With the soon to be released Bluescreen LMG I wanted to see a DoT weapon come into existence right behind Bluescreens pure Crowd Control existence. Bluescreen has the Pulse, Disorient, and Disrupt with a built in spreading function on skill usage and on marked target kill. I'd love to have a spread function on what I am about to describe but I fear that it being able to spread by itself would be too powerful but without further ado.
LMG with 100 Mag Size /or/ AR with 50 Mag size
Talent: Expedited Suffering
Headshots trigger a pulse for 5 seconds and your agent receives a buff that rotates every second while there is a pulse active.
(Rotating Buff is similar to how the True Patriot Gear set buff rotates)
Hits during this time apply a Damage over Time Debuff on enemies based on your Core Attributes.
Red Core Attributes inflict a stack Bleed.
Blue Core Attributes inflict a stack of Poison.
Yellow Core Attributes inflict a stack of Burn.
Each stack adds .5 seconds to the "Attributed" Status Effect.
On reload, the Status Effects are removed from those afflicted and the durations they had are dealt in a single burst.
If reloaded from empty the durations are doubled.
The Damage and the Duration are increased by your status effect attributes.
For example. Say the Agent had 4 pieces of gear that had Armor, and 2 that had Weapon Damage. That would be 4 Blue Core Attributes, and 2 Red Core Attributes. As a result hitting an enemy will apply a stack of Poison or Bleed depending on which buff is up. Since there is no Skill Tier, 1 Yellow Attribute, the rotation will be something like this: Blue, Red, Blue, Red, Blue, Blue. Repeating for 10 seconds. During that time, say you hit the enemy 2 times per Blue rotation, and 2 times per Red rotaiton totaling up to 8 Blue hits and 4 Red hits. That would then add 4 seconds to the Poison Status Effect duration and 2 seconds to the Bleed Status Effect duration. Default Durations are 10 Seconds. So you would have a duration of 14 seconds of Poison and 12 seconds of Bleed on the target. Which on reload would be consumed and each tick of damage that would have been dealt over time is dealt in a single second.
To over simplify say Bleed did 10 damage per second and Poison did 5. Using the default duration of 10 seconds the bleed would have done 100 damage and the Poison would have done 50. Using the example just given above the numbers would be 120 Bleed damage and 70 Poison damage. Since we didn't have any burn damage in that example the total damage dealt is 190 damage if the agent were to reload right then and there, and if it were a reload from empty the burst would deal 380 damage.
One more example, and let's throw in 1 Skill Tier. Agent has 1 Skill Tier, 3 Armor, and 2 Weapon Damage rolls for their gear.
That would be 3 Blue Core Attributes, 1 Yellow Core Attribute and 2 Red Core Attributes. Rotation would be something like, Blue, Red, Blue, Yellow, Blue, Red. Take the example above again Bleed does 10 per second, Poison does 5 per second, and now Burn does 15 per second. Say you have 2 hits per rotation again. Poison duration is 13 seconds. Bleed duration remains at 12 seconds. Burn duration is 11 seconds.
So Bleed would be 120 damage, Poison would be 65 damage and the Burn would be 165 damage. Burst damage would be at 350 damage, with a reload from empty damage value of 700.
So there are two primary ways to play with this gun. Damage over Time proc each enemy and let them sit in their "Suffering" while you are behind cover or just constantly shooting them to add more stacks and damage. OR the agent reloads after the above to "Expedited" the suffering and move on to the next. As mentioned I would love it if this could bounce from target to target like Pestilence but I think it really would be too strong if that were the case. What makes this talent a bit more balanced though is that the damage it deals is literally the damage of the bullets and the damage over time. There is no Percent damage bonus or Percent damage per stack like in the case of Pestilence. For the most part this weapon is designed to apply a single instance of the Damage over Time Status' and that is all, granted the durations are modified based on times hit but again that is only the durations. The damage is only affected on a reload and that isnt even the base damage.
In conclusion I feel as though having a weapon that can proc the DoT Status Effects a bit more effectively can open up some depth to the gameplay. Furthermore having more ways of the Agent being able to proc "Poison" Something that "theoretically" either shreds armor or bypasses armor and affects health directly, depending on if you consider the poison from the Scavengers that you come across sometimes or if your considering the oxidizer chem launcher. Either way though it feels as though we need more ways to apply Poison.