Weapon Modifier

Weapon Modifier

You have the tools needed to enchant people's weapons for a profit. If no one wants to use your service, you can sell enchanted guns to the General Buyer NPC or on the Auction House!

AttributeValue
Max players3
Command/modifier
Salary$50
CategoryDealer / Creator Jobs
Voted inNo
Player modelmodels/mass effect 2/player/player/loki_mech.mdl

Tips:

  • Enchanting weapons gives you XP
  • Chemical Barrels can be farmed at a chemical hoses
  • Blood can be farmed from players with more than 75 HP
  • Spawn your enchanting table from the F4 menu
  • Enchanted weapons have increased stats & value

The Weapon Modifer uses their Weapon Forge with Blood and Filled Chemical Barrels to enchant weapons with unique effects and to increase their base stats. They spawn with a Blood Extractor, which allows them to extract blood from other players and themself.

Enchanting

The Weapon Modifier is able to spawn the Weapon Forge from the F4 Menu "Entities". Upon placing a weapon into the forge, the weapon is absorbed by the weapon forge.

If you remove the forge for any reason (like swapping jobs, or disconnecting) the item inside of it will be lost, permanently. Additionally, the only way to remove the item from the weapon forge at this point is to enchant it.

Upon placing the minimum amount of materials in the weapon forge (2 Chemical Barrels and 1 Blood) and activating it, the following methodology is used to calculate the rarity of the item created.

  1. The number of chemicals added to the weapon forge is subtracted by 2 and divided by 3.35.
  2. The game chooses a random number between 0 and 150.
  3. The numbers are then added, rounded down to the nearest integer, and evaluated:
  • If the number is 0, then the weapon will be Common.

- Common weapons spawn with 1 base stat increased by 1-5%.

  • If the number is >= 100, then the weapon will be Rare.

- Rare weapons spawn with 2 base stats increased by 5-10%.

  • If the number is >= 135, then the weapon will be Epic.

- Epic weapons spawn with 3 base stats increased by 10-15%.

- Epic weapons spawn with 1 special effect.

  • If the number is >= 149, then the weapon will be Legendary.

- Legendary weapons with all 4 base stats increased by 10-15%.

- Legendary weapons typically have 1 special effect - however,

- Legendary weapons have a one in 300 chance to have 2 or 3 special effects.

  • If the weapon is Legendary, there is a 1/90 chance for it to be an Artifact instead.

- Artifacts spawn with all 4 base stats increased by 15-20%.

- Artifacts spawn with 6 special effects.

A graph representing the relationship between the amount of chemical barrels used and the chances of getting each Rarity. Keep in mind that the actual amount of chemical barrels used will be lower due to the chemical imbalance perk.

Special Effects

Epic, legendary, and Artifact weapons all have special effects. The chance of rolling all effects and their percentage values is equal, and has no relation to the amount of chemical barrels added. You can use the Unstable Gem to reroll the special effect that a weapon has, and the Stable Gem to reroll the percentage values of the special effect.

On-Hit Effects

(Trigger on shooting or hitting a target)

  • Has a (15–50%) chance to ignite players for (3–10) seconds
  • Has a (15–50%) chance to heal (1–20) on hit
  • Has a (10–40%) chance to give you (2–12) armor
  • Has a (10–40%) chance to blind your target for (1–3) seconds
  • Has a (5–15%) chance to do explosive damage on hit
  • Your shots have a (5–50%) chance to knock back players with (200–800) force
  • Your shots have a (5–25%) chance to pull in its target
  • Your shots have a (5–25%) chance to fling your target with (300–800) force
  • Your shots have a (5–33%) chance for a (5–15) second long non-lethal effect
  • Your shots have a (3–12%) chance to deal (1–20%) more damage
  • Each hit has a (2–15%) chance to refill (1–4) bullets in your magazine
  • Deal (1–5%) more damage with each consecutive hit, stacking up to (2–5) times
  • Deal (1–20%) more damage on the first (1–2) bullet(s) in the magazine
  • Deal (1–25%) more damage on the last (1–4) bullet(s) in the magazine
  • Shooting a player uncuffs them immediately

Damage Modifiers

(Affect how much damage you deal under certain conditions)

