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Lee Goland
Second Six Corporation
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Posted - 2013.05.21 22:44:00 -
[1] - Quote
If I have a dropsuit with a light slot and a sidearm slot, drop in a side arm damage modifier, and equip an SMG in the light slot and a Flaylock in the sidearm slot. Does the damage mod affect both (because they are both sidearms) or only the Flaylock (because it is in the sidearm slot)?
-Lee |
Lee Goland
Second Six Corporation
0
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Posted - 2013.05.21 22:48:00 -
[2] - Quote
Forlorn Destrier wrote:Lee Goland wrote:If I have a dropsuit with a light slot and a sidearm slot, drop in a side arm damage modifier, and equip an SMG in the light slot and a Flaylock in the sidearm slot. Does the damage mod affect both (because they are both sidearms) or only the Flaylock (because it is in the sidearm slot)?
-Lee It impacts based on Module type and not the slot the module resides in.
Good news...great news....fantastic news....how do you know? I know when looking at the specs of my suits and modules in fittings, I see the sidearm dmg at 103%, the weapons themselves still show the base dmg. |
Lee Goland
Second Six Corporation
0
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Posted - 2013.05.21 22:50:00 -
[3] - Quote
Iron Wolf Saber wrote:You will get an fitting error if you fit no weapons its meant for.
So you are saying if I fit two sidearms and a light weapon dmg mod, it will give you an error? interesting.
This isn't that case though. I am fitting two sidearms with a sidearm mod, and I want to know if both sidearms get the bonus...the specs on either sidearm show nothing...just the base specs. The suit itself shows 103% for sidearms, but doesn't actually say where it applies. |
Lee Goland
Second Six Corporation
0
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Posted - 2013.05.21 22:58:00 -
[4] - Quote
Forlorn Destrier wrote:Lee Goland wrote:Forlorn Destrier wrote:Lee Goland wrote:If I have a dropsuit with a light slot and a sidearm slot, drop in a side arm damage modifier, and equip an SMG in the light slot and a Flaylock in the sidearm slot. Does the damage mod affect both (because they are both sidearms) or only the Flaylock (because it is in the sidearm slot)?
-Lee It impacts based on Module type and not the slot the module resides in. Good news...great news....fantastic news....how do you know? When looking at the specs of my suits and modules in fittings, I see the sidearm dmg at 103%, the weapons themselves still show the base dmg. It's an educated guess based on how damage modules in Eve work. As an example, Gyrostabilizers give bonuses to projectile weapons, but not hybrid weapons. As both projectile and hybrid weapon are high slots, the modules clearly can differentiate based on gun type. As Dust is based on Eve in fitting terms, it is logical to conclude Dust modules work in the same way.
I tend to think like this as well, but there are some slight differences. Since you have heavy, light, and sidearm slots, but can fit lights and sidearms in heavy slots and sidearms in light slots, it becomes more like fitting EvE low power mods in low, medium OR high slots since they take less power. The question would still stand in that environment as well. |
Lee Goland
Second Six Corporation
0
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Posted - 2013.05.21 23:01:00 -
[5] - Quote
Iron Wolf Saber wrote:Odd I get it with the heavy on a non heavy suit.
Now THAT is interesting. Since the only suit that can handle heavy weapons is the heavy suit, it seems the suits kicks back if you try to mount heavy weapon mods on a non heavy suit.
Since all suits can handle sidearms, that wouldn't seem to apply in this case...but that is good to know. |
Lee Goland
Second Six Corporation
0
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Posted - 2013.05.21 23:06:00 -
[6] - Quote
Forlorn Destrier wrote:Lee Goland wrote:
I tend to think like this as well, but there are some slight differences. Since you have heavy, light, and sidearm slots, but can fit lights and sidearms in heavy slots and sidearms in light slots, it becomes more like fitting EvE low power mods in low, medium OR high slots since they take less power. The question would still stand in that environment as well.
We should know with certainty once CCP updates the modules to reflect skill and other modifiers to stats of fitted modules.
I hope they do it quickly. It's soul crushing to not be able to see what the mods are actually doing, but being a longtime EvE player, I'm not holding my breath. I think the Ballistic Control System RoF bonus STILL doesn't show in the launcher specs. |
Lee Goland
Second Six Corporation
1
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Posted - 2013.05.22 13:37:00 -
[7] - Quote
Thanks Hydra,
I will check it out as soon as I get home. In the interim, how are your dmg mods applied and where did you get your information from?
-Lee |
Lee Goland
Second Six Corporation
2
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Posted - 2013.05.23 20:34:00 -
[8] - Quote
Forlorn Destrier wrote:Lee Goland wrote:Forlorn Destrier wrote:Lee Goland wrote:
I tend to think like this as well, but there are some slight differences. Since you have heavy, light, and sidearm slots, but can fit lights and sidearms in heavy slots and sidearms in light slots, it becomes more like fitting EvE low power mods in low, medium OR high slots since they take less power. The question would still stand in that environment as well.
We should know with certainty once CCP updates the modules to reflect skill and other modifiers to stats of fitted modules. I hope they do it quickly. It's soul crushing to not be able to see what the mods are actually doing, but being a longtime EvE player, I'm not holding my breath. I think the Ballistic Control System RoF bonus STILL doesn't show in the launcher specs. If your soul crushed due to an inconvenience in a video game, I question your priorities in life :P
yeah, well it sucks being unequivocally handsome, uncontrollably sexy, and incomparably wealthy. I have to get upset about something. |
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