First off, this is my vision of the item(s) not the dev's I havnt seen their ideas for it yet but I thought I would get this out to everyone to see how the rest of you like it before presenting it to the devs. My biggest thing is it's that it does not unbalance the total play style, so people can continue to play with a +damage system or the +pet damage system.
One more thing I have to note is that as of right now my design does give an advantage to pistol users over grenade users, I am not sure how to balance that out beyond "Cyberdeck Grenades" but that still gives an advantage to pistol users, maybe require a grenade weapon equipped to use them.
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Off Hand Weapon
This is pretty much a glove, much like the NT's cyberdeck in looks. It has 2 modes, melee and range, using a screw driver on it switch it between them. It has very low requirements making it able to be equipped from TL2 up. It's damage is "low" and attack skill is based on a Tradeskill vs Dodge, like the other TS weapons this would make it useful vs high evade professions. The weapon itself has no abilities attached to it, instead it's granted abilities though the use of self nanos.
Two Handed Weapon
This weapon is one of the Tradeskill class weapons; weapons with low damage and a debuff. The Cyberdeck weapon however does not have a built in debuff, it requires the user to chose which debuff that they are going to use. This weapon is a leveling weapon, meaning that its quality level will go up depending on the amount of skill the player using it has. This weapon also has the unique ability to gain specials/lose special attacks. The player can add the specials fling, burst, fa, and AS to this weapon by using a screwdriver on it. Due to the weapon's poor damage these would not hit for anywhere near cap damage.
Nanos
These are the effect modifiers, I have not come up with all of the effects but there could be more then I have listed.
Snare - This one makes the target more accetable to our pet's aoe snare.
MB Help - This one creates a sort of feedback system that makes the pet hitting the target cast master's bidding more often.
Skill vs Effect land rate and strength.
One thing about these abilities is they all rely on a skill to help them. So it would be something like this for say the snare ability.
If QTF = 100 Proc chance = 10% (meaning it'll have a 10% chance of landing the snare effect on the target)
If QTF = 101 Proc Change = 11%
And so on until 1k QTF (whcih would require IP in QTF)
After 100% land rate it would switch over to duration, which would make the effect stay on the target longer, thus giving the pets a higher chance of hitting the target.