PaperLotus Posted November 2, 2014 Share Posted November 2, 2014 (edited) 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 November 2, 2014 by PaperLotus Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now