I think you know when I said that LnT only has 3 values, I was referring to the skill points the player can manually put in it. Mods are outliers that don’t really need to be stated here.
Concerning C, it’s more of a constant than a variable since its value is more static than dynamic whereas P is the opposite making it more of a variable. Sure you can go out of your way to make C a variable (by constantly changing mods every second or so lol) and P a constant by choosing to run all the same pellet sized guns. But in their natural state one is more constant, C,and the other more variable, P. You can continue to argue this if you want but either way the formula is fine regardless.
To answer this, I would have it calculate the value once the weapon is selected (just to avoid confusion, I don’t mean once it’s equipped in a slot). Like you said, performance wise it should be fine, especially this way.
It only fails if somehow the projectiles are unlisted within the code itself (which I seriously doubt). Just because we can’t see the multiplier doesn’t mean it’s non-existent in the code. The only problem I could see are with guns like lyuda, bekah, etc where they gain extra projectiles under certain conditions. Even still the formula works, extra steps would need to be made specifically to those weapons though. As in multiple calculations to get all N’s for said weapon. Then the different N’s would be switched out when appropriate.
I don’t see how Megavore would be an issue. Even if all projectiles don’t crit via Megavore, it’s still a free chance to proc LnT. In other words, the possible reduced total chance on shotguns in this case is still higher than 0% (as it would’ve been without Megavore).
Hex grenades and Tediore reloads would work fine with the formula. They have multipliers too don’t they? Whether we see them or not. Not to mention, the fact that those even work with LnT is “broken”, so even if my formula didn’t properly work with them, they still essentially give free rolls to proc LnT.
Lastly Torgue stickies would work perfectly fine with it as well. Not sure how it wouldn’t? Unless the stickies and the explosions are treated as one big multiplier instead of two separate ones (or if the explosions aren’t treated as multipliers at all). Regardless, they could either take the same formula and make a variant specifically for Torgue weapons, or fix how explosions and such works with LnT.
Regardless of the book that I just wrote lol, at this point I doubt they’ll make anymore changes since they chose the easiest route, and everyone seems content with the latest change. Also sorry for the long read, but if you still have doubts about this solution that’s fine and fair. I don’t see any reason to debate the minute details past this point. You have some good ideas. I have some good ideas. I can leave it at that.