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  1. #1
    hyper---sniper's Avatar Senior Member
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    Gear mods ????????

    Was trying some gear mods ,, and could not see any benefit from them , So went to BOO and in to firing range , added 4 x 2% pulse to my gear fired pulse and took a few shots , and found out the extra 8% is only given every 4 or 5 shots ? My M700 1 shot from full mag got the bonus ? .. So what good if any does the other mods give, The 6% self heal does no good , anyone know if the turret damage and the seeker damage is any better ?? .. Or what about weapon mods ? are they the same ??? need to do some more tests..
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  2. #2
    moesuvious's Avatar Senior Member
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    Originally Posted by hyper---sniper Go to original post
    Was trying some gear mods ,, and could not see any benefit from them , So went to BOO and in to firing range , added 4 x 2% pulse to my gear fired pulse and took a few shots , and found out the extra 8% is only given every 4 or 5 shots ? My M700 1 shot from full mag got the bonus ? .. So what good if any does the other mods give, The 6% self heal does no good , anyone know if the turret damage and the seeker damage is any better ?? .. Or what about weapon mods ? are they the same ??? need to do some more tests..
    Turret mods seem to work as intended. The Self heal mod is a weird one, the only time i saw any difference was when using an overheal on a build that had nothing invested into Stamina/Health. I couldnt find any other uses for it whatsoever.
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  3. #3
    I noticed this a long time ago but didn’t think much of it. The self heals adds a bit to you number but does almost nothing when you use it.
    I tested turret damage and duration and they seem to work a bit, just not at their intended percentage.

    Idk
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  4. #4
    Originally Posted by hyper---sniper Go to original post
    Was trying some gear mods ,, and could not see any benefit from them , So went to BOO and in to firing range , added 4 x 2% pulse to my gear fired pulse and took a few shots , and found out the extra 8% is only given every 4 or 5 shots ? My M700 1 shot from full mag got the bonus ? .. So what good if any does the other mods give, The 6% self heal does no good , anyone know if the turret damage and the seeker damage is any better ?? .. Or what about weapon mods ? are they the same ??? need to do some more tests..
    Yes, performance mods work. You will see the difference on the skill page reflecting what has been changed. Pulse mods are either Crit chance or damage, not a flat damage buff. For weapon mods you can look at your character stat sheet and see the changes. Yes they work.
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  5. #5
    YodaMan 3D's Avatar Senior Member
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    Originally Posted by hyper---sniper Go to original post
    Was trying some gear mods ,, and could not see any benefit from them , So went to BOO and in to firing range , added 4 x 2% pulse to my gear fired pulse and took a few shots , and found out the extra 8% is only given every 4 or 5 shots ? My M700 1 shot from full mag got the bonus ? .. So what good if any does the other mods give, The 6% self heal does no good , anyone know if the turret damage and the seeker damage is any better ?? .. Or what about weapon mods ? are they the same ??? need to do some more tests..
    Damage Mods to sticky, seekers, and turret, shows quite the bonus to damage at least on paper. Thing is I usually don't see the results I feel I should see.
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  6. #6
    Ballistic Shield Damage mods are a must for D3.
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  7. #7
    Which mods do you prefer, guys. I normally use the skill haste or critical hit chance mods, according to my set. Do these make really a difference in game?
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  8. #8
    YodaMan 3D's Avatar Senior Member
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    Originally Posted by Sangersss Go to original post
    Ballistic Shield Damage mods are a must for D3.
    Really? You don't use resilience or health for your shield?
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  9. #9
    pob709's Avatar Senior Member
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    Resilience and damage (+dps to your smg) shield, turret and seaker (sticky is a bit pointless) and of course ST FI ELC if your trying to reach say 6k or 9k level. Skill power and haste on skill build DTE if doing legendary missions.
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  10. #10
    hyper---sniper's Avatar Senior Member
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    Originally Posted by Blkandwhtknight Go to original post
    Yes, performance mods work. You will see the difference on the skill page reflecting what has been changed. Pulse mods are either Crit chance or damage, not a flat damage buff. For weapon mods you can look at your character stat sheet and see the changes. Yes they work.
    Yes you can see it in character stats , But no benefit in play .? so looks like just more numbers..?

    Originally Posted by Sangersss Go to original post
    Ballistic Shield Damage mods are a must for D3.
    While i really do not like the D3FN ,I built up a classy set and it was OP in normal pve . in DZ any pve landmarks and extraction zones can be cleared solo in no time .but i wanted this set to try legendary missions , and well it just gets melted ??

    Originally Posted by YodaMan 3D Go to original post
    Really? You don't use resilience or health for your shield?
    What is best for the d3fn ??

    Originally Posted by pob709 Go to original post
    Resilience and damage (+dps to your smg) shield, turret and seaker (sticky is a bit pointless) and of course ST FI ELC if your trying to reach say 6k or 9k level. Skill power and haste on skill build DTE if doing legendary missions.
    DTE is the only mod i found works well ?., i have 2 nomad classy sets on one of my toons one set up for pvp , the other i set up for pve with DTE , the one that does not have DTE is not good and does no damage to named enemy .. But works well in pvp .., the one with DTE melts them...
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