*Insert joke about a lack of surprise that I make a post about bashing stuff*
First off, I want to say I love the concept of these weapons, also the attack lines and descriptions are pretty awesome. However there are a couple of concerns with them that are standing between my dingbats and the game taking all of them.
The multi attack function of gears apparently does not overflow onto targets of the same syntax. What I mean by this is if you do not use all your gears to kill a target, the remaining gears will not hit something else with the same name.
For example, Bob is on astral, hunting bulls. He has bulls targeted (or astralbeast, ymmv) and three are in the room with him. He unleashes his supercharged 11 gear gnomish box of wonder and the first bull dies in 5 attacks. The remaining six attacks do not hit another bull, his balance has been consumed, and he takes no further action till he is back on balance again.
Meanwhile he is up there with his friend Ted. Ted does not have an awesome gnome pimpcane of doom, but he is a monk, and does three attacks a round. His first two punches are WORLD SHATTERINGly effective and the bull dies, leaving him with a kick, which instantly hits the next bull.
That level of overflow should also be granted on boxes.
The second problem is the mechanics of adding more gears. Each gear you add to the box, grants an extra attack, and a small amount of damage, but the overall damage is divided by the number of gears you have, and then split evenly across all active types.
So while you gain a bit of damage from adding a gear, it may be a damage type that your creature of choice is super resistant to, so not only is your attack portion that was doing effective damage reduced in total (due to now having a smaller share of the overall damage) your new portion does less damage due to resistances, and your overall attack is weaker despite your item being theoretically more powerful.
For example. Jim is hunting in the gutter. Jim has a gnomish clockwork nyancat of pew with two gears, divinus and cutting. Therefore the damage is split three ways 33% unblockable (the default) 33% divinus, 33% cutting. Jim decides he's going to murder lirangsha afterwards and wants to buy an excorable damage gear. However, for his current scenario zombies are super resistant to excorable, and his awesome divinus/cutting vulnerability hitting damage will go from 66% of the total to only 50%, while 25% of his attack will be almost entirely pointless, Jim decides not to purchase more gears as it would be a damage loss to his hunting.
My solution here is retain the multiple attack feature of gears, as well as the small damage increase per gear added, BUT, allow the box to do full damage (or 50% unblockable, 50% chosen if balance decrees) as any type of gear that the box is attuned to.
This encourages pimping your gnomish weapon out because of the bonus attacks and extra damage, even if you don't plan on using those damage types, ever.
These really are so close to "shut up and take my money dingbats" level, but need some adjustments making before they're worth buying. With the above recommendations they will be the "must have" bashing artifact of choice.
This won't kill off wonderwand and whips, as whips are cheaper than spending over 1000 dingbats, and wonderwands still do more single shot damage (and have other benefits) but it'll make them a very worthwhile investment for the would be hunter extraordinaire.
The divine voice
of Avechna, the Avenger reverberates powerfully, "Congratulations,
Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!