7 Days to Die

7 Days to Die

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ProxyJames May 14, 2021 @ 12:49pm
Random stats on weapons and armor need to go
I am sick of getting hype to find a level 6 peace of armor or weapon only to see the level 5 or 4 one I have is better in every way minus durability
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Showing 1-15 of 40 comments
Shurenai May 14, 2021 @ 1:04pm 
Are you comparing the Q6 item against your modded out Q5? Or are you comparing them both modded out and/or both unmodded?

'Cause mods make a huge difference. Every mod is a 15% bonus to the main stat (typically damage or block damage) in addition to it's other effects.

So, a Q5 item has 3 mod slots and, for example, 50 damage.
And a Q6 with 4 mod slots and 48 damage..

But when modded out, the Q5 has 72.5 damage, while the Q6 has 76.8. In addition to the extra bonus stats from the additional mod, the Q6 ends up actually having the superior stats once it's modded out.
ProxyJames May 14, 2021 @ 1:24pm 
Originally posted by Shurenai:
Are you comparing the Q6 item against your modded out Q5? Or are you comparing them both modded out and/or both unmodded?

'Cause mods make a huge difference. Every mod is a 15% bonus to the main stat (typically damage or block damage) in addition to it's other effects.

So, a Q5 item has 3 mod slots and, for example, 50 damage.
And a Q6 with 4 mod slots and 48 damage..

But when modded out, the Q5 has 72.5 damage, while the Q6 has 76.8. In addition to the extra bonus stats from the additional mod, the Q6 ends up actually having the superior stats once it's modded out.
no a great example is just today: I found a military chest level 6 and a auto shotgun level 6, I went into my level 5 versions and removed all the mods just to make sure and the chest peace had one less defense and the auto shotgun did the same amount of damage as my level 5 but had 2 less ammo (witch is another stupid thing, a weapons ammo capacity should stay the same because it is determined by the magazine not the weapon)
westrud May 14, 2021 @ 1:40pm 
If the stats were all the same the hype would be over, now you will still feel some excitement next time you find a level 6 because it might be a little better then the one you already have.
seven May 14, 2021 @ 1:56pm 
Originally posted by Shurenai:
'Cause mods make a huge difference. Every mod is a 15% bonus to the main stat (typically damage or block damage) in addition to it's other effects.

This is something I've wondered about. Say you put a bunker buster mod on your pick axe. The stats shows it boosts the block damage, but the description says it works on rock. So, do you get that better block damage only on rock, or on everything with an additional, sort of hidden, damage to rock? Similar question about the hunter mod. It increases the displayed base damage, but says it is for living things which would rule out zombies and zombie animals.
Shurenai May 14, 2021 @ 2:00pm 
Originally posted by seven:
Originally posted by Shurenai:
'Cause mods make a huge difference. Every mod is a 15% bonus to the main stat (typically damage or block damage) in addition to it's other effects.

This is something I've wondered about. Say you put a bunker buster mod on your pick axe. The stats shows it boosts the block damage, but the description says it works on rock. So, do you get that better block damage only on rock, or on everything with an additional, sort of hidden, damage to rock? Similar question about the hunter mod. It increases the displayed base damage, but says it is for living things which would rule out zombies and zombie animals.
As I said, every mod gives you a baseline +15% <main stat>. This is completely aside from whatever the mod actually does. It's a baseline bonus for having a mod equipped at all to the tool/weapon.

So, Assuming you only have the rockbuster mod on, You would get the +15% from the mod itself vs everything, then the mod specific +50% damage to rock specifically vs rock. So you'd do 1.15x against all things, and 1.65x against stone in that example.

Same thing for The Hunter mod- You'd do 1.15x damage against any and all creatures, and 2.15 against anything classified as living.
RasaNova May 14, 2021 @ 2:04pm 
Originally posted by seven:
Originally posted by Shurenai:
'Cause mods make a huge difference. Every mod is a 15% bonus to the main stat (typically damage or block damage) in addition to it's other effects.

