Fallout 76

Fallout 76

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hj1K Sep 20, 2024 @ 2:00pm
Legendary Mods Strategy
Don't overthink it, but just help me get a handle on what strategy I should follow with the new legendary crafting system. I'm just trying to get a few mods so I can enjoy my personal gameplay. I read some advice, does this make sense?

Crafting & Looking for that specific mod.
1) Make caps and buy it if you can find it
2) scrap any legendaries you want (to try and learn the plan)
3) sell any legendaries you don't care about at the legendary exchange
4) With extra scrips... don't buy modules, buy Murmrgh's myster pick for 60 scrip
4b) Scrap those randoms...
4c) Don't buy Legendary modules because it takes 15 (1,500 scrip) to make a normal weapon into a 3 star legendary

For Selling to make caps for #1 above
A) Keep the legendaries you want, but focus on the 3 stars only
B) Anything with 2 or more (desirable) legendaries that you don't want... sell them at your camp (so a player can modify the "3rd attribute" as desired
C) Sell or scrap everything else

Thanks for helping me get my head around this. Once I have the legendaries I need, I won't care anymore. :-)
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Showing 1-10 of 10 comments
OranTruk Sep 20, 2024 @ 2:20pm 
You modify the 3rd star for 60. That is what it said when I got the VERY useful "Breath under water" 3 star plan. LOL Your plan for selling is what I have been doing. The most useful is Troubleshooter plan I got, that just takes circuits and modules to make. Since running silo's is fun. Make a Nocturnal faster fire weapon, a robot gun with that.
hj1K Sep 24, 2024 @ 6:44pm 
For "B" above, remember to sell 3* items with 2 desired legendaries (even if the third one is junk). Don't be tempted to mod the third star yourself... otherwise, you can't trade or sell it.
Rusty_S Sep 24, 2024 @ 7:45pm 
To put it simply below is how I am maximizing my chances.

1) Only scrap *** legendary weapons and armor.
2) Sell all * and ** Legendary weapons and armor to the legendary script machine for script
3) Once you unlock plans to craft sought after mods ie bloodied, lightweight, weightless, aristocrat, quad ammo, etc you can craft a few and throw it on your vending machine, its still early enough sought after legendary mod modules are still easily selling for 5,000 - 10,000 caps. Im still selling *Weightless mod modules I am crafting for 15,000 caps it is starting to take longer so I am going to probably start dropping the price down.
4) Dont scrap *** Legendary weapons and armor if you already know the plans to those legendary effects, you are better off selling for script or for caps if it has two sought after legendary effects.
intlgunmonkey Sep 25, 2024 @ 7:12am 
Originally posted by hj1K:
Don't overthink it, but
4) With extra scrips... don't buy modules, buy Murmrgh's myster pick for 60 scrip
This is the only one I do different. I’ve got like 27-28 of the plans now, and the ones I still want most are a couple 1st star weapons and 1st/2nd star armor effects. Therefore, when I’m burning scrip, I’m currently buying 2-star armor for 40 scrip. Re-scripping them gets you 9 back.

So, I scrip junk until I get down to about 150-200 left in the machine, then buy 2-star armor from Mumbles, scrap the ones I’m interested in, and scrip the others back until I clear the machine for the day.

Once I get the 3 armor plans I’m still looking for, I’ll probably switch to buying 1-star weapons until I get the 2 of those I still want. Then? Meh…

Also, for any 2/3-star effects that you really like, but already know, it’s still a good idea to keep scrapping those for the chance to get the free box mod. I know the only 3rd star effects I’m interested in, but they’re so expensive to make that, when something drops with that effect, I still scrap it because once every 67 (or so) times you scrap one, you’ll get a box mod- way cheaper than trying to craft them.
DocBravo Sep 25, 2024 @ 7:38am 
Originally posted by hj1K:
Don't overthink it, but just help me get a handle on what strategy I should follow with the new legendary crafting system. I'm just trying to get a few mods so I can enjoy my personal gameplay. I read some advice, does this make sense?

