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Legendary Overhaul (For G.E.C.K.)


IcekontroI

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Once the G.E.C.K. comes out I will be getting to work on some ideas I had for new legendary effects. Those effects are listed below and I will continue to add new ones in as I have ideas or as they are suggested.


CURRENTLY THE THREAD IS IN A CONSTRUCTION STATE. I've only got the basics here for now. I will be formatting everything and filling in the missing sections as I have time but right now I want to get all the base ideas out in the open. If you have ideas for new legendary effects you would like to see in this mod let me know in the comments. Keep in mind all numbers are just a rough estimate and can be rebalanced later if they seem too overpowered.


[0] Table of Contents

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- Revise the current legendary system in the way described below.

- Implement additional legendary effects for weapons and armor, as well as revise some vanilla effects as listed below.

- Apply a weighted drop system to make certain more powerful effects more scarce.

- Allow for legendary items to be scrapped for effect specific parts which can be applied to other legendaries. This effect has its own section at the end.


[1] New Drop System

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Legendary Overhaul now makes it possible for legendaries to drop with two legendary slots, a primary and a secondary slot. Primary effects will typically increase damage output while secondary effects focus more on utility. When a legendary item drops, if it came from a low level enemy it'll probably just drop with either only a primary or only a secondary effect. Higher level enemies will begin to drop weapons with both primary and secondary effects on the same weapon. Since those enemies will be using that legendary weapon against you it will be much a more difficult fight the better the weapon. Only weapons will drop using the new system as armors are hard enough to customize as it is. Bosses will now be legendary as well, and their unique weapons will follow and be legendary. The section at the end discusses this in further detail.


[2] New Weapon Effects

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[P] = Primary

= Secondary


[P] Headhunter's - 130% more headshot damage but also increases recoil and reduces accuracy by 50%.

Type: Bullets. This is an alternative to "instigating" which adds more diversity to the legendary effect pool.

[P] Hawkeye - Landing successive hits with this weapon increase your damage output and accuracy by 10% stacking up to 10 times. Each stack only lasts 5 seconds.

Type: Bullets, Lasers. This one might need some rebalancing. It also provides a ranged alternative to the "furious" vanilla effect that only applies to melee weapons. Extremely deadly when used with automatic weapons.

[P] Alpha - 75% bonus damage when fighting enemies of the same gender.

Type: All. Self explanatory all purpose damage upgrade. This may seem to be too high of a bonus compared to effects like Ghoul Slayer which gives only 50% bonus damage. This will be discussed and balanced in the changes to vanilla legendary effects listed below.

[P] Blitz - Ammo type is changed to Fusion Cores; your weapon now charges up and fires a single devastating beam. Fusion Core is drained exponentially more the longer you charge for.

Type: Gauss Rifle. Functions as the single deadliest weapon in all of Fallout 4 at the cost of your most precious type of ammunition.

[P] Merciless - Increases damage dealt the lower the target’s health is up to a maximum of 200% at 1 hp.

Type: All. A great finisher weapon for bosses. Can combo with instigating weapons very well. Also pairs well with the "poisoner's" vanilla effect dealing exponentially more poison damage over time.

[P] Devastating - The blast radius and damage of missile weapons is increased by 50%. After impact, units in the area will suffer 250 radiation damage.

Type: Missile. The explosion and radiation damage can be increased through the demolition expert perk and the the nuclear physicist perk respectively.

[P] Crushing - 35% chance to instantly cripple one or more body parts that were hit. Headshots instead have a 12.5% chance to instantly kill the target if it is below your level.

Type: Melee, Unarmed (or if possible, all weapons but only on melee bash attacks). For those that want realistic melee gameplay this is the effect for you. This might get moved to the secondary effects section if I don't decide to increase melee damage output.

[P] Double Down - Two weapons, one in each hand. You can no longer aim, and reload time and recoil are increased by 50%. Your movement is slowed by 20%.

Type: Certain Melee, Certain Unarmed, Small Guns. Dual wielding is unfortunately not a feature in FO4. This effect aims (somewhat inaccurately) to allow that feature to be enjoyed. Ideally this will make small guns more usable in the lategame. Not only can this be applied to small guns but also to some of the weaker melee weapons allowing them to continue to shine later on in the game.

Piercing - Bullets and lasers will now pierce through at least 1 enemy. The stronger the ammo type the more enemies pierced.

Type: Bullets, Lasers. Can be paired with "blitz" mentioned above to pierce through an unlimited amount of enemies. Sniper bullets will have the second highest penetration value. A full list will be made available soon, right now I just want to get my ideas down so I can move on to specifics later.

Sadist's - Killing an enemy with this weapon has a chance to restore 20% of your missing health based on how low your health already is.

Type: All. Allows for a very Rambo style of play which could be fun for all weapon types. Will heal you in the heat of battle when you need it the most.

Tracking - Shooting applies a tracking device, indicating a target's location. The device will remain attached after the target dies to assist with looting.

Type: Bullets, Lasers, No Big Guns. This will prevent missed loot from a hard to find target. Perhaps trackers can be located on the minimap.

Technician’s - Applies a slow time effect while aiming. Passively increases the duration of chems by 20% when favorited (does not stack).

