I shall revamp and balance the UV system.
Crafting
- Crafting will remain the same and give the same chance of a UV as usual.
Punch
- UV tickets will be removed and replaced with six types of tickets: Random modifications (1, 2, or 3) and Special modifications (1, 2, or 3)
- Random modifications will cost as much as their respective current UV ticket counterparts
- Special mods will cost much more (50k cr, 100k cr, 150k cr respectively)
- Special mods guarantee the mod that you want.
Mods
Modifications work similarly to a UV. They take up UV slots (you can't have more than 3 total UVs and mods on a single piece of gear). While giving buffs to weapons and armor, they also provide counter-buffs of equal and opposite values. Modifications are as follows:
Weapons
- CTR - CMSI (described below)
- ASI - DMG
- SLIME - CONSTRUCT
- GREMLIN - BEAST
- FIEND - UNDEAD
Armor
- NORMAL - SHADOW
- ELEMENTAL - PIERCING
- FIRE - SHOCK
- POISON - FREEZE
- STUN - CURSE
So let's say for example I use a random mod 2 ticket and get dmg vs gremlin low and ASI vh. Consequently I will also receive a dmg decrease vs beast low and universal damage decrease vh. Had I used a special mod I would have been able to pick which specific mod I wanted.
About CMSI: this stands for charge movement speed increase. Basically, while your weapon is charged/charging, your movement speed will be increased. This is especially good for things like BAB where you walk extra slow while charging.
It's basically the normal MSI we ussualy get from merc suits, both jelly and demo.
AND -1, Uvs are meant to be random... even if it comes with a debuff.