Gear Modification: Difference between revisions

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== Overview ==
== Overview ==
[[File:ModdingGear.mp4|border|right]]
[[File:ModdingGear.mp4|right|600px]]
The '''Gear Modding''' system allows players to customize and enhance their weapons and armor by installing specialized mod components. Unlike systems with completely randomized stat variance, this modification structure uses '''Stat Levels (Levels 1 to 5)'''.
The '''Gear Modding''' system allows players to customize and enhance their weapons and armor by installing specialized mod components. Unlike systems with completely randomized stat variance, this modification structure uses '''Stat Levels (Levels 1 to 5)'''.


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* '''Pool Exclusion:''' To prevent excessive stacking, '''the same stat cannot occupy multiple slots on a single item'''. When modifying or rerolling a specific slot, any stat parameter already active on the item's other slots is temporarily removed from the random selection pool.
* '''Pool Exclusion:''' To prevent excessive stacking, '''the same stat cannot occupy multiple slots on a single item'''. When modifying or rerolling a specific slot, any stat parameter already active on the item's other slots is temporarily removed from the random selection pool.


=== Artifact Overrides ===
=== Artifacts ===
Certain high-tier or unique items feature '''Artifact Properties'''. If an item possesses an active Artifact stat that aligns with a standard mod parameter, the artifact bonus acts as a direct flat-value stack on top of any rolled modification levels.
Certain high-tier or unique items feature '''Artifact Properties'''. If an item possesses an active Artifact stat that aligns with a standard mod parameter, the artifact bonus acts as a direct flat-value stack on top of any rolled modification levels.


== Mod Tiers & Probability Weights ==
== Mod Tiers & Probability Weights ==
{{#lst:WeaponMod|ItemInfobox}}
{{#lst:WeaponModT2|ItemInfobox}}
{{#lst:WeaponModT3|ItemInfobox}}
{{#lst:WeaponModT4|ItemInfobox}}
{{#lst:ArmorMod|ItemInfobox}}
{{#lst:ArmorModT2|ItemInfobox}}
{{#lst:ArmorModT3|ItemInfobox}}
{{#lst:ArmorModT4|ItemInfobox}}
Mod items themselves are categorized into four distinct '''Tiers'''. The Tier of the consumed mod item heavily influences the quality level of the rolled stat, dictating your chances of obtaining a maximum strength '''Level 5''' roll.
Mod items themselves are categorized into four distinct '''Tiers'''. The Tier of the consumed mod item heavily influences the quality level of the rolled stat, dictating your chances of obtaining a maximum strength '''Level 5''' roll.
{|
|{{#lst:WeaponMod|ItemInfobox}}
|{{#lst:WeaponModT2|ItemInfobox}}
|{{#lst:WeaponModT3|ItemInfobox}}
|{{#lst:WeaponModT4|ItemInfobox}}|}
{|
|{{#lst:ArmorMod|ItemInfobox}}
|{{#lst:ArmorModT2|ItemInfobox}}
|{{#lst:ArmorModT3|ItemInfobox}}
|{{#lst:ArmorModT4|ItemInfobox}}|}
{| class="wikitable"
{| class="wikitable"
|'''Consumed Mod Tier'''
|'''Consumed Mod Tier'''
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| +25
| +25
|}
|}
 
[[Category:Systems]]
== Edge Cases, Failures, & Rules ==
<blockquote>🛑 '''CRITICAL SYSTEM LIMITATIONS'''
 
* '''Irreversible Consumption:''' Mod items are permanently consumed the instant a modification attempt is processed, regardless of whether the rolled stat is desirable.
* '''Slot Lockout:''' If your equipment's base quality is too low (Quality 0), the modification interface will entirely lock you out with a "Slot Unavailable" warning.
</blockquote>
 
=== System Rejection Codes ===
When interacting with a modding terminal or workbench, the process may halt due to several systemic errors:
 
# '''Invalid Target Gear:''' The item selected does not exist or lacks a data profile supporting mechanical modifications.
# '''Insufficient Slots:''' Attempting to force a modification into a slot index that exceeds the limitations allowed by the item's baseline quality.
# '''Invalid Component:''' The mod item being used is corrupted or unrecognized by the system.
# '''Cross-Type Mismatch:''' Attempting to apply a weapon-specific component into an armor slot (or vice versa).

Latest revision as of 13:29, 27 May 2026

Gear Modding

Overview

The Gear Modding system allows players to customize and enhance their weapons and armor by installing specialized mod components. Unlike systems with completely randomized stat variance, this modification structure uses Stat Levels (Levels 1 to 5).

Players can separately modify or reroll up to three unique slots on a single piece of equipment, depending entirely on the item's quality. Modding an item provides powerful percentage scaling or flat-value additions to weapon efficiency, damage output, defensive resistances, and utility metrics.

Gear Quality and Mod Slots

An item's equipment quality directly dictates how many mod slots are open for customization. Lower-quality gear cannot hold modifications, while top-tier items maximize your customization potential.

Gear Quality Unlocked Mod Slots
Quality 0 (Poor / Standard) 0 Slots (Unmoddable)
Quality 1 (Common) 1 Slot
Quality 2 (Uncommon) 2 Slots
Quality 3 (Rare) 3 Slots
Quality 4 (Epic / Legendary) 3 Slots

Core Mechanics & Mod Application

To modify a piece of equipment, a player must possess a compatible mod item matching the gear type (Weapon Mods for weapons, Armor Mods for armor).

