The changes to Magic Gunner iced this neat balance between the four gun archetypes, I think that multiple rounds should influence at least the base shell, in a way that it amps the shell damage for every additional hit beyond the first you score, to a maximum of 3 times the effect.
Here's an idea for how to bring that back in a controlled way: Give the shells a new 'Gun Round Amp' effect. Basically, it makes each hit from your gun's rounds enhance the final effect of the shell, stacking up to a maximum limit (particular to each shell). The bonus damage or effect strength is proportional to the number of successful hits before the shell is triggered.
Basically, it'd mean something like this:
Quote:Blaze Shell
Shell: 5 * SP Armor-Ignoring Fire DMG (Amp: For each round successful hit before triggering, multiply the shell's damage by the number of hits (max. 3).)
Most of the shells would be increasing their damage done, while particular shells such as the trio below, would behave different for Amp.
- Lucky Shell; Amp increases the duration of Lucky Shell, not LV.
- Interference Shell; Amp increases the FP Reduction.
- Magnet Shell; Amp increases the LV of Magnetize, not the damage.
- Chain Shell; Amp increases the amount of enemies to chain into, not the damage.
- Vamp Shell; Amp increases the HP recovery, not the damage.
Discuss.