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Team: Strawberry Pancakes
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Post buff kobaldstens offensive laser and seer nanite buffs
Dark Kobaldsten's Offensive Laser has a rather weak nanite. The damage bonus the weapons nanite gives the target is only increasing the base damage of the weapon, not the total damage from augs, overloaders, and class bonuses making it a rather weak bonus. While it does give a firing bonus as well, I'd imagine it's using the same gimped math for that too.

The entire point of such a weapon is that the seer sacrifices their own personal damage to boost a group of allies that would benefit greater from the boost of the weapon. However, with such a weak bonus, even seer damage would easily eclipse that of several buffed characters.

I'm not sure if all seer nanite weapons work this way, but for a tech 21 weapon, this is rather underpowered and pretty pointless as it is. I would suggest doing one of two things to make it a worthwhile option.

1. increase the power of the damage buff or give the nanite +crit chance and +crit strength instead which will actually scale well with dps characters.

2. If 1 isn't possible because of balance reasons, then have the weapon do some kind of powerful DOT instead that does heat or lazer damage, or debuffs the target somehow making them more vulnerable to damage. The balancing factors here are that since you can only have 1 nanite on the target you can't stack it, and since it is a transference weapon, the seer itself will take damage applying the nanite weapon and heal the target a bit. The good side would be it gives seers a way to continually do damage and set the target up in interesting ways without having to keep exposing themselves with every shot.

While I am no seer expert, I'd appreciate feedback and comments from experienced seers on this matter.


Sat Mar 03, 2012 1:46 am
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Team: Dark Traders
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
Huzzah!


Sat Mar 03, 2012 1:51 am
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Team: Dark Traders
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
but yeah i was talking to BaG it need a small buff to it.


Sat Mar 03, 2012 1:52 am
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
You're absolutely right; Seer nanite weapons are doomed to mediocrity because of how parasite bonuses work with augs and inbuilts. Crit chance would definitely scale better in some cases, but certainly not all.

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Sat Mar 03, 2012 1:54 am
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Post Re: kobaldstens offensive laser and seer nanite buffs
I agree completely, this line of Seer Parasite laser's even though they are only new need to be reworked. Currently they offer pathetic benefits.

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Sat Mar 03, 2012 2:00 am
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
What sort of stats were you after?.. I could always throw in a critical one as well.

I can't really remember what I put on them now, but iirc this one is +20% damage, +15% RoF.

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Sat Mar 03, 2012 8:17 am
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
Adding in a critical one does not fix all the other ones tho.


Sat Mar 03, 2012 11:22 am
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
I meant fix them, then add a critical one as well... >.<

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Sat Mar 03, 2012 12:32 pm
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
Sounds like an idea.


Sat Mar 03, 2012 12:46 pm
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Team: Strawberry Pancakes
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
It's 10% damage, 15% rof if I recall correctly for kobaldstens. I'm not sure how the rof portion of the bonus is calculated though as that is very hard to measure accurately, but I know for a fact I got +14 damage firing a jiji quu (145 base damage per shot) at a target with 0 heat resists.

The reason why I think the weapon was designed this way is because of the fact that the more players you are able to buff, the more powerful the buff becomes. So the weapon really only is usefull in extremely large groups where the damage buff the seer gives actually eclipses the sacrifice of their own personal dps.

IMO this is really hard to balance no matter how you look at it. Sure you may figure out the magic numbers for the weapons recoil and nanite lifespan for now, but then new augs get added, new ships, new overloaders, new skills, and all of a sudden you have one seer able to crank their rof high enough to buff 20+ people (or perhaps drones or bases?) and the weapon becomes rather overpowered in capable hands.

In my oppinion, the solution would be to change the mechanics of the seer parasite so they can only affect *one* target at a time, but the tradeoff is it gives a really big bonus. So now a seer could play the role of a "fixer" in a group for pvai stuff. They can increase outbound healing of the shield monkey with the parasite, or help the MF hold aggro by giving them higher dps, or help the sniper crank out more dps to eliminate a secondary target quickly as needed. This gives the buff value in group play of any sort of setting, even as small as 2 people, and prevents it from being hugely overpowered. One fix might be to hard code the rof of the weapon to the duration of the parasite, so that any type of firing bonus is ignored, and then beef the parasite significantly.

If this is not possible due to complex coding, then perhaps some kind of unique effect could be added instead of just buffing the bonus stat. Maybe the parasite would instead be truly offensive in nature, doing damage over time and having some cool secondary effect, like taking away energy from the targets elec bank for every point of damage it does (the parasite only, not the actual weapon damage) or giving positive elec tempering.


Sun Mar 04, 2012 5:32 am
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
Following your post, here's my thoughts.

Decrease lifespan to about a half second or less.
Increase RoF to the same.
Decrease the HPS of the weapons.
Increase the power of the parasites.
Manually overwrite the spreadsheets visibility value so Seer's aren't blind as day visible (but not invisible either).

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Sun Mar 04, 2012 8:03 am
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
That could work.


Sun Mar 04, 2012 2:54 pm
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
I've done some tweaking and the changes are now on test.

Decrease lifespan to about a half second or less - Done
Increase RoF to the same - Done
Decrease the HPS of the weapons - Done
Increase the power of the parasites - Done
Manually overwrite the spreadsheets visibility value so Seer's aren't blind as day visible (but not invisible either) - Not done, this value only exists for projectiles! (Blehhh!)


The changes on test now, so please go have a play around and let me know what you think.

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Sun Mar 18, 2012 2:51 pm
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
Hello,

I'm currently unable to find anyone on test with the weapon. I only acquired one recently so I'm unable to test it. Can you just post the parasite stats at least so we know what to look forward to?


Sun Apr 01, 2012 3:48 am
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Post Re: buff kobaldstens offensive laser and seer nanite buffs
The changes I made have been live for the last few days. I must have forgotten to put the * in the commit log for it to get into patch notes. >.<

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Sun Apr 01, 2012 5:46 am
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