Crafting & Looking for that specific mod.
1) Make caps and buy it if you can find it
2) scrap any legendaries you want (to try and learn the plan)
3) sell any legendaries you don't care about at the legendary exchange
4) With extra scrips... don't buy modules, buy Murmrgh's myster pick for 60 scrip
4b) Scrap those randoms...
4c) Don't buy Legendary modules because it takes 15 (1,500 scrip) to make a normal weapon into a 3 star legendary

For Selling to make caps for #1 above
A) Keep the legendaries you want, but focus on the 3 stars only
B) Anything with 2 or more (desirable) legendaries that you don't want... sell them at your camp (so a player can modify the "3rd attribute" as desired
C) Sell or scrap everything else

Thanks for helping me get my head around this. Once I have the legendaries I need, I won't care anymore. :-)

The great thing about Fallout is there's no concrete, 100% way to play.
76 is HEAVY RNG.
From what I've done myself and info from others 3 starts are best. However...
If there's only one effect you want the odds of it being that one are even worse. IMO, better to scrap.
Murglmurgl has a 3 Star Armor option for 60 script. She/He/It recently had a Pick sale at 60. I managed to pick up two plans on my main doing that.
Last night I got a Two-Shot box mod from a 1 Star. VERY LUCKY.
People charging 5000+ for the worst ones are bragging.
From what I've seen those should at max run for 1000 caps/ea.
2 stars roughly 2000 (low) to 6000 high max.
3 Stars - 4000 (low) to 8000 max.
Some like Quad, Bloodied, Cripple, and others might net 12000 MAX and that's pushing it by 2000.

Most of the gear on both of mine are what I want and before the new system. Both have higher Luck so that might have helped, IDK.
In an argument FOR the specific types they aren't worthless.
My main has a "Robot Fixer" and does +50% Damage to Robots. Really good at those Daily/Weeklies and the Event with the three huge robots.
If one has the room/weight then one of these that could be used in several events would be good.
Wack-A-Mole MLRS Sep 25, 2024 @ 10:42am 
I just figured they were punishing Hoarders-But they did Cure my FOMO-that will really effect there stocks.
Mooman Sep 25, 2024 @ 12:31pm 
My strategy is to ignore crafting mods.

Starting with events. Run them till I have 15 modules. Craft a new item I want (reduces 1 layer of RNG) and randomly roll it. Decide on rolls if it is a scrap or scrip.

Save up scrip till I've maxed out the daily supply. Buy random gear from the Purveyor, stars depending on what I want. Scrap or scrip.

Bash head against the wall as the chance of a useful mod is so low. Ignore crafting as the cost is too high.

Gear out based on those 15 module rolls and the back to old (pre legendary crafting) Purveyor rolls.

Realise this system is far worse than the previous crafting as it's back to RNG on which specific gear drops and the cost to randomly roll has increased, resulting in far fewer 'my choice' rolls.

For characters I don't care so much about their gear I realise I don't want to run events too much anymore. Without anything to use the legendary modules on the weight begins to add up (there's that push to FO1st...). No plans to craft for selling, don't need caps anyway, no need for random gear.

The system is bad but many refuse to see it because they are blinded by short term gains.
kitekrazy Sep 25, 2024 @ 12:45pm 
It seems I have better luck scrapping 1 and 2 stars.
lockwoodx Sep 25, 2024 @ 2:02pm 
So far it feels more like a 10% chance not a 1% chance and I aint complaining.
AtmaDarkwolf Sep 25, 2024 @ 2:25pm 
Eh. I just scrap EVERYTHING. Even if I already have the plan, even if I already have the mod (or have absolute zero interest in said mod) - Saves me hassle of hauling it to a station to dump into scrip machine, saves me hassle of bothering to read if (yes i'm serious lol) I care about the mods (if it don't leap out as a favorable weapon type with favorable mods, it becomes junk)

And ya. I love it. I am not tied down to saving items for later scrip, can't be arsed to farm up scrip to buy stuff, I can just carry on about me day and play the game.

It really is a new kind of freedom that should have been the legendary crafting from the get-go.

My ONLY gripe, is the 'must create a 3 star legendary before u can swap out mods' - Can't 'ADD' a 3rd star to an item, u gotta roll that 3rd star randomly first. (Which costs 15 modules regardless if its a 0 star or a 1/2 star) - just let us slap on the modules we want onto anything as long as lower 'stars' are filled.

But other than that one gripe, the system works quite well now. Even the 'high cost' to create new modules imo is not as bad as I originally thought, since those modules come pouring in (and would come even FASTER if I bothered to scrip those I 'should' be scriping, so people moaning and bellowing about this should sit the hell down)
Last edited by AtmaDarkwolf; Sep 25, 2024 @ 2:27pm
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Date Posted: Sep 20, 2024 @ 2:00pm
Posts: 10