Thread: Mod-able Gear

  1. #1

    Mod-able Gear

    First, I get that I can interchange low lv modes for higher lvl modes to keep an item competitive.

    However, I striped a 1h light saber to its bare minimum and it had like 68 force power.

    My question is:

    Will it be overtaken by lv 50 gear even with lv 50 mods because of high base force power on high lv light sabers?

    Because if so then the mod-able gear isn't going to be competitive to lv 50 like they claim.

    Same with Mod-able armor. What about the base armor value? Sure you might have the stats but you are missing like 200-500 armor a piece.

    Whats the deal?
    (Warframe) - Dragon & Typhoon-
    (Neverwinter) - Trickster Rogue & Guardian Fighter -

  2. #2
    There will always be fairly low base stats on all weapons, but the difference between that level 10 lightsaber and a level 30 one is about 14 FP i think. Mods easily make that negligible. For a min-maxer, that will make a difference. For most, it's pick the hilt that looks coolest.

    Armor is similar, with a very slight base armor value.

  3. #3
    Quote Originally Posted by Chrysia View Post
    There will always be fairly low base stats on all weapons, but the difference between that level 10 lightsaber and a level 30 one is about 14 FP i think. Mods easily make that negligible. For a min-maxer, that will make a difference. For most, it's pick the hilt that looks coolest.

    Armor is similar, with a very slight base armor value.
    There is a value when you take all your mods out, but that is not added to the mods you put in. Put the same mods in a level 10 orange and then a level 50 orange and you will have the exact same stats.

  4. #4
    Quote Originally Posted by torftw View Post
    There is a value when you take all your mods out, but that is not added to the mods you put in. Put the same mods in a level 10 orange and then a level 50 orange and you will have the exact same stats.
    Interesting.

    So 5 lv 50 mods would give the item like... lv200 ilv and bring the base stat up?
    (Warframe) - Dragon & Typhoon-
    (Neverwinter) - Trickster Rogue & Guardian Fighter -

  5. #5
    If armor does have different base stats, it's not until very late game. Every piece of "orange-customizable" chest armor I've found (< 32) has the same base armor. I've been assembling a Bounty Hunter set with a chrome look to it.

    The armor rating depends on the quality of mods in the piece. I have not tested if the "armor mod" slot determines armor rating, or a combination of all the mods.
    Last edited by Thalassicus; 2011-12-20 at 04:12 AM.

  6. #6
    Quote Originally Posted by Thalassicus View Post
    If armor does have different base stats, it's not until very late game. Every piece of "orange-customizable" chest armor I've found (< 32) has the same base armor. I've been building a Bounty Hunter set that has a chrome look to it.

    The armor rating depends on the quality of the armor mod in the piece.
    This is reassuring. Thank you.
    (Warframe) - Dragon & Typhoon-
    (Neverwinter) - Trickster Rogue & Guardian Fighter -

  7. #7
    Quote Originally Posted by CommanderSheephard View Post
    Interesting.

    So 5 lv 50 mods would give the item like... lv200 ilv and bring the base stat up?
    The mods define the stats in the item, there is just a default number when you take them out just so it doesn't do 0 damage or 0 armor. The mods don't give ilvls, they are ranked by a stat you can use like ilvl, but the barrel/hilt/armoring is what gives you the damage/armor, while the rest just give stats. You can have a level 50 barrel in your level 10 gun along with 4 other level 10 mods. What will happen is that it will do the damage of a level 50 gun, but have terrible stats.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •