Gear Modification: Difference between revisions
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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. | ||
=== | === 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 == | ||
{{# | 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 | ||
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[[Category:Systems]] | |||
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.
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| 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 |







