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Is the removal of elemental mods confirmed? Is there an official link somewhere? I hope this is true!
Right, but that's for major stats, your Mobility/Resilience/Recover/etc. What about Minor/Major/Boss resist, though? I ask, because I found a thread on a random forum listed as "3 weeks ago" which stipulated that Minor Resist is about 10% and does not change with additional mods slotted on other items. I suppose I can try it, but a 10% damage resistance value against weak enemies would be pretty hard to track precisely. Suppose I could film it and count pixels like other people have done, but I was hoping someone knew that for certain. Again, what's the harm of giving players accurate information?
As to getting rid of armour elements, uh... Seriously? If so, that would be absolutely awesome! :) I really dislike that system, largely because it adds another unnecessary RNG element to proceedings but also because it really doesn't add anything to the experience. I've yet to see a combination of mods I wanted SO badly but couldn't get because they were different elements. Hope that bit is indeed true. And yes, I'll take diminishing returns for it. Generally speaking, I'm not a fan of over-stacking the same buff multiple times, as that has the effect of VASTLY reducing build diversity.
https://steamcommunity.com/sharedfiles/filedetails/?id=1907623005&fileuploadsuccess=1
This is a screenshot of me having taken a single shot from the same one enemy (some kind of Scorn rank and file) at the same distance from full health. This was a sniper style enemy, so I could easily crouch behind cover to regen health and he would stay put to ensure consistent range. From top to bottom, the first health bar is me having taken a shot from that enemy with no Minor Resist mods installed at all. As you can see, I'm missing slightly more health than the other cases. The reas of the health bars are me with one Minor Resist mod installed in my helmet, two Minor Resist mods (helmet and chest) and three Minor Resist mods (helmet, chest and arms). I tried this with a few permuation and it doesn't seem to matter which pieces hold the mods.
I took less damage with 1, 2 and 3 Minor Resist mods. Crucially, I took THE SAME amount of damage with 1, 2 and 3 Minor Resist mods. Granted, I'm eyeballing the health bars so there might be half a pixel's worth of difference between the examples, but if there is it's too low to matter. Near as I can tell, Minor/Major/Boss Resist mods do not stack together and there's no reason to slot more than one. What this means is it's smarter for me to ditch two of my three Minor Resist mods and maybe replace them with a Major Resist and a Boss Resist mod, so I take slightly less damage from those, as well.
*edit*
For some added info, I measured pixel widths. After being shot in rows 2,3 and 4, I'm left with just about exactly 336 pixels' worth of health from a total of 434 at full health at my native resolution. I've taken 98 points of damage. After being shot in row 1, I'm left with 326 pixels of health out of 434, having taken 108 pixels of damage. By my rough math, Minor Resist reduces rank and file damage by ~9.26%. Accounting for the imprecision of my measurement approach (I may have measured a little wide), I'm going to have to agree with the random Google result I found which suggested 10% damage resistance. That's not a lot, but it's not nothing.
Long story short, Minor Resist mods offer ~10% damage resistance and don't stack if you have more than one of them equipped.