  • The Process: The player selects the target gear, chooses an available mod slot (Slot 1, 2, or 3), and consumes the corresponding mod item.
  • Stat Selection: Applying a mod rolls a completely random stat parameter from the eligible global pool assigned to that gear type.
  • Pool Exclusion: To prevent excessive stacking, the same stat cannot occupy multiple slots on a single item. When modifying or rerolling a specific slot, any stat parameter already active on the item's other slots is temporarily removed from the random selection pool.

Artifacts

Certain high-tier or unique items feature Artifact Properties. If an item possesses an active Artifact stat that aligns with a standard mod parameter, the artifact bonus acts as a direct flat-value stack on top of any rolled modification levels.

Mod Tiers & Probability Weights

Mod items themselves are categorized into four distinct Tiers. The Tier of the consumed mod item heavily influences the quality level of the rolled stat, dictating your chances of obtaining a maximum strength Level 5 roll.


Weapon Mod Kit
TypeMod
Cost60 caps
Weight1000 g
DescriptionA kit containing various screws and attachments, allowing you to modify nearly any type of weapon.



Weapon Mod Kit T2
TypeMod
Cost240 caps
Weight1000 g
DescriptionA kit containing various screws and attachments, allowing you to modify nearly any type of weapon.



Weapon Mod Kit T3
TypeMod
Cost960 caps
Weight1000 g
DescriptionA kit containing various screws and attachments, allowing you to modify nearly any type of weapon.



Weapon Mod Kit T4
TypeMod
Cost3840 caps
Weight1000 g
DescriptionA kit containing various screws and attachments, allowing you to modify nearly any type of weapon.


Armor Mod Kit
TypeMod
Cost520 caps
Weight1000 g
DescriptionA kit containing various screws and attachments, allowing you to modify nearly any type of armor.



Armor Mod Kit T2
TypeMod
Cost1160 caps
Weight1000 g
DescriptionA kit containing various screws and attachments, allowing you to modify nearly any type of armor.



Armor Mod Kit T3
TypeMod
Cost3600 caps
Weight1000 g
DescriptionA kit containing various screws and attachments, allowing you to modify nearly any type of armor.



Armor Mod Kit T4
TypeMod
Cost7200 caps
Weight1000 g
DescriptionA suitcase filled with fibers and polymers, allowing you to modify nearly any type of armor.
Consumed Mod Tier Level 1 Stat Level 2 Stat Level 3 Stat Level 4 Stat Level 5 Stat
Tier 1 Mod 60% 40% 0% 0% 0%
Tier 2 Mod 30% 50% 20% 0% 0%
Tier 3 Mod 0% 50% 40% 10% 0%
Tier 4 Mod 0% 0% 65% 30% 5%

Behavioral Modifiers & Stat Tables

Weapon Modifiers

Weapon modifications scale values via either flat additions (Value) or base property multipliers (Percentage).

⚠️ Special Weapon Rule: Whenever a mod rolls a modification to Minimum Damage, the exact same stat level bonus automatically duplicates onto the weapon's Maximum Damage parameter.

Conditional Weapon Pools

Not all weapons can roll every available modification. The following restrictions apply based on the weapon's base statistics:

  • Reload AP Reduction: Only available if the weapon's base Max Ammo is greater than 0.
  • Max Ammo Count Increase: Only available if the weapon's base Max Ammo is greater than 1.
  • Maximum Distance & Hit Chance: Only available if the weapon's base firing range is greater than 5 meters.

Weapon Stat Level Progression

Stat Parameter Mod Type Level 1 Level 2 Level 3 Level 4 Level 5
Hit Chance Flat Value +10 +20 +30 +40 +50
Critical Chance Flat Value +3 +6 +9 +12 +15
Critical Roll Bonus Flat Value +3 +6 +9 +12 +15
Minimum / Maximum Damage Percentage +2% +4% +6% +8% +10%
Maximum Distance Flat Value +1 +2 +3 +4 +5
Weight Percentage -15% -30% -45% -60% -75%
Durability Percentage +20% +40% +60% +80% +100%
Action Point (AP) Cost Percentage -3% -6% -9% -12% -15%
Armor Penetration Flat Value +3 +6 +9 +12 +15
Max Ammo Count Percentage +10% +20% +30% +40% +50%
Reload AP Cost Percentage -10% -20% -30% -40% -50%

Armor Modifiers

Armor modifications broadly cover Damage Resistance (DR), Damage Threshold (DT), and crucial physical utility attributes. All armor properties except Durability scale via standard flat-value adjustments.

Armor Stat Level Progression

Stat Parameter Mod Type Level 1 Level 2 Level 3 Level 4 Level 5
Normal Resistance (DR) Flat Value +3 +6 +9 +12 +15
Laser Resistance (DR) Flat Value +5 +10 +15 +20 +25
Fire Resistance (DR) Flat Value +5 +10 +15 +20 +25
Plasma Resistance (DR) Flat Value +5 +10 +15 +20 +25
Electricity Resistance (DR) Flat Value +5 +10 +15 +20 +25
Explosive Resistance (DR) Flat Value +5 +10 +15 +20 +25
Damage Threshold (DT) Flat Value +1 +2 +3 +4 +5
Anti-Critical Chance Flat Value +4 +8 +12 +16 +20
Knockback Resistance Flat Value +10 +20 +30 +40 +50
Durability Percentage +20% +40% +60% +80% +100%
Bonus Carry Weight Flat Value +20 +40 +60 +80 +100
Bonus AP Action Use Flat Value +5 +10 +15 +20 +25