Okay now I have been reading suggestions and taken note of all the ones posted with flaws as well as my own. Every one wants a variety of damage output people say yes because it's awesome people say no because it tips the scales. Well I have been thinking what if we found a way to make everyone happy. The idea I am here to propose is like a module, variant, ticket, alchemy and auction house all in one. Now your probably thinking what the heck is this guy rambling about it makes no sense.
I am proposing a accessory for weapons that actually does something besides for appearances. The number of modification slots for a weapon is dependent on the star level. There would be no making of new weapons only simple modifications put directly into the weapon. But the weapon has to deal regular damage in order for it to be modified(cant have a overpowered weapon for all the sneaky criticizers who do make a good point oh no no no no no that just will not do). So calibur for instance you want a elemental wep for roar runs but don't want to waste all your time on a brandish or alchemer tech category weapon path. So you just go to the vendor next to the alchemy machine craft a mod and slap it on the weapon now you have a elemental calibur ready for use.
Now the mods will be classified into to two domains output and input. Now output would be obviously the damage output and visual effect. The kingdoms of the output would be area aka bomb effect(would be more like a force push just think of the first and second fable if anyone has played either one), distance brandish effect, and shot spur effect or you could select none of these and get the classical 360 effect. But before we can get into any of this intricacy the attribute of choice will come up first shadow elemental or pierce(your probably thinking how will pierce even apply just simply make the weapon slimmer probably the only visual mod). Also before I forget I am proposing a hurricane effect as an addition to the attribute path CAT(category) it's like graviton bomb and 5 star brandish path giving good attack but instead of near double dmg the attack is only boosted by a third of regular. Input would be the inside advantage. The kingdoms of input would be siphon(which would be like a heat magnet that sucks out 10% more heat), charge reduction there will be a select option of high medium and low, self inflict if you feel you can take it you can get a 50% boost in attribute output with a chance of self infliction and lastly but not least attack speed which also provide the option of high medium and low. The option of making these mods visible is completely up to three rings that's if they take this idea into consideration.
okay here is the edit because i know that there were some mishaps last time so ummm yes it would have to deal normal attack dmg and maybe no variants on it have not decide on that. you cant possbly say this idea is completely horrible and blame the mod because the mod would be of your choice. Yet and still i undesrtand everyones reasons for saying the idea will be unattractive because people might not want a element sundruska, i just say dont make it but its understandable.
the concept is good in theory. swapping damage and charges and so on.
but, it would be a pain. an elemental sudaruska with brandish charge... I don't dare to imagine that. even one of those mods would be OP. and cutter line with suda charge would be one of the most troll weapons ever.
also, more details on:
mods star related: how many of them?
has to deal regular damage: you mean normal or no UV?
cost. how much?
anyway, to help readers, please learn to make paragraphs. they really help.