Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
'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.
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.
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.
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.
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
@Shurenai
If I'm not mistaken, the random range is +/-15%, but the mod bonus is only 10%.
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
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.)