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Arach
Lunar module 12.67.09-544 on it's way for extraction.
= this message was send from the module iPad =
https://www.reddit.com/r/Starfield/comments/17zkyu4/drop_rates_from_2215_spacer_legendaries/?rdt=48542
Over large samples the rates become much clearer.
Arach
There was another similar reddit post with about 1000 samples, but I can't remember where I found it. Another from a while back seemed to indicate that the weapon type (melee, and ballistic or laser types of handgun, rifle, heavy weapon) chances seemed to have different weighting for the four main enemy factions: pirates (including Crimson Fleet), Va'ruun Zealots, Spacers, and Ecliptic.
Russel: The boss level is dependent upon the star system level, so, indirectly, yes.
Arach
After few updates.. been a good mix. Do melee weapon even scale yet? It feels weird there so common.
I always treated Legendary Weapons like this..
Tom Cruise uses a Spoon to eat soup, and then uses it to stop a robbery.
This spoon is now Legendary.
Its still just a spoon at end of day.
Argument comes from Conan Exiles making all Legendary Weapons unrepairable. Which makes no sense.
Tom Cruise... lv100 guy, using a lv1 spoon to merc a guy.
John Wick with a pencil? I can see a Boss having some odd ball weapon, I do find it weird at amount of guys who rush me with melee weapons in space.
Starfield... its not even Legendary. Its just a loot prefix, and some of effects seem real, others 100% magic.
+10% to human... so.... Hollow Points?
One Punch... I guess you could use splinter rounds.. why not make it a ammo type.
Fire/Shock/Explo rounds being % based... So I put random ammo in my gun.. wait what.
I feel they could work alot of this stuff as Mods for Armor and Weapons. (nice nexus mod for it now that i think about it)
Grind for loot can be neat, at release.. amount of melee drops was insane.
I spent a good 4 hours reloading just to get extended mag on one of 4 weapons I wanted it on... didn't even get 2nd or 3rd effect. Already 50+ hours in and just bored of crap drops.
Seems abit better now, Might also be Mods I have in.
Non sibi sed patriae, marine! Not really the motto, we didn't have one when I was in from 78-84, but it is written above the chapel doors of the Naval Academy. It means, "Not for self, but for country."
Arach
Holy crap! You're older than me. I was thinking I was the oldest fart in the seat cushions around here. /salute!
Random legendaries are 1/6 spacesuit, 1/6 helmet, 1/6 backpack, 2/6 gun, 1/6 melee.
Guns pick one of the lists: Rifle, Sniper, Shotgun, Heavy, Pistol, Explosive.
(pirates don't get explosive, also the explosive list requires level 20+)
(Sniper are all rifles, also a lot of the 'Heavy' are also rifles...)
Which guns you find are based on the faction 50% of the time.
Yellow items should only drop 5%, so you got lucky there.
There are no mods for melee weapons, which is why they are all 'common'.
As for 'why are guns all advanced': the weapon quality mods list picks all quality mods up to the level of mob that dropped it (or level of the area for containers).
Say the quality mod list for a beowolf is: 0 standard, 26 calibrated, 36 refined, 46 advanced.
If dropped by/found in a level 46+ enemy/container it will always be advanced.
[the weapon quality mod slot is the only one that can have multiple mods at the same time, and yes the game spawns all 'advanced' weapons with all the quality mods. if you rmod advanced off a weapon it will be 'refined'. For Beowolf the baseID of 'advanced' is 0012EAAC if you want to see for yourself. (all weapons have different quality mods with different +damage% and baseIDs)]
You can not get instigating and furious and extended magazine on the same weapon, those are all blue slot abilities. You can only get 1 of them.
(Console commanding a blue ability onto a weapon will replace any existing blue ability.)
Yellow items always have a blue + purple + yellow mod.
Blue abilities: Exterminator, Disassembler, Anti-Personnel, Space-Adept, Instigating, Cornered, Bashing, Furious, Extended Magazine, Berserker, Oxygenated
Purple abilities: Rapid, Hitman's, Crippling, Radioactive, Corrosive, Poison, Incendiary, Lacerate, Handloading, Staggering, Med Theft
Yellow abilities: Titanium, Elemental, Explosive, Tesla, One Inch Punch, Skip Shot, Shattering, Concussive, Demoralizing, Frenzy
Some abilities are excluded from spawning on certain items (no instigating shotguns, etc.) and the exclusions can be slightly different for gun cases vs enemy drops.
Trying to find a Beowolf with 3 specific abilities is literally a 1 in 1,000,000 chance.
(Pirate have best drop rate for legendary Beowolf at ~1/40 * 1/20 for yellow * 1/10 * 1/11 * 1/10 for specific abilities...)
Arach