High Caliber (Increased Bullet Damage/Range, Heavily Reduced Fire Rate)

equanjohn

New member
High Caliber
+6 Bullet Damage
+20% Weapon Fall-off Range
-120% Fire Rate


The idea here is that certain heroes or builds would be able to capitalize off of having much high base bullet damage more so than a high fire rate.

The most prominent use case in my mind would be Paradox. He could use this item, combined with other weapon damage items, to get his bullet damage quite high, thus making his Kinetic Carbine significantly stronger.
Other heroes that most obviously could use this item are shotgun heroes, allowing them to lean in to a more 'peek heavy' and less 'spammy' play style.
Heroes with alternate fire (Currently Shiv, Viscous, and Yamato) could use this as well to lean into their alternate fire's burst damage potential.
McGinnis with her scaling fire rate could likely heavily capitalize off this item with enough compensatory Fire Rate items to mitigate the downside.
The increase in Weapon Fall-off Range is an important feature here, as it also serves well to open up a more 'accuracy focused' long distance play style for those characters that would much prefer it such as Grey Talon and Vindicta.

The exact values above are just examples of what it could look like. Obviously there'd be a fine line for balancing such an item, especially relative to price.
As for item pricing, as it is a 'build around' type of item it'd make sense for it to be somewhat cheap. Maybe 1,250 souls. Though, it is likely a powerful item for the right build so it costing more, 3,000 souls, would be reasonable too.

Let me know what y'all think! Thanks everyone. :)
 
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High Caliber
+6 Bullet Damage
+20% Weapon Fall-off Range
-120% Fire Rate


The idea here is that certain heroes or builds would be able to capitalize off of having much high base bullet damage more so than a high fire rate.

The most prominent use case in my mind would be Paradox. He could use this item, combined with other weapon damage items, to get his bullet damage quite high, thus making his Kinetic Carbine significantly stronger.
Other heroes that most obviously could use this item are shotgun heroes, allowing them to lean in to a more 'peek heavy' and less 'spammy' play style.
Heroes with alternate fire (Currently Shiv, Viscous, and Yamato) could use this as well to lean into their alternate fire's burst damage potential.
McGinnis with her scaling fire rate could likely heavily capitalize off this item with enough compensatory Fire Rate items to mitigate the downside.
The increase in Weapon Fall-off Range is an important feature here, as it also serves well to open up a more 'accuracy focused' long distance play style for those characters that would much prefer it such as Grey Talon and Vindicta.

The exact values above are just examples of what it could look like. Obviously there'd be a fine line for balancing such an item, especially relative to price.
As for item pricing, as it is a 'build around' type of item it'd make sense for it to be somewhat cheap. Maybe 1,250 souls. Though, it is likely a powerful item for the right build so it costing more, 3,000 souls, would be reasonable too.

Let me know what y'all think! Thanks everyone. :)
If it grants flat bullet damage, certain heroes will benefit too much from it. And idk about this game systems much, but doesnt it get into negative fire rate?
 
If it grants flat bullet damage, certain heroes will benefit too much from it. And idk about this game systems much, but doesnt it get into negative fire rate?
I do not think granting bullet damage is particularly guaranteeing that this item would be overpowered for certain characters. The lowest base bullet damage characters have is around 5. The vast majority of the roster have much higher base bullet damage. When adding bullet damage is accompanied by the proposed fire rate reduction it would more than halve their fire rate and so they would have less DPS overall with this item than without. This is especially true for characters with much higher bullet damage.
The way fire rate works is that the % modifier from items is a modifier of the base fire rate of the character. A value exceeding 100% is not going to lead to negative fire rate. Rather, it simply reduces the fire rate by that amount relative to baseline.
 
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I do not think granting bullet damage is particularly guaranteeing that this item would be overpowered for certain characters. The lowest base bullet damage characters have is around 5. The vast majority of the roster have much higher base bullet damage. When adding bullet damage is accompanied by the proposed fire rate reduction it would more than halve their fire rate and so they would have less DPS overall with this item than without. This is especially true for characters with much higher bullet damage.
The way fire rate works is that the % modifier from items is a modifier of the base fire rate of the character. A value exceeding 100% is not going to lead to negative fire rate. Rather, it simply reduces the fire rate by that amount relative to baseline.
Just do math then, 5 bullet damage plus 6 bullet damage is a 120% damage increase, too much without serious drawbacks. Also if we to count fire rate as in your response. Haze have 10 bullets per second from start. decrease of 120% gives us -2 bullets per second. What is the baseline then? I didnt find on the internet something like base bullet per second. Even if there are this base amount, and it cant get lower than that. It is too abusable, since you can just get over this reduction without much investment and risk, as items for usual bullet build will be used to weaken penalty.

As seen in testing in some others videos, fire rate stack flat. So 40% increase will give us +40 as decrease also will give us -40.
There are flat stack formula right now, without diminishing returns.
 
It's an interesting item idea. The main issues I see are that it makes heroes way worse at the soul deny mechanic, it makes gun more bursty (which takes away from spirit's niche), it affects heroes differently (shotgun heroes and Bebop would more than double their weapon shot damage, whereas Kelvin's damage only increases by roughly 30%), and it makes a character way more ammo efficient to the point of never needing to reload in a fight.
 
I like the idea, but I don't see why you'd do flat bullet damage, seems like % bullet damage would be fine (and a remark about how it doesn't apply to melee). Or instead word it as "your bullets do X% more damage".
 
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