I am currently working on recreating all of BL’s guns and loot system as best as I am able inside of Fallout 4:
There are differences, as one would expect between how weapons are generated between the two games. Namely, a weapon must spawn with all of its parts at a single time inside of Fallout 4, which means that things like titles and - most importantly - proc rates must also be applied at the time that a weapon is spawned.
What this means is that a weapon with a very low tech level can be generated with a very high proc rate, which is of course nonsensical according to Borderland’s rules. (Similarly, titles can be applied to weapons which violate the conditions which need to be met in order to apply said titles.)
I’d like to get some different thoughts on how to best translate proc rate and tech level specifically into Fallout 4, recognizing that both will have to be retooled in some way to work with each other and still be meaningful for influencing a weapon’s stats.
Some ideas I’ve had, and tried in various ways are:
- Tech level can be used to multiply the damage that status effects apply
- Proc rate can determine the ‘size’ of the status effect as well as chance to apply those status effects
- Tech level can be checked against in order to influence the rate of applying status effects
And so on. Both properties can influence damage and % to apply elemental effects in some way it seems which would be ideal, but I hope some others on the forum can weigh in about what is most important about representing either of these in a different engine and crucially what a weapon with a high tech level but low proc rate would mean, and vice versa
(BTW, tech pool isn’t something that I would know how to support, so tech cost based on proc rate is probably only going to be useful in writing a formula to translate values from Borderlands into Fallout 4.)