Post by Lugwy on Mar 1, 2017 20:40:07 GMT -5
May as well start somewhere when it comes to mod feedback.
An update changed the damage the Chainblade mod did from physical to wounding. The conversion gave it a few new caveats:
Overall, the conversion could be considered a nerf: With the ability to halve the damage dealt with wounding resistance and a cap on bleeding damage dealt per round, it doesn't paste targets as reliably and promptly as it used to.
A suggestion to give Chainblade some niche use as well as make it more effective in its role would be to give it the ability to increase the cap on wounding damage dealt per round when it successfully hits. For example, if you currently deal 10% of your wounding damage pool up to a maximum of 5 wounding damage per round, chainblading an opponent will increase both the percentage and the cap on damage dealt per round (for example, from 10% of pool to a maximum of 5 to, say, 30% of pool to a maximum of 20). You're carving them open with a sawblade, after all.
(The numbers are pulled out of thin air so I take no responsibility for any accuracy in them.)
It should also be noted that the update also made the mod's to-hit rolls inconsistent between fighting styles, though this appears to happen to activatable mods that need an attack roll to hit, not just Chainblade. Operating off of a Two-Handed score of 21 got me a -1 modifier to my attack roll, but a One-Handed score of 34 got me a +7 modifier, and a Dual-Wield score of 1 with two medium weapons gave me a +4 modifier, so it's possible this may be a bug of sorts.
Mod Description said:
This weapon's cutting edge has been replaced by a chain made of tiny links, each with a cutting blade. When the clockwork motor is ready it can be activated to deal massive damage to poorly armored targets. As a full round action you can expend 25 stamina to make a single melee attack that deals double damage and adds +1 for every 5 item levels, but allows your target twice their armor roll. The damage from this attack is dealt as wounding damage.An update changed the damage the Chainblade mod did from physical to wounding. The conversion gave it a few new caveats:
- The damage's method of delivery is delayed (wounding) as opposed to instantaneous (physical).
- Susceptibility to wounding resistance to halve the damage on top of the Armor roll (if this part is still accurate).
Overall, the conversion could be considered a nerf: With the ability to halve the damage dealt with wounding resistance and a cap on bleeding damage dealt per round, it doesn't paste targets as reliably and promptly as it used to.
A suggestion to give Chainblade some niche use as well as make it more effective in its role would be to give it the ability to increase the cap on wounding damage dealt per round when it successfully hits. For example, if you currently deal 10% of your wounding damage pool up to a maximum of 5 wounding damage per round, chainblading an opponent will increase both the percentage and the cap on damage dealt per round (for example, from 10% of pool to a maximum of 5 to, say, 30% of pool to a maximum of 20). You're carving them open with a sawblade, after all.
(The numbers are pulled out of thin air so I take no responsibility for any accuracy in them.)
It should also be noted that the update also made the mod's to-hit rolls inconsistent between fighting styles, though this appears to happen to activatable mods that need an attack roll to hit, not just Chainblade. Operating off of a Two-Handed score of 21 got me a -1 modifier to my attack roll, but a One-Handed score of 34 got me a +7 modifier, and a Dual-Wield score of 1 with two medium weapons gave me a +4 modifier, so it's possible this may be a bug of sorts.