One of these again I don’t feel like digging up whatever 200+ reply old thread is sitting somewhere, let’s once again see how much more creativity we players have compared to the developers
A cabin with a perk where the less parts you have left compared to the start of the battle, the more damage you do. Some kind of a percentage based thing, like X% more damage at X% total parts left. Basically when you’re at midway or to the end of the battle, your build has been reduced to nothing more than frames, movement parts, a few guns and modules, you have a damage boost at least.
A cabin that boosts weapon damage, when you’re left with only 1 weapon on the build. Helpful when in those situations where you were running 4 guns and you’re left a smoldering almost-corpse with only 1 gun, and you feel like your 1 gun does absolutely nothing, helps you get in jut a little bit more damage in that state before you die. Probably needs to exclude all the 11-12 energy weapons kaiju, thyrsus and avalanche to prevent cheese at lower ps.
A cabin that gives you a boost in something based on how many decorative parts you have, but also when you loose a decorative part you loose some of the perk. X% of X stat, caps at X. loosing a decorative part means -X% from the total X% of the perk. So if one part were to equal 5% and it caps at 20%, and you’re running say 6 decoration parts, if you loose 2 of them still no change it’s still at 20%, but if you loose 1 more, meaning you have 3 left (5 + 5 + 5) you only have 15% of the perk boost. Just something to justify bloating the ps with decoration parts I want to drive around with lots of them but I also want to do good enough on non-meta cheese builds that work in every ps and circumstance and setup
Here is a cool legendary revolver idea: Revolver that has a changing damage perk. Based on the type of damage you get hit by, if the revolver has not started reloading yet, the next time the revolver reloads, those 6 shots deal damage of that type. Does not stack so if you’re getting hit by multiple types of guns, say bullet, explosions and fire, it only registers the first type that hit your build rather than switching back and forth all the time.
The base damage type is bullet damage, but say you get hip by impulses as you’re fighting, after emptying your gun fully and it has reloaded, it now shoots bullets that do not explode, but the damage type they deal is explosion damage rather than bullet damage.
If you get hit by fire weapon, it deals damage in fire type damage. If by energy weapons, the damage it dishes out is energy weapon damage.
Could be kind of cool to juggle around with different damage types, say you’re fighting a bastion build, it resists a lot of damage types, but suddenly you get energy damage as the next 6 shots you have, and you deal more damage to it as instead of dealing bullet type damage, you deal energy weapon type damage.
Say you have a photon cabin and this gun, you shoot at a heated enemy with bullet type damage, nothing weird, but as you did, the enemy hit you with it’s energy weapon, and after you reloaded you now deal super damage, because of photon perk and your guns dealing energy damage instead of regular bullet damage
Also a proper legendary nail gun, and an epic parser. Parser is not a legendary nail gun no matter what the devs are smoking