NysekZePope 33 Posted June 16, 2018 (edited) Grenades Now can equip to leg or waist slots. Battle Rifles Damage values adjusted, should now be more competitive with other weapon choices. No higher than 70m range Reload reduced to 2.0 from 2.5 Rifle modifers increased from +2/+4 to +6/+8. Weapon adjustments listed here Assault Rifles Increase modifier to +10 on end-game Assault Rifles +5 to 10+ for rifles prior to end-game. Add Augmentation Assault Rifle Will not go over 60m range Xenofire models will now be competitive with other Assault Rifle choices Example of weapon listing seen here Snipers Reduce delay by .3, reload increased to 3.0, and all Sniper Rifles will now give +10 Rifle modifiers. Only increased the AP sniper to 153.39 DPS Add precision modifer of 5, 10, 15, 20, 25, 30, 35, 40, 45, and 50 based on skill requirements (Scaling every 5 levels) Range increased to 70, 80, 90, and 100 based on previous range values. (+10 compared to previous) All snipers now deal an additional 20% headshot damage. Big Jackal Damage increased by 10 ballistic/electric (The Big Jackal now deals 150 Ballistic/60 Electric damage) Delay reduced to 1.5 and reload increased to 3.0 Clip size increased to 8 Range increased to 100 meters Rifle modifer increased to 20 from 10 while adding 70 Precision Modifier Shotguns Reduce delay of S.I.R./Ye Olde Shotgun to 1.5 from 1.7 Increase modifier of S.I.R./Ye Olde Shotgun to +10 Rifle from +2 SMGs Reducied reload times to 2 seconds Damage values adjusted, should now be more competitive with other weapon choices. (AP weapon added) See examples here Pistol Shotguns Now equips to back slots. Murder of Crows and Revenge of Ravens now give +10 Pistol modifer while equipped. Range values for 180/195 requirements increased to 20 meters from 15/16 Damage, Delay and Reload adjusted : Should now be more competitive with other weapon choices. See examples here Pistols Skill Modifiers Increased by the following numbers, pistols with lower modifiers have increased slightly. +5 from +4 for Light Pistols, +4 from +3 for Medium Pistols, and +3 from +2 for Heavy pistols. Pistol reload time adjusted to 2.5 for Light/Medium Pistols and 3.0 for Heavy Pistols. Heavy Pistol Delay increased to 1.2 and damage adjusted to relate to other heavy damaging weapons. Can now be equipped in leg and waist slots. Pistols will no longer be above 30m/40m/50m range (light/medium/heavy) AP pistol ammo capacity changed to 24 for lights, however Medium/Heavy remain the same. Neverender's Revenge damage increased to 68 from 66. Big B's now deals 110 physical and 20 Sonic damage and range increased to 35m. Little B's will deal 90/10 Ballistic & Sonic and B's will deal 100/15 Ballistic & Soinc damage Gives +5, +8, and +10 pistol skill (Little/Normal/Big) Rather than going through three sheets, I will provide the top-end DPS changes. Lights Max DPS : 132 DPS (262) Mediums Max DPS : 116.47 (232.94) Heavies Max DPS : 92.63 DPS (183.26) Crossbows Delay reduced to 2 seconds rather than 3 seconds Range increased to 50m, 60m, 70m, and 80m Melee AP One Handed reduced to 114 damage before augmentation and faster AP weapons added. "AFFA Blade" variant of AP weapon not finalized, further testing required. Melee listed range increased to 2m for One Handed and 3m for Two Handed 5m bonus range on weapons, abilities, mutations, and otherwise removed to support this change One Handed Melee can now be equipped in leg and waist slots. Lunatic now gives +20 melee skill The two colored require a new weapon and tested to be done, the other two could easily be adjusted now. Heavy Weapons All launchers now have an added modifier of 75 (165) and 150 (180/195) health when equipped. Omega Arms Asclepius requirements reduced to 180 Heavy Weapons and First Aid All Heavy Weapon grenades now have 3 (from 5) second re-use time and will have a 100 target player limit. And just a final touch... Augmentation Health, Gamma, and Stamina modifiers reduced by half, cost doubled. All stat modifiers, besides strength, have been removed. (Unless simply weight limit can be added) Regeneration modifiers reduced to 8 cap from 16, costs have doubled. Armor Use, Dodge, Escape Artist, Power, and Precision removed. If augmentation can be adjusted to allow better scaling as to not waste AP for poor returns I could see a reason keeping it. Power =/= Precision =/= Dodge =/= Armor Use per 5 AP. Weapon Skill modifiers have had their cost reduced by half (10 from 20) Damage types (Slashing, Piercing, Crushing, and Ballistic) that are not primary have been removed. Bonus damage increased to 15% Only certain weapons can proc other damage types allowing higher damage than originally listed in those situations, thus solving this issue. With the augmentation change, all characters should be sent a minimum of 2 nanite cleansers. And adding just one more thing... GORE Crafting Upgrade chance is increase to 100% when using GORE Enhancers. (Should just be removed) Material cost for /craftingupgrading weapons will be reduced considerably. Quest reward for GORE bosses will work in Raid just as it did group and also include a decent sum of Rothium. (To give PVE'ers a better shot at Rothium) Removed GORE specific ammo and repair kits, will be repaired and refilled like normal weapons. (To normalize repair kit and ammo requirements) Removed GORE boss bait and simply replaced with mission NPC with repeatable quest nearby, has a one hour cooldown for turn-in reward. No, this does not including boosting GORE into AP augmentation, thus the adjustments were applied in other methods to keep it "viable". Edited June 16, 2018 by NysekZePope Forgot to add bonus range nerf... Quote Share this post Link to post Share on other sites