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Combo Effect Mods

servantrulesservantrules Posts: 312 Arc User
edited December 2016 in Suggestions Box
This is already done to some extent to vehicles, so why not Equips, too? Having mods that modify 2 or 3 stats add more variety and possibilities to builds. Now, of course, they should be balanced by having far lower bonuses than single bonus mods. For instance, a Level V usually gives a bonus of +57 to 1 stat, so a combo mod could give +20/+15 to 2 different stats instead.

Or how about mods that have huge bonuses, but also substantial penalties? A level V mod that adds +70 to a stat seems enticing, but balanced by a -30 to a different stat.

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  • servantrulesservantrules Posts: 312 Arc User
    gradii said:

    Mods which subtract stats can result in negative stats which would not work very well lol. The other parts of your suggestion sound good though.

    There's probably a way to code it so that the minimum stats never go below 5. The large bonus needs to be offset by something to avoid or minimize abuse. Perhaps instead of straight stat reduction, a derived stat (hp, energy, defense, etc.) would be affected instead.
  • servantrulesservantrules Posts: 312 Arc User
    Revisiting this idea with some examples, borrowing the CO Talent/Perk names:

    Combo Effect Attribute mods Ranks and bonuses:

    I= +14/+14
    II= +16/+16
    III = +19/+19
    IV = +23/+23
    V = +25/+25
    VI = +27/+27
    VII = +29/+29
    VIII = +31/+31
    IX = +33/+33

    Martial Focus Enhancement (Arms)
    +STR/+DEX
    Body Builder Enhancement (Arms)
    +STR/+END
    Accurate Enhancement (Arms)
    +DEX/+END
    Academic Enhancement (Science)
    +INT/+EGO
    Diplomatic Enhancement (Science)
    +INT/+PRE
    Prodigy Enhancement (Mysticism)
    +PRE/+END
  • raighnraighn Posts: 2,339 Arc User

    gradii said:

    Mods which subtract stats can result in negative stats which would not work very well lol. The other parts of your suggestion sound good though.

    There's probably a way to code it so that the minimum stats never go below 5. The large bonus needs to be offset by something to avoid or minimize abuse. Perhaps instead of straight stat reduction, a derived stat (hp, energy, defense, etc.) would be affected instead.
    Penalties would absolutely HAVE to be from the extra stats... Here's why: Example mod +70 Str -30 Ego

    2 senerios:
    1) no minimum stat - result possibility of having -25 in the Ego stat
    2) minimum stat 5 - result builds that use Str but not Ego have zero penalty.

    Additionally the penalties would have to be paired strategically with the bonuses... For example a large bonus to Con might be paired with a penalty to defense or a large bonus to Pre might have a penalty to Offense...
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  • servantrulesservantrules Posts: 312 Arc User
    edited February 2017
    raighn said:


    Additionally the penalties would have to be paired strategically with the bonuses... For example a large bonus to Con might be paired with a penalty to defense or a large bonus to Pre might have a penalty to Offense...

    Yeah, the derived stats would probably be the better option to apply penalties to since there are already effects in the game that does the same. Perhaps something like these:

    Massive
    Large +CON/Moderate -DEF

    Bullheaded
    Large +EGO/Moderate -Max Energy

    Charismatic
    Large +PRE/Moderate -Offense

    Lithe
    Large +DEX/Moderate -Max Health

    Berzerk
    Large +STR/Moderate -All Damage Resistance
  • spinnytopspinnytop Posts: 16,450 Arc User
    Some of those would quickly be filed under "never use" and others would be filed under "penalty doesn't matter"... I'm tellin' ya, abandon that penalty idea, it's just not good.
  • servantrulesservantrules Posts: 312 Arc User
    spinnytop said:

    Some of those would quickly be filed under "never use" and others would be filed under "penalty doesn't matter"... I'm tellin' ya, abandon that penalty idea, it's just not good.

    Well, really, I'd be happy if they just do the 2 Stats combo bonus in one mod version. The "Larger bonus with small penalty" version is so there's some way to offset the bigger bonus vs. the regular mods does. And yeah, I'm sure there will be some mods used more than others, but that's the case as is (I mean, how many people really slot END mods. Not a lot, I'd imagine). But, if this were ever to happen, then all stats need to be represented...

    ... then again, we're still waiting on the rest of the special mod drops along with Depleted Uranium Core and the Left/Right Eye of the Dragon. :/
  • spinnytopspinnytop Posts: 16,450 Arc User

    (I mean, how many people really slot END mods. Not a lot, I'd imagine).

    I have three characters that have End slotted u3u


    Main reason I don't think these mods would need a penalty is cause the mod in the game that basically does what you're saying doesn't have a penalty.
  • notyuunotyuu Posts: 1,121 Arc User
    what if you ditch the penalty and just make them combi-mods... for example a rank 7 acrobatic mod would give you +31 con and dex
    In all things, a calm heart must prevail.

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    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • servantrulesservantrules Posts: 312 Arc User
    notyuu said:

    what if you ditch the penalty and just make them combi-mods... for example a rank 7 acrobatic mod would give you +31 con and dex

    Yeah, that's one of the ideas. The template is already in the game with the Vehicle mods that give 2 bonuses or 3 if it reaches Rank 6+. Translating it into Gear mods would take some work, but the mechanics are there.
  • spinnytopspinnytop Posts: 16,450 Arc User
    Also that one mod that subscribers get. It has two different stats on it, and no penalty.
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