Author Topic: Mod List  (Read 4072 times)

Offline Knight

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Mod List
« on: January 19, 2008, 01:28:39 PM »
I was unable to find a proper mod list and their effect on this and other fora so I just spend some time on gathering the info myself and here is what I got.
If anything is wrong or if I missed something then feel free to let me know.
For an exellent crafting guide check out Delusion's Crafting 101 guide
http://tabularasa.gangrel.me.uk/index.php?topic=516.0

@Delusion: feel free to use this list in your crafting guide if you dont have a mod list of your own yet.

color code
red = weapon only
green = armor only
blue = more than 1 type (weapon, armor and or tool)

The list contains the mod type, effect and the name of the component that is needed for the schematic or that is received when trying to extract that type of mod from a weapon

Some effects increase based on item and/or schematic level but I'm not sure if its just item level, just schematic level or a combination.
For example a lvl 50 item with steal armor can get over +700 steal armor but a lvl 15 item will only get maybe +40 steal armor
If someone can confirm that its based on item level, schematic level or both that would be helpful


Armor Piercing
Weapon: Phase Shifter
Effect: 2% / lvl

Crit Chance
Weapon: Analytical Targeting Computer
Effect: 1% / lvl

Perceive Threat
Weapon: Cloaking Module
Effect : 20% / level

Steal Adrenaline
Weapon: Catecholamine Synthesizer
Effect : Increases with item/schematic level

Steal Armor
Weapon: Recoil Capacitor
Effect : Increases with item/schematic level

Steal Health
Weapon: Vitality Conduit
Effect: Increases with item/schematic level

Steal Power
Weapon: Tau Shunt
Effect: +2 / level

Reduce Resist
Weapon only
Physical: Kinetic Shield Inverter
EMP: Pulse Shield Inverter
Laser: Photonic Shield Inverter
Sonic: Kinetic Shield Suppresor
Electric: Electron Shield Inverter
Virulent: Microbiotic Shield Disruptor
Fire: Exothermic Shield Inverter
Ice: Endothermic Shield Inverter

Effect: level 1: -10 resist
levels 2, 3 and 4: extra -5 resist each level up to a maximum of -25

Regen
Weapon/Tool: Peptide Synthesizer
Armor: Biogenic Field Generator

Effect: Increases with item/schematic level

Regen Armor
Weapon: Electron Distributor
Armor: Shield Regenerator

Weapon Effect: 10% / level
Armor Effect: 4% / level

Regen Health
Weapon: Biogenic Field Source
Armor: Cellular Repair Unit

Weapon Effect: 5% / level
Armor Effect: 4% / level

Regen Power
Weapon: Tau Conduit
Armor: U-Field Link

Weapon Effect: 5% / level
Armor Effect: 4% / level

Resist
Weapon
Physical: Kinetic Suppresor
EMP: Magnetic Shielding
Laser: Optic Deflector
Sonic: Acoustic Baffle
Electric: Electron Reflux Generator
Virulent: Adaptive Biofilter
Fire: Thermionic Convecter
Ice: Convection Device

Armor
Physical: Kinetic Buffer
EMP: Faraday Shielding
Laser: Photon Dispenser
Sonic: Shock Attenuator
Electric: Capacitance Shielding
Virulent: Shielded Biofilter
Fire: Thermal Insulator
Ice: Thermionic Compensator

Weapon Effect: 5% / level
Armor Effect: 2% / level

Body
Armor/Tool: Neuroprosthetic Exoskeleton
Effect: Increases with item/schematic level

Mind
Armor/Tool: Adaptive Cortical Interface
Effect : Increases with item/schematic level

Spirit
Armor/Tool: Aural Flexor
Effect: Increases with item/schematic level

Power
Armor/Tool: Phi Regulator
Effect: Increases with item/schematic level

Total Armor
Armor: Shield Capacitor
Effect: Increases with item/schematic level

Total Health
Armor: Endoskeletal Solidifier
Effect: Increases with item/schematic level

« Last Edit: January 19, 2008, 05:53:32 PM by Knight »
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Offline Delusion

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Re: Mod List
« Reply #1 on: January 19, 2008, 05:24:10 PM »
excellent guide, and i've added it to the crafting guide with your consent :)

Endoskeleton Solidifiers are i "think" involved with physical resists on weapons, but i may have remembered my crafting session from last night incorrectly, so dont quote me ;)

With regard to the "size" of mods like steal armour.... after using various schematics on a collection of lvl 15 weapons last night for kitting out my new commando, it looks like the enhancement is due to the level of the item you are applying it to only, but ill do some further testing as time, funds and available schematics permit, and get back to you :)

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Offline Knight

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Re: Mod List
« Reply #2 on: January 19, 2008, 05:47:43 PM »
Thanks for adding it to your guide.


edit
just noticed that someone replied to your crafting topic with a list similar to mine but without the effect strenght.
I found endoskeletal Solidifiers in the list and added it to mine as well.
Now it should be all there.
Maybe you can contact him and ask if you can use his list as well. Both lists combined would make a nice complete list with every mod, their effect and what crafting skills are needed for it.
« Last Edit: January 19, 2008, 05:55:43 PM by Knight »
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Offline Unomat

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Re: Mod List
« Reply #3 on: January 20, 2008, 08:00:38 AM »
As far as + mods are concerned you're correct Delusion, the strength of those mods depend on the item-level. The % mods are flat numbers across the boards.
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Offline Fyrel

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Re: Mod List
« Reply #4 on: January 22, 2008, 11:33:46 AM »
Nice list Knight 

Thanks

Quote
Perceive Threat
Weapon: Cloaking Module
Effect : 20% / level

Mod 5 of this only adds 10% for 90% threat reduction total.

Offline Knight

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Re: Mod List
« Reply #5 on: January 22, 2008, 04:29:01 PM »
i assume mod [5] can only exist on quest rewards.
not been heavily into crafting yet. just made this list while disassembling, so dont know that much but isnt mod [4] the highest players can do?

that aside, i assume that 100% less threat in this game means no threat at all and that would be why they put the cap at 90%.
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