This is something I've wondered about. Say you put a bunker buster mod on your pick axe. The stats shows it boosts the block damage, but the description says it works on rock. So, do you get that better block damage only on rock, or on everything with an additional, sort of hidden, damage to rock? Similar question about the hunter mod. It increases the displayed base damage, but says it is for living things which would rule out zombies and zombie animals.
It gives a flat bonus to the item stats, in addition to whatever benefit the mod has.
IRuleAll May 14, 2021 @ 2:06pm 
Originally posted by ProxyJames:
I am sick of getting hype to find a level 6 peace of armor or weapon only to see the level 5 or 4 one I have is better in every way minus durability
why so you can find one version and be done? talk about boring and uneventful. you would be BiS gear by like day 30 and never improve, that would be really stupid.
seven May 14, 2021 @ 2:06pm 
@Shurenai, thank you. 1600+ hours and I've never seen it explained so directly. I'll agonize less over mod choices now.
Last edited by seven; May 14, 2021 @ 2:07pm
RasaNova May 14, 2021 @ 2:09pm 
Originally posted by ProxyJames:
I am sick of getting hype to find a level 6 peace of armor or weapon only to see the level 5 or 4 one I have is better in every way minus durability
It certainly happens. But there are other factors besides just the stats on the surface, such as have been mentioned with mods and such.

A lvl 5 shottie might do more than a lvl 6 but the possible range is higher overall for each stat. a level 3 for example even might have comperable damage and capacity as a level 6, but that level 6 is almost certainly going to have higher durability and those 2 additional mods are going to make it MUCH more versatile.
ProxyJames May 14, 2021 @ 8:53pm 
Originally posted by RasaNova:
Originally posted by ProxyJames:
I am sick of getting hype to find a level 6 peace of armor or weapon only to see the level 5 or 4 one I have is better in every way minus durability
It certainly happens. But there are other factors besides just the stats on the surface, such as have been mentioned with mods and such.

A lvl 5 shottie might do more than a lvl 6 but the possible range is higher overall for each stat. a level 3 for example even might have comperable damage and capacity as a level 6, but that level 6 is almost certainly going to have higher durability and those 2 additional mods are going to make it MUCH more versatile.
so in the case of armor, there is only two mods that will buff the defense and in my case the level 6 weapon only did 1 more damage fully modded with 4 less rounds so ♥♥♥♥ that.
IF you could craft level 6 stuff I would be find with some random stats because I could always make another one and hope for good rolls, but level 6 stuff is 100% RNG, on top of that I don't even think leveled gear should be a thing in game everything should just be a flat base stat
Shady Knights May 14, 2021 @ 11:05pm 
Is there any table or reference online that shows the RNG range on weapons/armour per tier?

ミメミ May 15, 2021 @ 1:29am 
I'm still not too experienced with xpath, but I think a simple modlet of the items.xml like this would do what you want:
<config> <set xpath="/items//effect_group/passive_effect[(contains(@name, 'EntityDamage') and (contains(@operation, 'perc_add') and not (contains(@tier, '2,6'))]/@value">0</set> <set xpath="/items//effect_group/passive_effect[(contains(@name, 'BlockDamage') and (contains(@operation, 'perc_add') and not (contains(@tier, '2,6'))]/@value">0</set> <set xpath="/items//effect_group/passive_effect[(contains(@name, 'DegradationMax') and (contains(@operation, 'perc_add'))]/@value">0</set> </config>

@Shurenai
If I'm not mistaken, the random range is +/-15%, but the mod bonus is only 10%.
Last edited by ミメミ; May 15, 2021 @ 1:33am
Seftak May 15, 2021 @ 3:42am 
Originally posted by ProxyJames:
Originally posted by RasaNova:
It certainly happens. But there are other factors besides just the stats on the surface, such as have been mentioned with mods and such.

