"Oh no, it's Zeddy with another suggestion! And this time he's going to nerf my Unique Variants so that they're 'balanced' and 'interesting' and that scares me."
Kinda, but not quite.
Note that this post has been entirely redone since its original creation. You can find the original everyone was raging about here.
It is not my intention to in any way reduce the power of Unique Variants
As an introduction, let's talk about Cold Iron Vanquisher. Cold Iron Vanquisher is generally stronger than Leviathan Blade against undead... until the wielder stacks some damage bonus exceeding +3. For every step beyond that, Levi will catch up to and surpass Cold Iron as it will have reached the damage bonus cap. Due to this, it is rightfully scoffed upon by dedicated swordsmen who are very fond of swimming around in damage bonuses like salmons merrily flopping upriver into bear maws.
What can be done to make CIV a desirable choice beyond looking stylish? I propose that inherent bonuses on weapons be able to stack past the hard cap limit for damage bonuses. So where a Levi can only reach +6 Damage Versus Undead, Cold Iron would be able to reach +9 Damage Versus Undead. And I'm not happy to call it quits there, either!
This part is different now
In essence, a UV would be able to let you break the limit on just how many bonuses you can stack. Past the bonus cap, you reach a point of diminishing returns and you will need a 2 extra bonus in order to go 1 past the limit. In other words, if you have Low versus Undead on your sword, it works just like currently. It's an extra +1 and you can reach a max of +6 with it like always. However, if you get a medium, and combine it with a +6 from elsewhere, you end up at +7. The tooltip would refer to it as "MAXIMUM+" or just still say Max and be all secretive about it like armour is. The highest you would be able to get would be with Shocking Salt Bomb with a Very High against Slime. Full Mad Bomber + Boom Module + Very High UV + Inherent Very High on the bomb:
The Mad Bomber and Boom Module add up to +6, the maximum. Shocking Salt's inherent +4 stacks directly on top there, making for a +10. Add the UV with it's +4, but halve it because UVs are affected by diminishing returns past the cap for a +2 and the highest you could reach is +12. The tooltip could refer to this as "DOUBLE MAX". Adding another Boom Module would do nothing. Only inherent bonuses and UVs break the cap.
So the max a Levi could reach vs undead is +8 and CIV would be able to reach +11. ASI and CTR on anything would be able to reach +8 with Very High UVs on them.
The catch
Every force has an opposite. So, too, must it be with unique variants. Since a low UV would give no bonus, it would have no penalty. At medium bonus, however, a low penalty would be applied to the "opposing" family. Let's use Luguiru's thing:
- fiend <-> gremlin
- construct <-> beast
- jelly <-> undead
In other words, a sword with Very High Bonus Versus Fiend would have a Medium Penalty Versus Gremlin. A VH vs Gremlins would conversly carry a Med Penalty vs Fiends.
Attack Speed Increase
This would work kinda like the family bonus thing. Medium ASI would incur your with a Low damage penalty and Very High ASI would incur you with a Medium damage penalty.
Just like with family bonuses, an ASI+4 sword would be able to reach +8 when stacked upon a +6 bonus from weapons and armour.
Charges are more complicated and get their own section
Keep in mind that these only apply to the charges themselves, not regular shots and combos.
Swords
For Caliburs, +2 CTR reduces knockback by about a tile and +4 reduces it by another one. This can be seen as a good thing if you're into damage. I know you are.
+2 CTR adds a 10% chance for the final explosion on Brandish to be replaced by a harmless, white puff of smoke. At +4, there's a 10% chance for the same and another 5% chance for the second to last explosion to be a dud. If the second to last explosion explosion poofs, the final explosion will not spawn.
+4 CTR on Cutter will skip the first swing entirely. While the charge will lower in total damage, it would also make it slightly safer to use. The change only applies on the final level because the Cutter already charges amazingly fast and as such the increase would be comparatively low.
+2 CTR on Flourish reduces damage on the first hit by a low. +4 reduces damage on the second hit by a low.
+2 CTR on Thorn Blade removes a random spike from the charge. +4 removes another one.
At +2 CTR, there's a 10% chance for the Divine Avenger charge to only fire the two side blades in a V-pattern. At +4 there's another 5% chance to only fire the middle blade. Avenger would be unaffected.
At +2 CTR, the Curse on Gran Faust would weak by a step, and an additional one for +4. This also applies to self-curse. The same would happen for Faust and Sealed.
For Fang of Vog, see Gran Faust.
CTR +2 on Troikas and Hammer reduces damage on the first hit by a low. +4 reduces damage on the second hit by a low.
Travel length of the charge projectile on Winmillion is reduced by about half a tile at +2 and +4.
Handguns
On Blaster, +2 and +4 CTR reduces knockback by about half a tile.
+2 removes the last two bullets from the Autogun charge. +4 removes another two. This would make the charge attack shorter, increasing safety.
+2 and +4 CTR would reduce charge orbit lifetime on Catalyzer by two seconds each. Like with cutter, the extra CTR simply wouldn't do much and as such the penalty is comparatively low.
For Polaris and Supernova, see Blaster.
+2 and +4 CTR for Antigua would remove a shot each from the charge attack. Like with Autogun, Calibur and Cutter, some may see this as a good thing.
At +2 and +4, Magnus' charge explosion would decrease in radius by 15% each time.
Bombs
All bombs except shard bombs lose radius at +2 and +4. At +2, Nitronome and Ash of Agni end up with a radius between 5* and 4, while at +4 they end up at 4*.
At +2 CTR, Shard Bomb have a 20% chance for a random shard not spawning at all. At +4, there's an additional 10% chance for a random shard not spawning at all.
At +2 CTR, Vortex bomb duration is reduced by 0.2 seconds and an additional 0.2 seconds at +4 CTR.
Oh right, armours!
See family bonuses for weapons. Basically, for every step of defence that gets added, half that amount of normal defence would be reduced. This means normal UVs would only be half as effective. It also means that UVs would be purely beneficial on Drake Scale and Divine. (Normal UVs would still only be half effective, on the other hand.)
For each step of status resist, an armour would receive half penalty to the opposing status. It goes like this:
- fire <-> shock
- freeze <-> poison
- stun <-> curse
If you suggest putting fire opposed to freeze, I will have to whack you over the head with a newspaper. Everyone would just laugh off the poison and freeze penalties.
+1 for hard mode
-1 for everyone mode
Edit: I love how you don't even care about ASI