Cubic Odyssey

Cubic Odyssey

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Weapon/Tool/Gear Mods
1) Do mods stack in a device, will 2 of the same mod type accumulate? (i.e. 2 Damage mods

2) Done a Tier 3 mod trump a tier 2 mod so that tier 2 does not accumulate?

3) What are some of these? (i.e. Velocity, does it extend range? )
( Does explosion only work on grenade launchers? )
Originally posted by Ailith Twinning:
1) They are cumulative, judging from my tests with damage and jetpack lifetime mods which are fairly obvious to test.

2) Mix and matching tiers does not seem to matter.

3) I think I know what most of them do, and that several are additive via multiplier to base stat (0.4 damage will increas a 500 dmg weapon by 200, and another 200 with a second) But explosion either needs to be stacked too much for me to have bothered to have meaningful effect and I don't think Velocity adds range, just increases the bullet speed. It is quite possible to shoot beyond your weapon's range and you'll notice what the range does is add a fractional damage multiplier so say 750ish damage become 180ish if you shoot beyond the range of the weapon but manage to hit something anyway. I haven't actually tested if this increases range but the range stat doesn't go up is why I didn't test it, see no reason to think it would but I could be wrong.

If yer curious what the light aperture and light power mods do - wider light and brighter light, respectively.
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The author of this thread has indicated that this post answers the original topic.
1) They are cumulative, judging from my tests with damage and jetpack lifetime mods which are fairly obvious to test.

2) Mix and matching tiers does not seem to matter.

3) I think I know what most of them do, and that several are additive via multiplier to base stat (0.4 damage will increas a 500 dmg weapon by 200, and another 200 with a second) But explosion either needs to be stacked too much for me to have bothered to have meaningful effect and I don't think Velocity adds range, just increases the bullet speed. It is quite possible to shoot beyond your weapon's range and you'll notice what the range does is add a fractional damage multiplier so say 750ish damage become 180ish if you shoot beyond the range of the weapon but manage to hit something anyway. I haven't actually tested if this increases range but the range stat doesn't go up is why I didn't test it, see no reason to think it would but I could be wrong.

If yer curious what the light aperture and light power mods do - wider light and brighter light, respectively.
Originally posted by Ailith Twinning:
1) They are cumulative, judging from my tests with damage and jetpack lifetime mods which are fairly obvious to test.

2) Mix and matching tiers does not seem to matter.

3) I think I know what most of them do, and that several are additive via multiplier to base stat (0.4 damage will increas a 500 dmg weapon by 200, and another 200 with a second) But explosion either needs to be stacked too much for me to have bothered to have meaningful effect and I don't think Velocity adds range, just increases the bullet speed. It is quite possible to shoot beyond your weapon's range and you'll notice what the range does is add a fractional damage multiplier so say 750ish damage become 180ish if you shoot beyond the range of the weapon but manage to hit something anyway. I haven't actually tested if this increases range but the range stat doesn't go up is why I didn't test it, see no reason to think it would but I could be wrong.

If yer curious what the light aperture and light power mods do - wider light and brighter light, respectively.

I figured out most of them except the way the explosion one really didn't seam to do much and velocity I suppose, if the bullets travel faster, then mobs are less likely to side step your shot at long range.

Thank you for your added input on your own testing.
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