One of Fragtrap's skill trees, Fragmented Fragtrap, focuses on some Subroutines that give bonuses and penalties to different weapons.
How do Subroutines work, what are Frag Stacks, and how bad is Tripleclocked?
borderlands-pre-sequel
One of Fragtrap's skill trees, Fragmented Fragtrap, focuses on some Subroutines that give bonuses and penalties to different weapons.
How do Subroutines work, what are Frag Stacks, and how bad is Tripleclocked?
Best Answer
General description, see math below
Skills in Fragmented Fragtrap tree give immense bonuses to certain weapon types, while penalizing all others, incentivizing the player to switch weapons to match the current Subroutine.
Subroutines are time-based, each one being active for 100 seconds. Frag Stacks are basically units of time - you are granted 100 Frag Stacks at Subroutine activation, and they decay at a rate of one per second. Down the skill tree there are skills that allow the player to prolong or shorten a Subroutine's duration as follows:
There are four skills that unlock different Subroutines, first two of which are mandatory, while other two are optional. Only one Subroutine is active at any time, and learning more skills just adds new Subroutines to the pool they are randomly picked from.
The bonuses are pretty modest until you get Tripleclocked skill at level 14. It multiplies all bonuses and penalties of Subroutines by a varying factor of up to 3 depending on Frag Stack count - multiplier is x1 at 100 Frag Stacks and reaches x3 by Subroutine expiration.
Fortunately, negative modifiers in Borderlands are handled by an asymptotic formula of 1/(1-x) - that means that a penalty of -75% does not leave 25% of a value ("4 times less"), but 1/(1+0,75) = 57%. Considering this, here is a table of all possible bonuses or penalties of Subroutines:
Note: Tripleclocked Health and Shields always receive +105% Capacity, only Regeneration ramps up with Frag Stacks.
Oh, and one more bit of math: