Enemies just outside the radius will occasionally fire directly at Djinn during the charging, instantly destroying it or causing massive damage in a short time. Enemies don't normally target sentinels directly, but this mod assures that some will.
Djinn's Fatal Attraction precept has been substantially improved:
As before, Djinn starts by mesmerizing all enemies in range and lures them towards the player; if it succeeds in attracting enough prey into striking-distance it sprays an acid attack that does damage over time and eats away at enemy armor while they writhe in pain.
With the improvements made to the Fatal Attraction precept it is now much more effective at incapacitating enemies and gets more efficient as players eliminate mesmerized enemies.
Mesmerized enemies no longer shoot at the Djinn while walking closer.
Mesmerized enemies are highlighted so that it's easier see when they're vulnerable.
Killing mesmerized enemies will extend the lure cycle up to a maximum of 7.5 seconds.
If the lure cycle ends without enough enemies in range to trigger the acid-spray the cooldown time is scaled by the percentage of mesmerized enemies left alive.
Enemies now snap out of being mesmerized early only when they are damaged.
Djinn will only start luring if there are enough enemies around to also trigger the acid-spray.
If all potential enemies or at least 5 enemies have moved into striking-distance then the lure will end early and the Djinn will spray acid.
The acid spray now does a guaranteed corrosive damage proc to eat away at enemy armor.
Fatal Attraction's range at higher-ranks has been slightly reduced to make it easier to eliminate all targets and get the minimum cooldown.
Each enemy can only be affected by one Fatal Attraction once.
It no longer works on Corpus Nullifiers, Bosses or enemies immune to mind-control.