Post by cyborgk on Apr 2, 2021 12:20:00 GMT -5
Hello everyone, given the new changes made to bleed rules in crew combat, myself and a few others have noticed that bio-poison remains rather weak in crew combat. Due to the recent release of the new shotgun job and level 10 weapons, I thought now would be a good time to introduce my ideas to updating bio-poison to make it relevant in crew combat.
As it is right now, bio-poison does armor ignoring damager per turn, while bleed damage occurs per action. Combined with a lesser potential for damage and lack of jobs that utilize bio-poison, I think the best way to incorporate change is through weapons to compensate for their lack of potential damage output versus bleed (essentially, the bio-poison status effect could be inflicted without talents, effectively turning it into additional instant damage, balancing the current rift in damage output between bleed's speed and bio-poison's ease of infliction).
So, I suggest adding high level weapons that split their damage into two types (similar to ship weapon damage, e.g. hull dmg, void dmg, etc...): standard HP damage (includes bleed) and bio-poison damage. Specifically, I think that adding bio-poison damage to blades and snipers is the best way to go.
Starting with blades, lore-wise, I believe it is fair game, as based from the wiki, bio-poison is a "catch-all term for a variety of poisons and toxins". It would make sense that a bio-poisoned blade could inflict wounds that would spread a toxin through a enemy's body. In order to add a sense of realism and consistency, bio-poison status would only be inflicted if the attack pierces. These weapons would focus on high pierce and accuracy while having low parry stat.
Some stats on what it could look like:
Level 9 Rare Military Salvage Blade
"Kamguard Plague-bearer"
INT cost: 9
Damage balance: 40-60 Standard, +30-40 bio-poison damage on pierce
Pierce: 70%
Accuracy: 11
Parry: 2
In terms of snipers, I firmly believe that in their current state, snipers are just weaker and harder to use machineguns, with less available variety. Lore-wise, I also believe it is fair game, as a sniper attack is heavily focused on piercing armor, and coating a bullet in a toxic alloy wouldn't be out of the question. Naturally, like blades, bio-poison would only be inflicted during an attack that pierces, as instant additional damage (not per turn). Bio-poison snipers would similarly focus on piercing and accuracy like blades. This would make both snipers and bio-poison a much more viable role and status effect in combat.
To conclude, bio-poison is a rather weak status effect compared to bleed, and could use some buffs. I suggest adding bio-poison damage to weapons that it makes sense to (high pierce), as well as the "instant damage" format of bio-poison damage, keeping in mind the current balance of weapons and jobs.
Thanks for reading, please leave feedback if you have ideas or thoughts about my own!
-CyK
As it is right now, bio-poison does armor ignoring damager per turn, while bleed damage occurs per action. Combined with a lesser potential for damage and lack of jobs that utilize bio-poison, I think the best way to incorporate change is through weapons to compensate for their lack of potential damage output versus bleed (essentially, the bio-poison status effect could be inflicted without talents, effectively turning it into additional instant damage, balancing the current rift in damage output between bleed's speed and bio-poison's ease of infliction).
So, I suggest adding high level weapons that split their damage into two types (similar to ship weapon damage, e.g. hull dmg, void dmg, etc...): standard HP damage (includes bleed) and bio-poison damage. Specifically, I think that adding bio-poison damage to blades and snipers is the best way to go.
Starting with blades, lore-wise, I believe it is fair game, as based from the wiki, bio-poison is a "catch-all term for a variety of poisons and toxins". It would make sense that a bio-poisoned blade could inflict wounds that would spread a toxin through a enemy's body. In order to add a sense of realism and consistency, bio-poison status would only be inflicted if the attack pierces. These weapons would focus on high pierce and accuracy while having low parry stat.
Some stats on what it could look like:
Level 9 Rare Military Salvage Blade
"Kamguard Plague-bearer"
INT cost: 9
Damage balance: 40-60 Standard, +30-40 bio-poison damage on pierce
Pierce: 70%
Accuracy: 11
Parry: 2
In terms of snipers, I firmly believe that in their current state, snipers are just weaker and harder to use machineguns, with less available variety. Lore-wise, I also believe it is fair game, as a sniper attack is heavily focused on piercing armor, and coating a bullet in a toxic alloy wouldn't be out of the question. Naturally, like blades, bio-poison would only be inflicted during an attack that pierces, as instant additional damage (not per turn). Bio-poison snipers would similarly focus on piercing and accuracy like blades. This would make both snipers and bio-poison a much more viable role and status effect in combat.
To conclude, bio-poison is a rather weak status effect compared to bleed, and could use some buffs. I suggest adding bio-poison damage to weapons that it makes sense to (high pierce), as well as the "instant damage" format of bio-poison damage, keeping in mind the current balance of weapons and jobs.
Thanks for reading, please leave feedback if you have ideas or thoughts about my own!
-CyK