The market for [DMG] modifiers is severely lacking. I propose that instead of adding a measly 5 points of damage, that it should add a percentage. 5% at most, because of how high those DHCs tend to be already.
The aim is that to bring DMG mods back onto the market to compete with the already highly sought mods such as ACC and CritH/D. I hope it would increase the diversity of weapon builds.
Want high base damage? Get DMG. Want a mix? Get [ACC][DMG][CritH]. Not afraid to miss because I have [DMG]x3, which now increases damage of your weapons based on a percentage? OK! I think it would make things more interesting and balance the mods out.
I haven't thought this out entirely through or searched for any ideas similar to this on the forums. But I'm open to opinions about where my idea is flawed.
Perhaps it could also be a different % based on the weapon type (turret, beam array, dual cannon, etc.)? Beam arrays would need it more than DHCs.
Larger arcs should do less damage, making it add less for DC and DHC while adding more for Turrets or Beams wouldn't be so fair of a modifier. Now that I think about, 2.5% across the board sounds fair at this point.
Although I am aware that larger boost on Turrets wouldn't mean much compared to a smaller boost on DC or DHC, but still, the principle after all.
Comments
Larger arcs should do less damage, making it add less for DC and DHC while adding more for Turrets or Beams wouldn't be so fair of a modifier. Now that I think about, 2.5% across the board sounds fair at this point.
Although I am aware that larger boost on Turrets wouldn't mean much compared to a smaller boost on DC or DHC, but still, the principle after all.
DMG is already broken to the point where it's not even considered of any use. Trying to fix something broken isn't supposed to break more stuff.
But then again, what am I saying? We're dealing with Cryptic after all.