GamingEntity Posted September 1, 2013 Share Posted September 1, 2013 (edited) Since it's release the popularity of dual mods have gone up But what if we can make our own dual mods? Of course the price would be high yet still be achievable. Prices may vary and formulas can be dropped like blueprints. There might be a limit on which mods you can fuse together. The process can be seen as this, although this isn't exactly it but this serves as an example: 1. Both Mods must be at their highest rank. (Which means you're going to have to level up Serration at max) 2. To fuse you would need a formula that allows 2 max ranked mods to combine. 3. Both mods have to be the same level max rank (12 max can fuse with another 12 max, 9 can fuse with 9, etc.) (This is where the formula can be specific towards different ranks; i.e. Rank 12 Formula or a Rank 9 Formula) 4. Pre-existing dual mods can not be used. 5. Mods, Formula, and a set of materials need to be used before building the mod (materials and time set by DE). Most likely a forma. 6. Once the fusion is complete it's rank becomes 0. This is why both mods need to be the same max rank because A) at max rank both mods gain their same power back and B) their growth is still the same; no additions or subtractions to the mod power. THE RULE ABOUT APPLYING THE SAME MOD TWICE STILL APPLIES. Think of it as consolidating mods to make room for more mods. Note: any and all mods can be used. Just an example of how this would play out. Questions? Comments? Violent Reactions? Edited September 3, 2013 by GamingEntity Link to comment Share on other sites More sharing options...
W4RM4CHIN3 Posted September 1, 2013 Share Posted September 1, 2013 Sounds insanely OP. 1 Constitution and 1 Continuity = Make a 50% Duration Mod and you can stack with another Constitution and another Continuity, Basically 100% Duration. Hornet Strike 220% + 120% MS = 220%DMG+120%MS Mod + Another set of those. Link to comment Share on other sites More sharing options...
Althix Posted September 1, 2013 Share Posted September 1, 2013 (edited) I am sorry but Damien Sandow was used by me several hours ago. what about price(mod points wise)? efficiency? see ts problem with dual mods is that they are cheap and can stack with mods that have same qualities. Like Barrel Diffusion+Lethal Torrent. Stupidly Op. p.s. if DE would come to their senses at last and will forbid using dual mods and normal mods that shares one or two similar qualities your idea will be decent. But as it now it's too much for hope. Edited September 1, 2013 by Althix Link to comment Share on other sites More sharing options...
legionprobatio Posted September 1, 2013 Share Posted September 1, 2013 Since it's release the popularity of dual mods have gone up But what if we can make our own dual mods? Of course the price would be high yet still be achievable. Prices may vary and formulas can be dropped like blueprints. There might be a limit on which mods you can fuse together. The process can be seen as this, although this isn't exactly it but this serves as an example: 1. Both Mods must be at their highest rank. 2. To fuse you would need a formula that allows 2 max ranked mods to combine. 3. Both mods have to be the same level max rank (12 can fuse with 12, 9 can fuse with 9, etc.) (This is where the formula can be specific towards different ranks; i.e. Rank 12 Formula or a Rank 9 Formula) 4. Pre-existing dual mods can not be used. 5. Mods, Formula, and a set of materials need to be used before building the mod (materials and time set by DE). 6. Once the mod is complete it's rank becomes 0. This is why both mods need to be the same max rank because at max rank both mods gain their same power back. Again, just and example of how this would play out. Questions? Comments? Violent Reactions? That's the worst idea ever, I mean combining serration and split chamber? How insanely powerful would that be? And It stacks with the normal serration Link to comment Share on other sites More sharing options...
GamingEntity Posted September 1, 2013 Author Share Posted September 1, 2013 Sounds insanely OP. 1 Constitution and 1 Continuity = Make a 50% Duration Mod and you can stack with another Constitution and another Continuity, Basically 100% Duration. Hornet Strike 220% + 120% MS = 220%DMG+120%MS Mod + Another set of those. Maybe I wasn't clear enough The same rule about adding mods twice will still apply. So you won't get this OPness Link to comment Share on other sites More sharing options...