Type: All. First effect will not activate when using Melee or Unarmed weapons. If you don't like the first effect you can just favorite this weapon for its second effect. You can't increase chem durations with more than one "technician's" weapon.

Intimidating - 20% chance your target will flee when you hit them the first time. If they stay, reduces their damage when you hit them by 25% for 25 seconds.

Type: All.

Solarized- If it is sunny out your weapon will harness the power of the sun for ammunition. Does not work during the night or indoors.

Type: Lasers. An added counterpart to the "nocturnal" vanilla effect.

Defender’s - All damage you take is reduced by 20% when this weapon is drawn.

Type: All. Will stack with "sentinel's" and "cavailer's" legendary armor pieces. Since having a defensive ability on a weapon is somewhat counter intuitive, it may as well be a good one when you do add one.


[3] Changes to Vanilla Weapon Effects

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[P] = Primary

= Secondary

= Both (explained)


Ballistic = Weapons that fire bullets.

Ranged = Ranged weapons excluding Big Guns.


[P] Race Specific Damage Bonus - This includes Assassin's, Ghoul Slayer's, Hunter's, Mutant Slayer's, and Troubleshooter's. Now gives 100% bonus damage instead of 50%.

Type: All. They all used to give 50% bonus damage each. These effects were underwhelming, and the player has never really been motivated to save these weapons.

[P] Automatic - Unchanged.

Type: Laser Musket.

[P] Berserker's - Unchanged.

Type: Melee, Unarmed.

[P] Bloodied - Unchanged.

Type: Melee, Unarmed.

[P] Furious - Unchanged.

Type: Melee, Unarmed.

[P] Incendiary - Increased bonys damage from 15 to 20.

Type: Ballistic.

[P] Wounding - Unchanged.

Type: All.

[P] Freezing - Increased bonus damage from 10 to 15.

Type: All.

[P] Plasma Infused - Increased bonus damage from 10 to 25. Since it doesn't give you anything extra except a flat damage increase it may as well give you more than the other similar effects.

Type: Ballistic.

[P] Explosive - Unchanged.

Type: Ranged.

[P] Enraging - Unchanged.

Type: All.

[P] Instigating - Unchanged.

Type: All.

[P] Two shot - Unchanged.

Type: Ranged.

[P] Violent - Gain 35% more overall damage, 50% more limb damage, and more recoil.

Type: Ballistic.

[P] Junkie's - Bonus per addiction increased from 15% to 25%.

Type: All. Might scale the damage down but for now this seems like enough to offset the negative side effects of addictions.

[P] Lucky - Instead of filling the critical meter 15% faster, it now fills it during your initial hit. So you can crit more often in succession in VATS.

Type: All.

[P] Medic's - Added to the drop table, and is extremely rare.

Type: All.

[P] Nocturnal - No penalty for using the weapon during the day.

Type: All.

[P] Penetrating - Now ignores 50% of the target's armor values.

Type: All.

[P] Powerful - 75% bonus damage at the cost of 15% more recoil.

Type: All.

[P] Mighty - 75% bonus damage at the cost of 15% reduced fire rate or attack speed.

Type: All.

Never Ending - Can be placed in primary slot for its original effect, or in secondary slot to instead just double the ammo capacity.

Type: Ranged.

Rapid - No longer increases fire rate, now increases scope speed by 50% and reload speed by 25%.

Type: Non-Melee, Non-Unarmed.

Relentless - Unchanged.

Type: All.


Cavailer's - Unchanged.

Type: All.


Staggering - Unchanged.

Type: All.

Stalker's - Unchanged.

Type: Ranged.

Quickdraw - VATS no longer slows time, and instead freezes it.

Type: All.

VATS Enhanced [1] - Secondary - 25% AP cost in VATS and everything gains 5% chance to hit in vats, additive with its current hit chance value. This means all 95% chances are now guaranteed hits.

Type: Ranged.

VATS Enhanced [2] - Secondary - Costs 40% less AP in VATS.

Type: Melee, Unarmed.

Nimble - No movement speed penalty for scoping.

Type: Ranged.

Kneecapper - Unchanged.

Type: All.

Irradiated - Unchanged.

Type: All.

Crippling - Bonus damage reduced from 50% to 30%. It's now intended to be the only secondary effect capable of increasing damage.

Type: All.

Poisoner's - Poison damage per second increased from 3 to 40, lasts 10 seconds (unchanged). Will be increased by damage multipliers from primary effects but will not proc effects such as "incendiary" or "freezing."

Type: All.


[4] Legendary Scrapping

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Scrapping a legendary weapon has a chance to give you the corresponding chip that can be attached to another legendary weapon. Quick save reloading won't increase your chances, the chance is predetermined when the item is dropped. This means anything you've already detached is guaranteed to detach a second time. A warning will appear when you attempt to detach a chip that has not yet been detached. One of a kind legendary effects like "relentless" from Kellogg's Pistol will always detach successfully so you don't lose them forever.


So this was a pretty long post, and I've got more ideas to come. This was just the foundation of my plans, hopefully I'm not biting off more than I can chew. I will more than likely release each individual part of the total mod as a standalone installment for those of you who for example don't want the ability to scrap legendary effects. Feel free to commend suggested ideas, maybe if I don't like the idea I will at least be inspired by it.


Thanks!

Edited by IcekontroI
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