![]() ![]() So if you later find better mods you would have to craft an entirely new weapon to add to them. The problem I see with this system moving forward is there is no way to "re-craft" on weapons (or gear) to change the mods, bits, software etc. You are definitely correct that the time to craft as you move up in rarity/level gets ridiculous - I finally got a weapon Punch card to Legendary, and the first upgrade took 24 hours to go from Legendary 1 to Legendary 2 is now 26 hours (which I started last night, so late tonight it will finally be done). The other is Stopika (looks like a Kite, or a Diamond), which you get from the Blue timer missions on the Red Planet-Stopan On your melee weapon if you can ever find the Lifesteal Mod it basically makes you unkillable (top mod in the game imo)įor the crafting materials, there is Stopamite (looks like a red pyramid) which you can get from the "Get a Job" resources missions (but it rotates between only coins to coins/stopamite). The shield I use the most on all characters is Energy Shield (not Energy Disk) because it regenerates on its own the most.įor your ranged weapon the mods you want the most are Piercer and Ricocheting Ammo. Which medbelt you use is not really that important - only what rolls it has on it - stats and mods make more difference than the belt itself. So I think that was the dev's thinking on this because weapons with gs 100 can be upgraded to 120 at the bm, which then unlocks the lvl 140 missions. But you need to get your gear score to 120 as quickly as you can, because that will unlock the level 140 missions, and this is really the beginning of starting to get better gear (and obviously it continues to improve as you take on higher and higher mission levels). Leveling to 20 just caps it at +20 to the gear score, no other benefit or change in rarity. The general consensus among top players is to only go back to base after defeating a boss, otherwise you get nothing. ![]() If I had an answer to your last question I would be the happiest person in the world!! The Crack is my biggest source of frustration at the moment. Loot heal is that you heal a certain percentage of your total hp each time you pick up any loot (not sure if it counts coins though) Stamina regen we are pretty sure is just dash regen (they probably used both terms in development and haven't gone back to one universal term) In the end I think this decision is less important than your weapon choice and your skill tree allocation. My biggest recommendation here is to try each one for several runs and see which seems to benefit you the most. For example, I play Finn as a melee character, so I use shields that deflect damage and/or push enemies away. Depending on how stable it is tonight, I should have an answer for you on that one.īelt/Shields each have the same stat categories, but each has a different passive ability, so which you prefer will depend on your build and play style. I have not upgraded all the way to +20 yet, but I am close. That's 4 questions, so I can't help you.ha ha, just kidding. I am currently Character level 33, and my gear score is 110-117 depending on what I equip at the time. However, raising gear score at the BM is pretty cheap compared to crafting, so it is a quick and easy way to keep pushing into the higher level missions. You can't change gear during a run, so it's difficult to test the impact of changes at this point. I haven't started testing any of that, as it is difficult without any kind of "firing range" or "target dummies" to test changes on. Certainly it is the gateway to access higher level missions, which will ultimately help you get higher level loot that will have better stats, but there could be more happening with gear score than that. ![]() However, I'm not sure anyone really knows how gear score affects character power yet. None of the actual stats change when you level it up, the only actual number that changes is the gear score. ![]()
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