  • Deals (1–20%) more damage to cops
  • Deals (1–20%) more damage to weird jobs
  • Deal (1–20%) more damage on headshots
  • Deal (1–20%) more damage on shots to the chest
  • Deal (1–20%) more damage to targets below (10–40%) health
  • Deal (1–20%) more damage to targets above (60–90%) health
  • Deal (1–20%) more damage to targets with armor
  • Deal (1–20%) more damage to targets without armor
  • Deal (1–35%) more damage when (800–1500) units or more away from your target
  • Deal (1–15%) more damage when closer than (50–500) units to your target
  • Deal (1–20%) more damage when you are standing still
  • Deal (1–15%) more damage while you are moving
  • Deal up to (1–20%) more damage based on your missing health
  • Deal (5–30%) extra damage when behind your target
  • If your shot would put your target below (2–5%) health, they are instantly killed instead

Kill Effects

(Trigger when you kill an enemy)

  • Gain (5–35) health and (5–35) armor on kill
  • Reload your magazine on kill

Passive Effects

(Always active while the enchanted weapon is equipped)

  • Gain (1–25) increased max health
  • Heal for (1–4) health every second
  • Take (1–15%) less damage
  • Gain (5–15%) movement speed
  • If you would take lethal damage, heal to (10–100) health instead (5-minute cooldown)
  • Jump (40–150%) higher and take no fall damage
  • Have a (1–7%) chance to heal from any damage taken (excess healing becomes armor)
  • Damage from a player increases your movespeed by (2–5%) and your damage to them by (2–5%), stacking up to (2–5) times for 10 seconds
  • Nullify the first instance of damage you take ((10–30) second cooldown)
  • Earn (2–10%) more money from printers

There is no logic in place to stop weapons from rolling multiple of the same effect.

Trails

Players holding an enchanted weapon spawn a trail behind them. The color and type of the trail is randomly decided upon equipping the enchanted weapon.

Trail.gif

Leveling

The following leveling talents, perks, and gang perks affect the Weapon Modifier:

PerkEffectSource
Sticky HandsEnchanted weapons that normally fall out of your hands won’t drop on death.Talent (1)
Chemical ImbalanceChemical barrels put into the enchanting station have a chance to give more value.Level (6)
Enchant ExpertYou can enchant all weapons (results may vary).Talent(2)
Quick RerollAs a weapon modifier, you can enchant enchanted weapons.Level (17)
Knowledge is PowerYou have a 10% higher chance to not get a common when enchanting.Gang (39)
Enchanted MatrixYou have a small chance to duplicate a gun while enchanting.Gang (48)

Tips

  • The chemical imbalance perk significantly reduces your chemical barrel usage - max legendary chance is typically only 350 chemical barrels, instead of 500.

Trivia

History

- Fixed explosive enchant not doing explosive damage

- Made it so the uncuffing enchant now requires the shooting player to be close to the cuffed player

- Added 40+ new enchantments to enchant weapons

- Added the ability for enchantments to stack on weapons

- Lowered new enchantments stats as they were way too powerful

- Made it so enchanted guns can do up to a max amount of damage per shot to prevent extreme crazy funkyness

- Made it so enchanted weapon after the nerf get adjusted

- Fixed an issue where the "Reload on Kill" enchant wasn't working properly

- Fixed an issue where "Armor + Health on Kill" enchant wasn't working properly

- Fixed the "Deal more damage with each consecutive hit" enchant for the first 2 shots

- Fixed an issue where you could close out of the enchantment picker window

- Fixed an issue where inventorying new enchanted weapons didn't work

- Fixed the "Gain health + armor" on kill enchant so it caps your armor

- Fixed an issue where all enchanted weapons & weapon tokens gave legendaries

- Made it so if you enchant a rarity Epic or higher, you will not be able to re-enchant it until inventorying it

- Improved the qualifications to enchant an item

- Fixed an issue with duping guns on the enchant table

- Added new system: Weapon Modifications

- Added new job: Weapon Modifier

- Added 4 tiers of weapons: Common, Uncommon, Epic, Legendary

- Upgraded weapons will save all stats on an inventory

- Upgraded weapons will drop when killed if out, not deleted

- Modified weapon naming algorithm