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Fatal Attraction is a mod that allows Djinn to damage nearby enemies.

StatsEdit

Rank Min. # of Enemies Kill Range Attraction Range Explosion Damage 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

NotesEdit

  • 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 b Corrosive proc upon activation.
  • Has a 30 second cooldown.
  • Gives the Sentinel no experience for activating this ability.
  • Has synergies with the Gazal Machete;
    • Anytime Djinn casts Fatal Attraction, the Gazal Machete gains additional Corrosive b Corrosive damage for a short period of time.
    • Kills done by the Gazal Machete will empower Fatal Attraction, dealing additional Corrosive b Corrosive damage on the radial blast.

BugsEdit

  • 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.

GalleryEdit

Patch HistoryEdit

Hotfix 23.0.8
  • Made optimizations to Djinn's Fatal Attraction precept.

Update 18.0

  • 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.

Update 10.0

  • Introduced.
Last updated: Hotfix 23.0.8

See alsoEdit