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Make Your Own Dual Mod


GamingEntity
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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 by GamingEntity
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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 by Althix
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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

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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

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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)

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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.

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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)

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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 by GamingEntity
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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)

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