I think tweaking this concept in the following ways may address these points:
- Narrow the scope to Myrmidon and exits for now.
- Tweak the skills in such a way that:
- Weapon degradation is reduced for the bonded weapon. If it's the weapon you rely on, it should be semi reliable. It should still decay to offset the flexibility.
- The weapon should become unenchantable by external means and lose the enchantments it already carried. Instead, it gets upgraded with different abilities depending on the class. These are base damage improvements, accuracy buffs, and most importantly flavored changes, see below for some spitball numbers.
- I still like the T2 skill being a stepping stone for the T3 one(s), so let's see if I can make that work. I'm not 100% sure whether to tweak CP costs as it is assumed you will want to maintain your weapon yourself so you're not relying on others to make your character function.
T2
Myrm gets the basic skill, with not much flavor. However, it can already make mundane weapons very viable, especially for a T2 weapon. Comes at the cost of heavy CP investment.
- Myrmidon gets a new 40 CP skill: Weapon Expertise
- This skill lets a character choose one mundane weapon that they have crafted, and "bond" with it.
- Bonding bestows the following effects:
- Bonding with a weapon costs 5 AP and 10 MP. Unbonding can be done at any time for the same cost, which reverts it back to the pre-bonding stats.
- The weapon degrades at a third of the usual speed. If it is ever damaged beyond repair - that is, it degrades while at the "destroyed" quality - the weapon is destroyed as normal and the character can bond with another weapon.
- The weapon can no longer be enchanted, and any enchantments on it are destroyed.
- Should the weapon ever not be in the creator's inventory, it will function as a regular mundane weapon with no special abilities. The creator can teleport the weapon back to their inventory by clicking the button and spending 1 AP and 5 MP.
- The weapon's base damage is increased by 2, and the base accuracy by 10%.
ES's new skill is Rambo-flavored, essentially.
- New 60 CP skill for Eternal Soldier: Weapon Mastery
- If, for some reason, the ES does not have Weapon Expertise from the Myrmidon, they get the ability to bond with a weapon as described above. However, the benefits besides the act of bonding itself do not apply in this case.
- The bonded weapon gains the following bonuses:
- +2 damage and +10% accuracy.
- Any oils applied to the weapon add another +2 damage.
- The damage type can be freely switched between the original damage type, Cold, Death, and Arcane (however, this is overridden by oils).
- Attacks ignore 25% of the target's soak OR half of the target's defenses, toggleable.
- If Way of the Fast Hands is purchased, it applies to the bonded weapon regardless of the bonded weapon's type, both the quality attribute as well as the free reloading.
- If the bonded weapon is a melee weapon that does not use ammo, it will be used as a self-defence weapon for Way of the Whirlwind. Note: Damage capped at 9, but damage type is retained.
- New 60 CP skill for Revenant: Weapon Mastery
- Same thing here, if Myrm skill is not bought, you get the ability to bond but not the other benefits.
- The bonded weapon gains the following bonuses:
- +1 damage and +5% accuracy.
- Another +1 damage for every 15% HP the target is missing (capped at +4 when below 40% HP).
- The damage type can be freely switched between the original damage type, Cold, Death, and Arcane (however, this is overridden by oils).
- If the bonded weapon is a melee weapon, attacks with it add 33% lifesteal on hit.
- If the bonded weapon is not a melee weapon, the ammo capacity is increased by 20% (rounded up).
- If A Plague Upon Thee is purchased, any kills that leave a corpse have a 50% chance to automatically apply the rodent infestation to the corpse.
- If Natural Predator is purchased, its effects also apply to the bonded weapon.
- New 60 CP skill for Nexus Champion: Weapon Mastery
- Same thing here, if Myrm skill is not bought, you get the ability to bond but not the other benefits.
- The bonded weapon gains the following bonuses:
- +1 damage and +5% accuracy.
- Another +1 damage for every 3 spells of any type the NC knows (capped at +3).
- The damage type can be freely switched between the original damage type, Arcane, and any damage type the NC knows a spell of (however, this is overridden by oils).
- If the bonded weapon is not a melee weapon and has sufficient munitions left, the NC may spend another AP and 3 MP to fire two units of munitions at the target. This doubles the damage, which may be useful in overcoming soak and such. Missing the shot is more painful however.
- if the bonded weapon is a melee weapon and Tattoo of the Nexal Spark is purchased, the bonded weapon adds another +2 damage to the charged attack if the target is non-neutral.
- If Tattoo of the Wandering Way is purchased, kills have a 50% chance of granting a "Nexal Attunement" (name TBD) status effect that makes your next teleport cost half as much as usual. The maximum range is not extended, however.
- If the NC knows a full damage spell tree, they can opt to apply its capstone effects as a charged attack (costing 2 MP).