Option Seed w/ Scaled Proc Coefficient
Opened this issue · 2 comments
Is your feature request related to a problem? Please describe.
Option Seed duplicates player attacks, effectively tripling the occurrence of on-hit effects. When used with a survivor that has a Proc Coefficient of 1, such as Commando, and combined with a high attack speed, on-hit effects like bleed and healing can be abused to instantly melt enemies and maintain full health in the face of high damage.
Describe the solution you'd like
When Option Seed duplicates player attacks for a fraction of the damage, this should also be for a fraction of the original Proc Coefficient. When stacking Option Seed, the Proc Coefficient should increase just as the percent damage does.
Describe alternatives you've considered
I think making the Proc Coefficient be a fraction of the original attacks' should be sufficient. Other alternatives would be to not have the extra attacks proc on-hit effects.
Additional Context
This was the original plan. It should have scaled with damage coefficient, but there was a problem. Projectiles can't have their coefficients modified, which is really infuriating.
It can be modified, but the game's code does not return the projectile created when creating/shooting it, hence it's hard to find the coefficient.
If it's too difficult to find the coefficient, and it won't fix the other survivor-specific gimmicks (as I mentioned in #36 ), would a boost to red rarity really be that unreasonable?