Karma_Ghost Posted September 1, 2013 Share Posted September 1, 2013 That's the worst idea ever, I mean combining serration and split chamber? How insanely powerful would that be? And It stacks with the normal serration legionprobatio, do you ever actually read the posts you reply to? You wouldn't be able to combine serration and split chamber. 3. Both mods have to be the same level max rank (12 can fuse with 12, 9 can fuse with 9, etc.) (This is where the formula can be specific towards different ranks; i.e. Rank 12 Formula or a Rank 9 Formula) Link to comment Share on other sites More sharing options...
GamingEntity Posted September 1, 2013 Author Share Posted September 1, 2013 That's the worst idea ever, I mean combining serration and split chamber? How insanely powerful would that be? And It stacks with the normal serration Think of it as consolidating mods to make room for other ones. Not "OP ima stack some power mods" Link to comment Share on other sites More sharing options...
Althix Posted September 1, 2013 Share Posted September 1, 2013 yeah but you could combine flow+streamline for example and add to this another streamline. Link to comment Share on other sites More sharing options...
StrangeLob Posted September 1, 2013 Share Posted September 1, 2013 This could work if there are some serious limits involved. Ideas: Prohibit using already existing dual mods in the mixture, nightmare or not. Really, no one needs a mod with three attributes. Extreme inefficiency when paired in the same build with their counterpart mods. Essentially, put one or both of those mods in with your shiny new dual mod, new dual mod jacks up its cost to twice (or some other percentage) of the original cost, which may have already only been a little more efficient. Naturally, this wouldn't be influenced by already existing nightmare mods, since they're an entirely different mods. or: Prohibit using their counterpart mods in the same build. EDIT: Ah, looks like he got to it before me. Link to comment Share on other sites More sharing options...
GamingEntity Posted September 1, 2013 Author Share Posted September 1, 2013 EDIT: Ah, looks like he got to it before me. Thank you for the feedback though :P Link to comment Share on other sites More sharing options...
Revel72 Posted September 1, 2013 Share Posted September 1, 2013 Hmm... Sure Runner: 25% more movement speed and 50% more shield regeneration speed. (when maxed) Special Absorb: 35% less poison damage and 35% less Energy based weapon damage. (When maxed) Extreme Condition: 100% more stamina regen, 100% more maxinum stamina. (When maxed) Link to comment Share on other sites More sharing options...
GamingEntity Posted September 1, 2013 Author Share Posted September 1, 2013 (edited) Hmm... Sure Runner: 25% more movement speed and 50% more shield regeneration speed. (when maxed) Special Absorb: 35% less poison damage and 35% less Energy based weapon damage. (When maxed) Extreme Condition: 100% more stamina regen, 100% more maxinum stamina. (When maxed) See...this (to me) is a cookie cut dual mod. You have to use the powers that are provided for you. Combining your own mods would allow personal customization. i.e. putting a damage mod with, say, reload speed. Edited September 1, 2013 by GamingEntity Link to comment Share on other sites More sharing options...
LegitGhosty Posted September 1, 2013 Share Posted September 1, 2013 (edited) Edited September 1, 2013 by John87156 Link to comment Share on other sites More sharing options...
Hipolipolopigus Posted September 1, 2013 Share Posted September 1, 2013 The numbers would need a bit of work, but the general concept is nice. Link to comment Share on other sites More sharing options...
Revel72 Posted September 1, 2013 Share Posted September 1, 2013 See...this (to me) is a cookie cut dual mod. You have to use the powers that are provided for you. Combining your own mods would allow some fantasy of customization. i.e. putting a damage mod with, say, reload speed. Let me think... Magazine Merge: 50% less reload time and 50% more damage. (When Maxed) Fusion Shot: 45% fire damage and 45% shock damage. (When maxed) Carrier's Harrier: 35% more maxinum ammo and 35% more magazine capacity. (When maxed) Marksman's Eye: 40% more zoom and 50% stun. (When maxed) Link to comment Share on other sites More sharing options...
GamingEntity Posted September 1, 2013 Author Share Posted September 1, 2013 Let me think... That's the problem.... Link to comment Share on other sites More sharing options...
RoboDoge Posted September 1, 2013 Share Posted September 1, 2013 Laser res+poison res for double uselessnes. I would fuse that. Link to comment Share on other sites More sharing options...
Revel72 Posted September 1, 2013 Share Posted September 1, 2013 Laser res+poison res for double uselessnes. I would fuse that. I would consider. When mostly I am the tank who takes the damage. Mostly designed for Frost that mod. Link to comment Share on other sites More sharing options...
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