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NysekZePope

Weapons (AP/GORE) & Augmentation

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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 by NysekZePope
Forgot to add bonus range nerf...

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