Bl3 purple tree class mods2/28/2023 As such, the bearer will only receive the full benefit of the mod used if the skills are matched to the mods. Each mod is geared towards a specific branch of the skill tree. The effect bonuses for a Vladof 660 Rifleman class mod are tabulated below:Įach class has eleven sub-classes of mods. Thus, the best possible mods (for that required level) would have the code 660.įor a given quality of class mod, the item level further defines the effect bonuses, the most significant of which being a step up in skill boost at level 29. A 600 series mod will have the highest effect bonus for its level a 500 series mod will have less for its level and so on. Each mod has its own minimums and maximums. For the highest quality mods, this is represented by the 100s digit in the mod name. The hundreds digit (or tens in a two digit number) represents the right-side piece of the COM and determines the quality of the effect bonuses, but has no bearing on which one that is solely based on material type: 600 is the best.The higher skill in a set or the skill(s) left out of a low quality mod are chosen at random, meaning two 660 mods can be identical except the +4 skill boost. From best to worst: 6 gives a 4/3/3 a 5 gives 3/2/2 4 gives 4/3 3 gives 3/3 2 gives just a single 3 and 1 only gives a single 2. The tens digit (or ones digit if the number only has two digits) represents the left-side piece of the COM and determines the quality of the skill bonuses, where 1 is the worst and 6 is the best.A mod's required character level also determines the quality of the effect bonus. The number is unaffected by the COM title, the manufacturer, and material grade. The numeric designation (such as 14, 230, 560, etc.) partially determines the quality of the class mods and directly correlates to the level of the mod's bonuses and effects. The number designator is a two, or three-digit number. The name of a class mod appears different in the Inventory list than on its Item Card in the inventory list, the mod has an additional number designator at the beginning of the name. Additionally, for the skill bonuses, only one can be the maximum value of +4. A COM can have a maximum of five of these modifiers due to the material #2 effect and material #3 effect being mutually exclusive. Most class mods have six possible modifiers three effects and three skill bonuses. Material #3 gives the default effect and effect #3. Material #2 gives the default effect and effect #2. Material #1 gives the default effect only. The material used determines which effect bonus the mod will have and has no effect on the skill bonuses. The body is standardized by class subtype berserker, bombardier, etc.Ĭlass mods are made with one of three materials. For example, the Bombardier class mod for berserkers is made by both Dahl and Tediore.Ĭlass mods are built with three primary parts: left side, body, right side. A particular class mod may be produced by two different manufacturers despite the mod having the same modifiers. These are available only from specific enemies and missions inside The Secret Armory of General Knoxx.Ĭlass mods come in three levels of rarity green, blue and purple.
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