Disclaimer: I'm here to talk about the basics of modding weapons, which may or may not be sprinkled with doses of my own opinion. Reader discretion is advised.
Are you having trouble getting out of level 20 areas? Not sure how to make that new Cronus of yours slice and dice Grinizzle like sushi? Wondering why your Karak isn't turning Corpus into metal mincemeat? Well you're in luck, because I will be here to answer these questions with regards to modding.
What is modding?
Modding is the act of placing mod cards onto your weapons to increase their power and/or utility. Without mods, your weapons will be rather shabby. No matter what weapon, without mods, you will find it extremely difficult to kill enemies that are any higher than like level 30, and this feeling usually comes before level 30.
How do I mod?
Modding will depend on what you are using, and what kind of build you are trying to create. For starters, just know these three kinds of builds:
Damage Builds
Status Builds
Critical Builds
These three will get you well on your way until you are experienced enough to begin experimenting.
If you are just starting, I recommend you focus on Damage builds, because damage is the main way you kill enemies. Status is great and all but is frankly not as important at lower levels than it is at higher levels. Let's get you started on your way modding.
Primary Weapons (Rifles):
Damage Oriented Builds:
Key Mods:
Common:
Uncommon:
Rare:
For an effective damage build, you will want to focus your ranking into these mods. The most important is to get Serration ranked up, because the effectiveness of the elemental mods is directly related to the base damage, which is increased by Serration. For starters I would focus on getting Serration to rank 5, and then work my way up each of the elements to rank 5. When you acquire Split Chamber, I would rank it up and place it into your build, but it is rather costly, so it is not of priority.
Let me explain why these are most important. Serration increases your base damage, which increases your damage output. Elemental damage mods increase your damage output and give you benefits such as extra damage against specific types of armor and factions. Split Chamber's multishot means you have a chance to shoot two bullets for the price of one, which increases your damage, critical chance, and status chance, so multishot is very powerful, and thus is justifiably expensive, mod points wise. Don't worry about it too much until you have weapons that are Catalyzed.
Now I'll explain a second type of build, Status builds. These builds sacrifice some damage output to increase chance of activating status effects. These effects can cause enemies to suffer from things such as stun, DoT (damage over time), a decrease in armor, and knockdown. Specific enemies also have strengths and weaknesses to specific damage types, Puncture, Impact, and Slash, and elemental damage types are no exception.
Key Mods: (Other than the aforementioned mods)
Rare Mods:
Event Mods:
One of the reasons I recommend waiting on Status builds is because many of the important mods that increase status chance were dropped from events, and have no word on when they will be returning if you were not around for the event. The Toxic element ones are readily available as they were reintroduced, and the Electricity ones are the next ones slated for reintroduction.
The difference to Damage builds here is that we sacrifice 30% damage for an extra 60% status chance. Note this does not mean a flat 60% increase to status chance, this is solely 60% of the base status chance. If a weapon has a 50% chance to cause a status effect, adding this mod will increase it by 30%, because 60% of 50 is 30%.
Generally, you either select an element, usually a combination element, and only use those elements' mods, the 90% damage mods and the 60%/60% dual stat mods to restrict the number of elements, as status chance is shared between all innate and added damage types on a weapon, with the higher priority given to the element with the greatest base damage. So if I have a weapon with 800 Blast Damage and 400 Corrosive Damage, with 50% status chance, the chance of Blast and Corrosive are not 25% and 25%, but Blast is favored due to higher damage. Keep in mind this includes the innate physical damage types, Puncture, Slash, and Impact, if they are present.
If your sole objective is to increase status chance, then you would likely prioritize Serration and Split Chamber, and then as many of the 60%/60% mods you have onto the weapon.
There is another mod that increases status chance:
But as of right now, it is simply not worth your time. Devoting an entire slot and 9 mod points for a paltry 12.5% increase is rarely ever justifiable.
Meanwhile, this nightmare mod also exists:
Again, it seems wasted potential as it gives 60% Critical Damage and 40% Status Chance if your weapon is not both Critical and Status oriented. This is usually more up to personal preference.
The last build I will go over here is Critical builds. Generally you make the decision of whether or not this weapon is oriented for critical builds based on its base status chance. The easiest example of this is Soma, a rapid fire rifle with a base status chance of 30% and a base Critical Multiplier of 3.0x.
