Armory discussion - weapon fusions


General Discussion


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Armory had some good weapon fusion stuff. Some comments follow.

1. First, note that adding Djezet to a weapon increases your total cap for multiple fusions, even as it lowers your ability to put high level individual fusions on.

Quote:
Any weapon with metal components, even those that deal only energy damage, can be made of djezet alloy. Such a weapon is considered to be 2 item levels lower when determining which fusion seals can be applied to the weapon, but it is considered to be 2 item levels higher when determining the total level of fusions that can be applied to the weapon.

So a level 10 item can have fusions whose total level add up to 12, but no individual item can be higher than 8.

2. The Accurate Fusion's +1 attack bonus leaves me with mixed feelings. It's worth it for a specialized aim and shoot set up (sniper, or sight/scope on another weapon type), but not all that great. Still, nice to see a weapon enchantment that actually helps you hit things.

3. Bombarding Fusion is sort of cool if you find a high level grenade you want to keep around, making it sort of equivalent to a 1/day Blasting fusion. Probably works best with a hybrid grenade to have a Summon Creature or similar in your back pocket. Not actually that great for a Bombard soldier or other specialist, who needs this stuff more reliably.

4. The Conserving Fusion lets you keep ammo from missed shots. Does this apply to automatic weapons? Because it's great for them if it does, get all your excess ammo expenditure back, plus any misses of ammo actually directed at targets. SPACE RAMBO!!!

5. Continuous Fusion lets you lay down and maintain a line from round to round as a hazard. Kind of cool, but the "only damaged once" limitation seems like it forces you to use it as area denial before people actually move into it - otherwise you shoot them, they move past it with impunity, and you're stuck shooting at the same spot they won't reenter. Could work well for blocking a narrow hallway, though.

6. Cruel Fusion - the Pathfinder enchantment returns. Pair with a Intimidate specialist or Fear mystic for best results.

7. Energetic Fusion - this simplifies your logistics, but it also gives a potentially huge boost to ammo capacity on ballistic weapons, since they get rounded up to the nearest battery max. A Reaction Cannon goes from 6 to 20 shots per reload, some Scatterguns from 4 to 20, and Magnetar Rifles from 24 to 40 or 48 to 80! (Machine Guns and X-Gen Guns mostly don't benefit, alas.) Pair an automatic projectile longarm with a Continuous and Energetic Fusion for some Cyril Figgis style SUPPRESSING FIRE!!!

8. Guarded Fusion - Do you make lots of ranged attacks within reach of melee opponents? Do you not have better use for 8 levels of fusion on your weapon? This is for you!

9. Malediction - Bestow Curse as a ranged ability? That uses a reaction on top of your attack, rather than its own standard action? That can be used on a regular hit, not a critical hit? And uses your weapon item level to set the save? Yes, please!

10. Nullifying - Reducing SR by 2 per hit is nice. But a 10th level fusion may be asking for too much, your Soldier buddy may prefer something else on his weapon.

11. Opportunistic - A level 2 fusion that grants a +2 to hit on AoO and some bonus damage? Every focused melee combatant will be taking this.

12. Selective - Got a melee specialist AND an explode or blast weapon specialist? Now you can blow up everyone flanking your buddy, but not your buddy. [Predator_handshake.gif]

13. Soulfire - Do you miss the days when Hwalsh posted scores of posts lamenting how Charisma didn't do enough for Solarians? If only a dev had invented this for the Core book, much misery could have been prevented. But, yes, you can now add your Cha to damage with a solar weapon.

There are others, but I don't care for them.


Xenocrat wrote:

1. First, note that adding Djezet to a weapon increases your total cap for multiple fusions, even as it lowers your ability to put high level individual fusions on.

Quote:
Any weapon with metal components, even those that deal only energy damage, can be made of djezet alloy. Such a weapon is considered to be 2 item levels lower when determining which fusion seals can be applied to the weapon, but it is considered to be 2 item levels higher when determining the total level of fusions that can be applied to the weapon.
So a level 10 item can have fusions whose total level add up to 12, but no individual item can be higher than 8.

Actually, you're mistaken. Fusion seals are a specific distinct item you can install fusions in.

srd, not fully quoted wrote:

Fusion Seals

It is also possible to place a weapon fusion into a physical object, called a fusion seal, which can then be affixed to a specific weapon and even moved among different weapons. A fusion seal affects only weapons of a given level or less, as noted in parentheses after the name of the fusion seal. For example, a holy fusion seal that could be applied to any weapon of 10th level or lower would be written holy fusion seal (10th). Any decisions that must be made when a fusion is added to a weapon are made when a fusion seal is created, and they can’t be changed.

A fusion seal’s cost is based on the highest-level weapon the fusion seal can affect, and it is equal to 110% of the price of a weapon fusion for a weapon of that level. Removing a fusion seal and transferring it to a new weapon takes only 1 minute and does not require any specific skill training, but the fusion doesn’t function until the seal has been in place on a weapon for 24 hours.


Ah, I missed the fusion seal part. Thanks! So this is pure benefit on both adjustments. With djezet it's easier to put a fusion seal on an otherwise too high level weapon, and you can also put more fusions on a weapon.

That saves a tremendous amount of money at high levels (an 18th level fusion seal is 66,330, vs 148,500 for a level 20 seal), and is ok at mid levels.


Whoa, the Bombarding fusion works with a grenade that you've applied fusions to. Half price, but never actually expend it.

Other than the damage type conversion ones, Cruel (on a group subjected to Fear), Malediction (curse someone who fails their grenade save, if that's what your GM thinks "successfully attack" means in a grenade context), Potent (DC boost), Selective (exclude an ally), Ulrikka Duster (for object destruction), Apprehending (trip someone as a reaction), the alignment based ones, and Merciful seem the most likely to be useful.


Whoa man, that's a lot to talk about. Fusion seals are nice.

The Exchange

Starfinder Charter Superscriber
Xenocrat wrote:
Whoa, the Bombarding fusion works with a grenade that you've applied fusions to. Half price, but never actually expend it.

Its cheaper by a little bit to apply it to a shuriken, even when you factor in full price of the fusion versus half.

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