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Need Some Clarification On The New Mod System


Hiatt
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The new update is great but I'm really confused about how the Rarity of the card factors into the new mods now.

Before you'd sell all the white mods since they were terrible.

For example:

You could have a White fire rate mod that would increase fire rate by 10%.

But then you get get a Blue fire rate mod that would increase fire rate by 30%.

What I'm asking is, is it possible with the new mod system to get a common/uncommon/rare mod of the same kind?

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I don't believe so.....

At any rate, this system is broken. Way to cost inefficent to rank a card higher than Rank 5 and requires way too many fusion cores/duplicate mods.

Think I'll just wait this out.

From what I've discovered, the most efficient way to fusion a new mod is to start it with a Rareas it seems it give it an xp boost for the following fusions, then dump all the uncommon ones into it. That's the most effective and cost efficient way to level a mod.

Edited by Hiatt
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The new update is great but I'm really confused about how the Rarity of the card factors into the new mods now.

Before you'd sell all the white mods since they were terrible.

For example:

You could have a White fire rate mod that would increase fire rate by 10%.

But then you get get a Blue fire rate mod that would increase fire rate by 30%.

What I'm asking is, is it possible with the new mod system to get a common/uncommon/rare mod of the same kind?

Not now, but in future - probably yes (though they will have different names).

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