A lvl 5 shottie might do more than a lvl 6 but the possible range is higher overall for each stat. a level 3 for example even might have comperable damage and capacity as a level 6, but that level 6 is almost certainly going to have higher durability and those 2 additional mods are going to make it MUCH more versatile.
so in the case of armor, there is only two mods that will buff the defense and in my case the level 6 weapon only did 1 more damage fully modded with 4 less rounds so ♥♥♥♥ that.
IF you could craft level 6 stuff I would be find with some random stats because I could always make another one and hope for good rolls, but level 6 stuff is 100% RNG, on top of that I don't even think leveled gear should be a thing in game everything should just be a flat base stat
So you just want to use the exact same gun from day 10 to day 100 without having any reason to go out there looting for new stuff? You can just go play CS:GO if you only want a shooter without the RPG part...
Last edited by Seftak; May 15, 2021 @ 3:43am
Mr Fantastic May 15, 2021 @ 3:59am 
Originally posted by ProxyJames:
Originally posted by RasaNova:
It certainly happens. But there are other factors besides just the stats on the surface, such as have been mentioned with mods and such.

A lvl 5 shottie might do more than a lvl 6 but the possible range is higher overall for each stat. a level 3 for example even might have comperable damage and capacity as a level 6, but that level 6 is almost certainly going to have higher durability and those 2 additional mods are going to make it MUCH more versatile.
so in the case of armor, there is only two mods that will buff the defense and in my case the level 6 weapon only did 1 more damage fully modded with 4 less rounds so ♥♥♥♥ that.
IF you could craft level 6 stuff I would be find with some random stats because I could always make another one and hope for good rolls, but level 6 stuff is 100% RNG, on top of that I don't even think leveled gear should be a thing in game everything should just be a flat base stat

You can craft lv6 with a basic mod, it's kinda lame they took that option from the game, investing in skills takes a long time and effort, rank 5 skill should be able to make tier 6 like before.

https://www.nexusmods.com/7daystodie/mods/627
RasaNova May 15, 2021 @ 4:08am 
Originally posted by ProxyJames:
Originally posted by RasaNova:
It certainly happens. But there are other factors besides just the stats on the surface, such as have been mentioned with mods and such.

A lvl 5 shottie might do more than a lvl 6 but the possible range is higher overall for each stat. a level 3 for example even might have comperable damage and capacity as a level 6, but that level 6 is almost certainly going to have higher durability and those 2 additional mods are going to make it MUCH more versatile.
so in the case of armor, there is only two mods that will buff the defense and in my case the level 6 weapon only did 1 more damage fully modded with 4 less rounds so ♥♥♥♥ that.
IF you could craft level 6 stuff I would be find with some random stats because I could always make another one and hope for good rolls, but level 6 stuff is 100% RNG, on top of that I don't even think leveled gear should be a thing in game everything should just be a flat base stat
Armor tiers have very little (if any) effect on the actual armor stat. A 2-quality helmet could have the same or higher rating as a 6-quality. But armor is more than just an straight damage protection, it's pockets, environmental protection, noise level, mobility, durability, value, etc. The most important aspects of armor of any given type is durability and number of mod slots, It's always worth upgrading from quality 5 to 6, even if it means losing a point or 2.

Same with weapons, although there is more variance in damage. But again damage isn't the only factor. Your level 6 weapon did only 1 more damage fully modded. Seems a little low, the RNG was not with you... But what about ammo capacity? durability? rate of fire? Range? And isn't that 4th mod worth something?

To be fair, yes I have gotten screwed by the RNG several times. Robotic turrets in particular seem all over the place, several times I've set aside a higher quality turret in favor of a lower one with increased damage. (or at least I used to, before realizing the most important turret stats are capacity range and rate of fire.)
Last edited by RasaNova; May 15, 2021 @ 4:10am
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Date Posted: May 14, 2021 @ 12:49pm
Posts: 40