![]() ![]() Note that most armor is destroyed upon reaching 0 durability, and loses much of it's protection upon reaching 75% durability, so letting armor fall below 50% is not ideal. In effect, this lets you spend 3 multitools to go from 1% Durability to 100% durability instead of 4 multitools. This bonus applies to both the armor and the helmet. ![]() Tech Monitor multiplies the 25% repair of multitools by 50% for a total of 37.5% armor repaired per multitool. It seems to reload at least enough for one burst from an automatic weapon. Loading Feed only does a partial reload, even of clip weapons. Loading Holster completely reloads a weapon.Īuto Loader only reloads one clip or shell at a time (depending on the weapon), and allows reloading very quickly if you have fast movement (such as from Dash or Hellrunner). It is effective against all "living" creatures, including zombies demonic cyborgs. Mods in this category increase your action economy.īarbed does not affect robots, as they cannot bleed. Weapon mods that impact reload times, swap times, and ammo capacity. For example, even without Whizkid 1, if you find an AV1 Calibrated weapon you can use an Accuracy Mod Pack to add Balanced. Note that if any of the perks on the list are incompatible with the current weapon, such as from already having an AVN or Mod of that kind installed, the next highest perk on the list becomes an option. Legendary gear that has no mod slots whatsoever cannot gain mod slots in any way. Whizkid 3 lets you choose from all 5 available perks, and adds one extra mod slot to all items that already have at least one mod slot. Whizkid 2 lets you choose from among the first 4 perks, and allows adding up to 3 mods of each type. If one of the choices is incompatible with a weapon, it can't be selected and the next highest item on the list is an option instead. Whizkid 1 lets you choose from among the first 3 perks, and lets you add up to two mods of each type to a gear, so you could add two accuracy mods and two bulk mods if you wanted. If you don't have the Whizkid trait, you can only choose between one of the first two possible perks, and you can't add more than one of each mod type to a weapon. Auto-Calibrated is NOT to be confused with Calibrated, they sound similar but they are completely different types of mod.Įach mod type (Bulk, Accuracy, Power) can add one of 5 different perks to a weapon. Can also be rarely found as a rare Auto Calibration Kit item. *Not technically a mod, but is done by the same Technical Station that creates mod packs. If you kill enough enemies with such a weapon, it will eventually reach a max level of 3 that grants bonuses.īuilds and runs that rely on specific legendary items will get less use out of mod packs, though they would still get significant benefits from modding armor. They usually have the drawback of having only one mod slot, or being impossible to mod at all. These are extremely rare and powerful items usually found in rare purple crates, or as part of a special level branch. One example is AV Perk Compartments (inventory +2) which CAN be combined with the Bulk Mod Pack perk Carrier (inventory +1.)ģ) Purple aka Legendary Items. However, if a mod is similar but not identical, they CAN be combined. Otherwise, AVN perks behave the same as normal mods: If a weapon has the AV Perk Barbed 6, you can't use a Power Mod Pack to add Barbed 3. They are usually found on gear that is AV3 or higher. If you see a Cyan Perks, like Poison 6, that's a rare "exotic" perk that cannot be imitated by a mod pack. For example, Durability doubles Durability no matter if it comes from a mod pack or an AVN. ![]() However, non +X perks are no different from a mod pack in potency. In exchange, +X AVN perks are usually twice as strong as their mod pack counterparts (such as Barbed 6 instead of Barbed 3). ![]() AV2 has two random perks in exchange for two fewer max mod slots, etc.ĪV mods are NOT mods and cannot be extracted or transferred to a different weapon, though you can craft AVN weapons and reroll their bonuses at special stations. AV1 has one random perk normally gotten from a mod, in exchange for one fewer max mod slots. I use these terms AVN, AV Perk, and AV mod interchangeably. For example, a 12Ga Shotgun +BAP has one of each mod type installed.Ģ) Cyan aka AVN items. When one of these is added to a weapon, it's initial appears after the weapon's name. There are three ways for a piece of gear to get a perk: "Weapon Perks" grant bonuses to gear, such as extra weapon range or extra armor. ![]()
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