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Post Re: The new Seer only weapons
If they were a multiplier instead of an inbuilt value they might get used a bit.

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Sat Sep 10, 2011 11:23 am
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Post Re: The new Seer only weapons
Demiser of D wrote:
If they were a multiplier instead of an inbuilt value they might get used a bit.

Develop on this more?

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Sun Sep 11, 2011 10:37 am
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Post Re: The new Seer only weapons
Blue Dwarf wrote:
Demiser of D wrote:
If they were a multiplier instead of an inbuilt value they might get used a bit.

Develop on this more?


Itd also be nice if it didnt heal so much (heals 100, make it heal 10, or 1 even)
because seers crit heal
and if someones been hit once it dominates my shields
and seers already dont have any shield bonus

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Sun Sep 11, 2011 11:38 am
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Post Re: The new Seer only weapons
Neba wrote:
Blue Dwarf wrote:
Demiser of D wrote:
If they were a multiplier instead of an inbuilt value they might get used a bit.

Develop on this more?


Itd also be nice if it didnt heal so much (heals 100, make it heal 10, or 1 even)
because seers crit heal
and if someones been hit once it dominates my shields
and seers already dont have any shield bonus

Excellent point I didn't think of. I shall change this at some point..

Or maybe it should be a penalty for using it? :P

More ideas are coming in for new ones though! XD

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Sun Sep 11, 2011 11:57 am
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Post Re: The new Seer only weapons
that makes it not worth it
I shoot it 3 times and Im nearly dead if its on the agro


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Sun Sep 11, 2011 1:27 pm
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Post Re: The new Seer only weapons
What i meant is, make it multiply with everything else...9% damage boost isn't worth it, but 20% probably is. So if it were to give the 20% it advertises, then people would (probably) use it.

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Sun Sep 11, 2011 2:47 pm
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Post Re: The new Seer only weapons
Blue Dwarf wrote:
Demiser of D wrote:
If they were a multiplier instead of an inbuilt value they might get used a bit.

Develop on this more?


I think he means it a percentage of the item's base damage. Like an inherent effect.

Instead of acting like an Item mod* where the mod effect adds on at the end.

Inherent effects are pretty much useless when people have anything that already increases that stat.

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Sun Sep 11, 2011 3:21 pm
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Post Re: The new Seer only weapons
Demiser of D wrote:
What i meant is, make it multiply with everything else...9% damage boost isn't worth it, but 20% probably is. So if it were to give the 20% it advertises, then people would (probably) use it.

It does give the advertised 20%, work out how they work and use it effectively!

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Sun Sep 11, 2011 3:59 pm
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Post Re: The new Seer only weapons
We know how it works. The problem is that there are only a few stats that don't lose value when calculated in this way.

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Sun Sep 11, 2011 8:00 pm
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Post Re: The new Seer only weapons
Yea
have the buffs add to the base amount of weapon damage
people will love seers

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Sun Sep 11, 2011 8:21 pm
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Post Re: The new Seer only weapons
+Damage: 9/10
Win.

+Crit Damage: 7/10
Benefitial to SDs, DPS Seers (rarely come on runs, and can't DPS on runs), and Snipers the most. Would be nice to have a +Crit Chance one aswell.

+Resistance: 9/10
Win.

+Firing: 4/10
+25% RoF AND +20% Elec Temp is a huge nerf to target's energy, suggest changing it to +25% RoF and -20% Tracking (or something)

+TransP: 5/10
The combination of +TransP and -TransE causes a similar effect as the reasoning for Firing.

Haven't checked out the new ones so far.

As others are saying though, it would be nice if the effects are multiplicative, and not dependent on player augmenters. Of course, expecting a flat out +20% damage is unreasonable, so I'd expect these to be reduced if the change was to be made.

TL;DR
Make stats multiplicative, but nerf them to compensate.
Tweak +Firing and +TransP so bonuses are mutually exclusive in effect.
Increase Virus half-life!? =D


Sun Sep 11, 2011 9:13 pm
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Post Re: The new Seer only weapons
Deathdisguise wrote:
+Damage: 9/10
Win.

+Crit Damage: 7/10
Benefitial to SDs, DPS Seers (rarely come on runs, and can't DPS on runs), and Snipers the most. Would be nice to have a +Crit Chance one aswell.

+Resistance: 9/10
Win.

+Firing: 4/10
+25% RoF AND +20% Elec Temp is a huge nerf to target's energy, suggest changing it to +25% RoF and -20% Tracking (or something)

+TransP: 5/10
The combination of +TransP and -TransE causes a similar effect as the reasoning for Firing.

Haven't checked out the new ones so far.

As others are saying though, it would be nice if the effects are multiplicative, and not dependent on player augmenters. Of course, expecting a flat out +20% damage is unreasonable, so I'd expect these to be reduced if the change was to be made.

TL;DR
Make stats multiplicative, but nerf them to compensate.
Tweak +Firing and +TransP so bonuses are mutually exclusive in effect.
Increase Virus half-life!? =D

This is good feedback (I like feedback, it's very nice.)

As for the firing/trans one, I like them both. The firing one is like you can use your weapons more but it's more costly to fire your weapons, like extra energy used in 'cooling' (or whatever you want) to increase the RoF.

The transference one, I like this too. Because it allows the shield monkey (or other healer) to pump out more HPS, but at the cost of loosing their own shield bank more, the equivalent to this for a Berserker using Lion Incinerators (or other self damaging weapon) would be the +damage/-resistance one. It also makes sense that if the shield transference was more powerful, it would be less efficient.

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Mon Sep 12, 2011 2:44 am
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Post Re: The new Seer only weapons
You are already using 25% more electric to fire your weapons 25% faster, then you are adding another 20% electrical use! If a seer on my team shot me with that during a run I'd pod them.

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Post Re: The new Seer only weapons
Blue Dwarf wrote:
This is good feedback (I like feedback, it's very nice.)

As for the firing/trans one, I like them both. The firing one is like you can use your weapons more but it's more costly to fire your weapons, like extra energy used in 'cooling' (or whatever you want) to increase the RoF.

The transference one, I like this too. Because it allows the shield monkey (or other healer) to pump out more HPS, but at the cost of loosing their own shield bank more, the equivalent to this for a Berserker using Lion Incinerators (or other self damaging weapon) would be the +damage/-resistance one. It also makes sense that if the shield transference was more powerful, it would be less efficient.


It's a common misconception that just as DPS roles need more DPS, Shield Monks need more HPS. Actually, most endgame Shield Monks (not just Heph Machines, either) already have sufficient HPS with their default healing weapon to outheal almost all situations, including Olympus. The real problem is efficiency, which is why the 4th aug slot on the HM is so powerful. Perhaps I do you a disservice in assuming that you are not aware of this, but it does seem like you are trying to give players the ability to increase their HPS at the cost of efficiency, while what we actually need is the reverse if anything.

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Mon Sep 12, 2011 11:57 am
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Post Re: The new Seer only weapons
Javatech wrote:
You are already using 25% more electric to fire your weapons 25% faster, then you are adding another 20% electrical use! If a seer on my team shot me with that during a run I'd pod them.


Same. The benefits don't outweigh the downsides.

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