Fatal Attraction is a mod that allows Djinn to lure enemies into close range before dealing a radial blast of damage.
Stats[edit | edit source]
Rank | Min. # of Enemies | Kill Range | Attraction Range | ![]() |
Cost |
---|---|---|---|---|---|
0 | 5 | 3.5m | 10m | 100 | 2 |
1 | 4 | 4m | 12m | 125 | 3 |
2 | 3 | 4.5m | 14m | 150 | 4 |
3 | 2 | 5m | 16m | 180 | 5 |
4 | 2 | 5.5m | 18m | 200 | 6 |
5 | 2 | 6m | 20m | 250 | 7 |
Notes[edit | edit source]
- It does not pull the enemies close like
Mag's
Pull, but rather causes them to harmlessly walk towards the sentinel, preventing them from using their weaponry.
- Has a 5 second attraction period. If there are not enough enemies within kill range once the period's up, the ability will not activate and it will proceed to cooldown.
- During this attraction period, all enemies are drawn to the Sentinel.
- Guaranteed
Corrosive proc upon activation.
- Has a 30 second cooldown.
- Gives the Sentinel no experience for activating this ability.
- Has synergies with the
Gazal Machete;
Bugs[edit | edit source]
- 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.
Gallery[edit | edit source]
Patch History[edit | edit source]
- Made optimizations to Djinn's Fatal Attraction precept.
- 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.
- Introduced.
Last updated: Hotfix 23.0.8
See also[edit | edit source]
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