Critical builds will often differ from damage builds in the use of two very important mods:
Which increase Critical Chance and Critical Damage respectively. Again,
Hammer Shot is usually up to personal preference.
Note that like Status Chance, Critical Chance and Critical Damage multiplier mods are not flat increases, but rather based on your base value. A 30% Critical Chance with a mod that increases Critical Chance by 150% means you will have a 75% Critical Chance, as 45 is 150% of 30%. Similar with Critical Damage. A base multiplier of 3.0x and a mod that increases Critical Damage by 150% Will result in a Critical Damage multiplier of 7.5x, as 4.5 is 150% of 3.0.
Note that in terms of consistency, the higher your base Critical Chance, the greater the positive impact Critical Damage mods will have on your damage output. Theoretically, a 4.0x Critical Damage multiplier and a Critical Chance of 10% will increase your damage output by 40%, or 0.4 of base, whereas the same multiplier with a Critical Chance of 30% would increase your damage output by thrice that, or 120%.
Keep in mind Critical Hits greatly benefit from headshots. Any headshot will do double the damage of of a body shot, and a headshot Critical Hit will deal 4 times the damage as a Critical Body shot, as a headshot Critical gives you another bonus 2.0x multiplier alongside the guaranteed 2.0x of all headshots.
Other than that, if you are just starting out, there are some weapons I would suggest avoiding for the time being:
-Amprex: The Amprex requires you to put in a lot of work for it to be effective, mostly because it is almost completely reliant on Critical Hits and Critical Damage, and until you have those, the damage output will be paltry at best.
-Penta and Ogris: These weapons require a lot of base damage mods to be highly ranked for them to kill in one hit, especially in higher levels. That also means they require a lot of Polarization.
Also, avoid
Based on its rate of fire decrease, it generally has an overall negative effect on damage output, and when it does have a positive effect, it is usually not worth dedicating a mod slot towards. Of course, there are exceptions where this mod can be considered, but as a general rule of thumb it is usually a bad idea.
I hope maybe that you are now better informed on the basics of modding, and good luck with your future endeavors.
Question
Arabaxus
Disclaimer: I'm here to talk about the basics of modding weapons, which may or may not be sprinkled with doses of my own opinion. Reader discretion is advised.
Are you having trouble getting out of level 20 areas? Not sure how to make that new Cronus of yours slice and dice Grinizzle like sushi? Wondering why your Karak isn't turning Corpus into metal mincemeat? Well you're in luck, because I will be here to answer these questions with regards to modding.
What is modding?
Modding is the act of placing mod cards onto your weapons to increase their power and/or utility. Without mods, your weapons will be rather shabby. No matter what weapon, without mods, you will find it extremely difficult to kill enemies that are any higher than like level 30, and this feeling usually comes before level 30.
How do I mod?
Modding will depend on what you are using, and what kind of build you are trying to create. For starters, just know these three kinds of builds:
Damage Builds
Status Builds
Critical Builds
These three will get you well on your way until you are experienced enough to begin experimenting.
If you are just starting, I recommend you focus on Damage builds, because damage is the main way you kill enemies. Status is great and all but is frankly not as important at lower levels than it is at higher levels. Let's get you started on your way modding.
Primary Weapons (Rifles):
Damage Oriented Builds:
Key Mods:
Common:
Uncommon:
Rare:
For an effective damage build, you will want to focus your ranking into these mods. The most important is to get Serration ranked up, because the effectiveness of the elemental mods is directly related to the base damage, which is increased by Serration. For starters I would focus on getting Serration to rank 5, and then work my way up each of the elements to rank 5. When you acquire Split Chamber, I would rank it up and place it into your build, but it is rather costly, so it is not of priority.
Let me explain why these are most important. Serration increases your base damage, which increases your damage output. Elemental damage mods increase your damage output and give you benefits such as extra damage against specific types of armor and factions. Split Chamber's multishot means you have a chance to shoot two bullets for the price of one, which increases your damage, critical chance, and status chance, so multishot is very powerful, and thus is justifiably expensive, mod points wise. Don't worry about it too much until you have weapons that are Catalyzed.
