0 of 0

File information

Last updated

Original upload

Created by

JonnesTT

Uploaded by

JonnesTT

Virus scan

Safe to use

About this mod

An attempt at benefitting from multiple skilltrees without crashing the game's balance.
- help with testing balance is highly appreciated

Requirements
Permissions and credits
Changelogs
Donations
Overview
PAtM provides each gun based skill tree with a unique identity while allowing each weapon to benefit from 2 Skilltrees.

Cool provides increased accuracy to slow firing weapons such as shotguns and sniper rifles
Reflexes provides stamina management to fast firing weapons such as SMGs and LMGs
And Body provides large calibres like snipers and LMGs with raw, unfiltered damage.
Additionally, most side perks now apply to all ranged weapons. Excluded are those that enhance a milestone perk.
Further, all reflexes and body melee perks now also apply to all melee weapons.
Monowires and throwables remain largely unhandled as of now. I’ll get to it… soon™.

As each gun now scales with 2 skills, you'll gain extra proficiency in of the skills added. 50% to be exact. It is the "side" tree of that weapon, after all.

Changes
To hone in on the identity of those trees several skills had to be changed. A few more were simply buffed or nerfed and one got a bugfix.
Changes:
Spoiler:  
Show

  • Focus now grants 2 seconds of 30% time dilation while aiming. If you shoot, or hold aim for more than 0.5 seconds, its cost of 30 points of stamina is applied. Because this tree should not make stamina management easier. Just possible.
  • Deadeye lvl2 now grants 25% firerate for semi-automatic weapons. Might help bridge that sniper fire delay, and cool should not make stamina management easier.
  • Ready, Rested And Reloaded: Replaced with 12.5% firerate bonus that gradually lowers as stamina does. To improve synergies between the trees.
  • Wreckingball: Lvl 1 now provides 15% attack speed for melee weapons to minimize overlap between perks.
  • Flyswatter: removed, because it’s just a worse Lead and Steel.
  • Quake: lvl1 removes attack speed penalty when at low stamina. To focus on the "keep swinging" identity of this tree. Yes, this is the GoG katanas buff.
  • Breakthrough: Is now a tier higher
  • Finisher: Bladerunner: Lvl 3 replaced with the master perk Slaughterhouse
  • Slaughterhouse: Replaced with the milestone perk Finisher: Bladerunner
  • Killer Instinct: Now applies to all weapons as long as you're out of combat. Yes, this includes the DMG preview. It seems to be a bit buggy when not aiming right now, though.


Fixes
Spoiler:  
Show
  • Die! Die! Die! : Now has the lvl2 effects on its card


Nerfs
Spoiler:  
Show

  • Quick Draw: Stamina regain lowered to 15%
  • Sharpshooter: 
Amount of stacks was lowered to 5 to lower the max crit chance bonus to 35%
Duration of each stack increased to 3 seconds to make it easier to use semi auto weapons in their groups
  • Salt in the wound: Now provides a total of 50% of the total damage dealt of 4 shots.
  • Rip and Tear: Nerfed to 50% bonus damage for heavy slow firing weapon classes.
  • Quake: Lvl2 attack speed bonus replaced with a 10% damage increase. Hopefully, this’ll finally allow some of us to one-shot people with sledgehammer


Buffs
Spoiler:  
Show
  • Don’t stop me now: Havin a good time, havi… oh sorry. Now provides 25% mitigation chance and 15% mitigation strength to be more noticeable.
  • Kinetic Absorbtion: Now returns 20% stamina to hone in on the low stamina identity.


Balance notes and recommendations
As I test and get feedback, more nerfs and buffs will trickle in. Either way, you’ll likely end up growing a good bit stronger as you reach max level. To counteract this, I advise to use a mod that nerfs your endgame stats.
I've made two ways of doing that myself.  Weapon Scaling Rebalance, which only affects weapon damage, and buffs your early game damage output. And Cyberware RNG Bonuses Removed, which removes all cyberware stat bonuses. This however also removes sources of survivability.

Compatibility notes
If your game is set to another language, some text descriptions will not be displayed correctly. 
Custom melee weapons will require the DBrecords of all melee attacks they can do. That means you'll need to add the tackle and ground slam to katanas hatchets etc.

Mods editing perks or their functions will likely be incompatible with this one.
If a custom weapon uses perk effects as its special effect, its functionality may break with this mod.
Please tell me if you find any incompatible mod. I'll try to make them compatible if possible, and list known incompatibilities bellow.

Known Incompatibilities:
More Guns More Fun