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Non-Damage-Related Mods, Etc


PaperLotus
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I may refer to mods that do not modify a weapons damage as Misc Mods. (Ex. Fast Hands) This term will NOT include status chance/duration mods.

 

1a. Status Chance  completed

2a. Misc. Mods

3a. Augments

 

I'll be bolding any information I think is important for clarity.

 

I will be adding to this thread when I have the time to. I apologize to anyone who has a problem with how I've constructed my arguments; English was never one of my strong points.

 

I'll be starting with Status Chance mods.(Rifle Aptitude,Shotgun Savvy,Sure Shot,Melee Prowess)

Each of these mods gives a 15% (30% for Shotguns) multiplicative bonus to Status Chance, meaning that if modded onto a weapon with a Status Chance of 10%, the chance would be raised to 11.5%. A weapon with a 50% Status Chance, such as the Miter, would be raised to 57.5%. A weapon with a 2.5% Status Chance, such as the Supra, would be raised to 2.875%. For a Comparison, I'll use the Elemental Damage/Status Chance dual-stat mods.(Ex. Pistol Pestilence). Each of these mods gives a 60% multiplicative bonus to Status Chance. A weapon with 10% Status chance would be raised to 16% . 50% would be raised to 80%. 2.5% would be raised to 4%.

 

The Two Primary Weapon Status Chance mods have a Capacity Drain of 9, meaning that each capacity that it takes up would be equal to 1.66%(3.33% for Shotguns) Status Chance. The Secondary and Melee mods have a Capacity Drain of 7; each pointy being worth 2.14% Status Chance.  For a Comparison, I'll use the Elemental Damage/Status Chance dual-stat mods.(Ex. Pistol Pestilence) Each of these mods gives a 60% multiplicative bonus to Status Chance, as well a 60% bonus to an Elemental Damage Type, with a Capacity Drain of 7, meaning that each capacity it uses is worth 8.5% Status Chance and Elemental Damage, more than 5 times as effective as the Primary mods, and 4 times as effective as the Secondary.

 

With such a massive dissonance between each type of Status Chance mods, balancing them would be a huge change. A few things come to mind when it comes to way to fix them.

The first being instead of a multiplicative bonus, give each of them an additive bonus, meaning that a bonus of 5% would bring  10%  Status Chance up to 15% Status Chance. I understand this is being done with many of the Weapon Augment mods, so that may be a bit of a stretch, but completely possible with the correct values. Rifles and Pistols could probably be kept around a  3-8%  additive bonus, Shotguns and Melee weapons, dealing with pellet count and low attack speed respectively, would need to be higher, maybe in the 8-12% range.

My second idea, which is probably a more likely choice, is essentially just a simple buff to each. Raising the percentage, and lowering the Capacity Drain of each. Rifles,Pistols, and Melee could be raised to 60%, and have their Capacity Drain lowered to 7~, putting them in line with the Status Chance portion of the dual-stat mods. Shotguns, having to deal with their pellet count, would need a higher chance; somewhere around 85-95%, and have it's Capacity Drain lowered to match.

 

There's my two cents of Status Chance mods.  When I have the chance to write it, I'll post my feedback on both Misc. Mods and Weapon Augments. Any and All Feedback/Ideas/Etc. is encouraged and appreciated.

Edited by PaperLotus
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