Now I'll explain a second type of build, Status builds. These builds sacrifice some damage output to increase chance of activating status effects. These effects can cause enemies to suffer from things such as stun, DoT (damage over time), a decrease in armor, and knockdown. Specific enemies also have strengths and weaknesses to specific damage types, Puncture, Impact, and Slash, and elemental damage types are no exception.
Key Mods: (Other than the aforementioned mods)
Rare Mods:
Event Mods:
One of the reasons I recommend waiting on Status builds is because many of the important mods that increase status chance were dropped from events, and have no word on when they will be returning if you were not around for the event. The Toxic element ones are readily available as they were reintroduced, and the Electricity ones are the next ones slated for reintroduction.
The difference to Damage builds here is that we sacrifice 30% damage for an extra 60% status chance. Note this does not mean a flat 60% increase to status chance, this is solely 60% of the base status chance. If a weapon has a 50% chance to cause a status effect, adding this mod will increase it by 30%, because 60% of 50 is 30%.
Generally, you either select an element, usually a combination element, and only use those elements' mods, the 90% damage mods and the 60%/60% dual stat mods to restrict the number of elements, as status chance is shared between all innate and added damage types on a weapon, with the higher priority given to the element with the greatest base damage. So if I have a weapon with 800 Blast Damage and 400 Corrosive Damage, with 50% status chance, the chance of Blast and Corrosive are not 25% and 25%, but Blast is favored due to higher damage. Keep in mind this includes the innate physical damage types, Puncture, Slash, and Impact, if they are present.
If your sole objective is to increase status chance, then you would likely prioritize Serration and Split Chamber, and then as many of the 60%/60% mods you have onto the weapon.
There is another mod that increases status chance:
But as of right now, it is simply not worth your time. Devoting an entire slot and 9 mod points for a paltry 12.5% increase is rarely ever justifiable.
Meanwhile, this nightmare mod also exists:
Again, it seems wasted potential as it gives 60% Critical Damage and 40% Status Chance if your weapon is not both Critical and Status oriented. This is usually more up to personal preference.
The last build I will go over here is Critical builds. Generally you make the decision of whether or not this weapon is oriented for critical builds based on its base status chance. The easiest example of this is Soma, a rapid fire rifle with a base status chance of 30% and a base Critical Multiplier of 3.0x.
Critical builds will often differ from damage builds in the use of two very important mods:
Which increase Critical Chance and Critical Damage respectively. Again,
Hammer Shot is usually up to personal preference.
Note that like Status Chance, Critical Chance and Critical Damage multiplier mods are not flat increases, but rather based on your base value. A 30% Critical Chance with a mod that increases Critical Chance by 150% means you will have a 75% Critical Chance, as 45 is 150% of 30%. Similar with Critical Damage. A base multiplier of 3.0x and a mod that increases Critical Damage by 150% Will result in a Critical Damage multiplier of 7.5x, as 4.5 is 150% of 3.0.
Note that in terms of consistency, the higher your base Critical Chance, the greater the positive impact Critical Damage mods will have on your damage output. Theoretically, a 4.0x Critical Damage multiplier and a Critical Chance of 10% will increase your damage output by 40%, or 0.4 of base, whereas the same multiplier with a Critical Chance of 30% would increase your damage output by thrice that, or 120%.
Keep in mind Critical Hits greatly benefit from headshots. Any headshot will do double the damage of of a body shot, and a headshot Critical Hit will deal 4 times the damage as a Critical Body shot, as a headshot Critical gives you another bonus 2.0x multiplier alongside the guaranteed 2.0x of all headshots.
Other than that, if you are just starting out, there are some weapons I would suggest avoiding for the time being:
-Amprex: The Amprex requires you to put in a lot of work for it to be effective, mostly because it is almost completely reliant on Critical Hits and Critical Damage, and until you have those, the damage output will be paltry at best.
-Penta and Ogris: These weapons require a lot of base damage mods to be highly ranked for them to kill in one hit, especially in higher levels. That also means they require a lot of Polarization.
Also, avoid
Based on its rate of fire decrease, it generally has an overall negative effect on damage output, and when it does have a positive effect, it is usually not worth dedicating a mod slot towards. Of course, there are exceptions where this mod can be considered, but as a general rule of thumb it is usually a bad idea.
I hope maybe that you are now better informed on the basics of modding, and good luck with your future endeavors.
Link to comment
Share on other sites
19 answers to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now