) Grenade Mods like the Chain Lightning.
   
 
==Notes==
 
==Notes==
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*The Storm's effect can be triggered multiple times if the gun hits multiple enemies with one shot, for example through the use of [[B0re]].
*Due to Storm's unique effect that its orb can trigger electrocute DoT damage based on actual gun damage, a Catalys build Gaige with high Anarchy stacks or (and) Amp shield can trigger extremely high burn DoT damage thanks to her [[Electrical Burn]] skill in [https://borderlands.wikia.com/wiki/Little_Big_Trouble Little Big Trouble skill tree].
 
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*Each orb deals three ticks of damage, at 10% of the card damage. With five orbs, this totals to 150% damage. This damage can be boosted by grenade damage bonuses. Each orb can also cause an electrocute effect on each tick. 
*The Storm's effect can be triggered multiple times if the player hits multiple enemies with one shot, which can be achieved using Zer0's B0re skill, which can quickly tear through groups of shields, so this is best used in conjunction with a singularity grenade.
 
*The Storm's damage is boosted by grenade damage bonuses. 
 
   
 
==Trivia==
 
==Trivia==
 
*The flavor text is a reference to A.A. Milne's [[wikipedia:Winnie-the-Pooh|Winnie-the-Pooh]]. In which Christopher Robin says to Pooh "Tut, tut, looks like rain."
 
*The flavor text is a reference to A.A. Milne's [[wikipedia:Winnie-the-Pooh|Winnie-the-Pooh]]. In which Christopher Robin says to Pooh "Tut, tut, looks like rain."
 
   
 
{{Maliwan2}}
 
{{Maliwan2}}
 
{{Sniper Rifles2}}
 
{{Sniper Rifles2}}
   
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[[fr:Storm (Borderlands 2)]]
 
[[ru:Шторм]]
 
[[ru:Шторм]]
 
[[uk:Шторм]]
 
[[uk:Шторм]]

Revision as of 07:43, 15 April 2020

Storm is a pearlescent sniper rifle in Borderlands 2 manufactured by Maliwan. The Storm can be obtained randomly from any suitable loot source but has a higher chance to drop in Ultimate Vault Hunter Mode from legendary loot midgets and 010011110100110101000111010101110101010001001000.

Special Weapon Effects

Tut, Tut, it looks like rain. – Always shock. Increased projectile damage and elemental chance but reduced fire rate. On impact, five short-lived electric orbs are created which shock all enemies in their vicinity until they dissipate. Each orb does 3x10% damage. Electrocution damage caused by orbs is effected by damage boosts.

Usage & Description

The Storm's primary feature is a unique and complex splash damage effect.

When a shot fired from a Storm impacts an enemy or surface, five electric orbs are placed semi-randomly in a circle above the point of impact. Each orb will strike all nearby enemies three times, dealing 10% of card damage per strike; however, the range of each orb is very short, which can make hitting smaller targets difficult, especially on headshots, spawning the orbs higher and further from the target.

This effect has both benefits and downsides. Each strike provides an opportunity to trigger an Electrocution effect, essentially multiplying the chance of shocking any target in range(from two chances to sixteen), and the total damage dealt is 150% of card damage, three times that offered by a traditional Maliwan sniper, and is also boosted by grenade damage bonuses, unlike the standard sniper splash. However, it replaces the traditional splash effect, and the random spread of orbs can be highly inconsistent; if improperly used, it can reduce the potency of the weapon.

The final unique quirk of the weapon pertains to electrocution effects specifically triggered by its orbs. Typical elemental damage over time effects are only boosted by bonuses specifically to elemental damage. In contrast, orb electrocution effects(but not electrocution effects triggered by the primary projectile) are additionally boosted by both standard damage bonuses, and Amp Damage shields, but not grenade damage bonuses, despite grenade damage increasing the direct damage of the orbs themselves.

This combination of extra boosts can heavily boost the power of these electrocute effects, making them some of the most powerful in the game, even competing with(or outpacing) Grenade Mods like the Chain Lightning.

Notes

  • The Storm's effect can be triggered multiple times if the gun hits multiple enemies with one shot, for example through the use of B0re.
  • Each orb deals three ticks of damage, at 10% of the card damage. With five orbs, this totals to 150% damage. This damage can be boosted by grenade damage bonuses. Each orb can also cause an electrocute effect on each tick. 

Trivia

  • The flavor text is a reference to A.A. Milne's Winnie-the-Pooh. In which Christopher Robin says to Pooh "Tut, tut, looks like rain."