Mods In Destiny 2

22.08.2019
Mods In Destiny 2 4,7/5 7111 votes

In Destiny 2, impact is the damage that the weapon does. The higher the impact, the higher the damage per shot.

Mods on armor and weapons are undergoing a big change in Destiny 2with the Forsaken expansion and the game’s Year 2. Developer Bungie has previously discussed how mods will have a larger impact on weapons and armor by, in essence, letting players attach an additional perk to their weapons and armor. But since the developer’s stream where it touched on these changes, players have had a lot of questions about the specifics of the new mod system. In the developer’s weekly blog, Bungie answered many of them.

Where to find mods

Bungie says that all exotic armor drops, including Year 1 exotics, will have a chance to drop with a mod attached. Legendary armor also has a chance to come with a mod, but at a much smaller chance. Weapons and armor that are bought at vendors will not come with mods equipped.

The other main place to get mods is from the Gunsmith. Players will be able to purchase armor and weapon mods (which will update on a daily basis) directly from Banshee-44 using mod components, which come from dismantling mods. Year 1 Legendary mods and Year 2 mods are guaranteed to drop one mod component when dismantled, while Year 1 Rare mods have a small chance to drop a mod component when dismantled.

How to remove mods

Bungie mentioned previously that players would be able to remove and reuse mods, but did not detail exactly how. Removing a mod from a piece of armor or weapon will require the dismantling of that item. The armor or weapon will be gone, but the mod will come off of it and be added to the player’s inventory, and able to be slotted into other armor or weapons. If players want to keep the armor or weapon that dropped but want a different mod in it, they can slot in a new mod, which will delete and replace the starting mod.

What happens to Year 1 mods

Year 1 mods will be retired as of Update 2.0 on August 28, but players who have a lot of Year 1 mods will be able to dismantle them for mod components, thus giving them a head start when it comes to buying new Year 2 mods. In fact, the official word from Bungie is that it is safe to go ahead now and dismantle any Year 1 mods. The mod components that drop from them is what will be used later to buy Year 2 mods.

Also, except for a small list of weapons, whichever elemental mods that are slotted into players’ current Year 1 weapons will be locked into that weapon for good as of August 28. Year 1 armor mods will stay slotted into players’ armor but they will be deactivated and stop granting any extra bonus, with Year 2 armor mods being able to be put on both Year 1 and Year 2 armor.

There are a lot of changes coming to Destiny 2 with Update 2.0 and the Forsaken expansion, and players will want to prepare before they launch.

Destiny 2: Forsaken releases on September 4, 2018 for PC, PS4, and Xbox One.

Source: Bungie

The first of many updates to Destiny 2's sandbox after Bungie detailed their plans to shift the design of the live game are here, the most important of which are Masterwork weapons.

Best Mods In Destiny 2 Forsaken

Masterwork weapons are a new tier of Legendary weapons that come with a randomly rolled perk and the ability to generate orbs on multikills. Now that the system is live, Tim, our guy in the field, just found his first Masterworks drop and dismantled it for science. Our hero. Here's what we've found out so far.

A new resource

First up, the system comes with a new resource, Masterwork Cores, gained from dismantling Masterwork weapons. Tim dismantled his Maestro-46 for us, and gained two Masterwork Cores as a result. We've seen a few Masterwork weapons dismantle for just one core, so the system will definitely be a grindy one. (Update: It's been confirmed dimantled Masterworks weapons will drop one-three cores.) Given that it's likely to cost around five dismantled Masterwork weapons to upgrade an existing Legendary into a Masterwork, chances are, you'll be hunting hard for cores. If you have no clue what I'm talking about, let me explain.

Switching tracker types

There are two types of Masterwork weapons. Vanguard Masterworks track sandbox enemy kills and Crucible Masterworks track opponents defeated. It's not a striking difference, a decision that will probably make sense for wherever you use the weapon most.

But if you get a Vanguard Masterworks drop that you'd rather use as a Crucible Masterworks, don't worry too much. By spending 10 Masterwork Cores and 25 Legendary Shards, you can convert a Masterworks weapon to the opposite tracker type. Keep in mind it's as expensive as upgrading a Legendary weapon to Masterwork, so don't feel pressured to make the switch unless you're really into watching a number go up.

Upgrading Legendary weapons

Best mods in destiny 2

Legendary weapons capable of dropping as Masterwork weapons can also be manually upgraded to become a Masterwork. You'll need to spend 10 cores and 25 shards to do it, so save them up for a weapon you know you'll keep for a long time.

Rerolling perks

Destiny

Every Masterwork weapon comes with a random stat bonus. Tim's Maestro-46 dropped with a buff to handling, which sounds helpful for a sniper. If you're not happy with a drop and want to try your luck, you can spend 3 cores and 25 shards to reroll for a bonus to a different weapon stat, like mag size or reload speed. Save your resources unless you're trying to perfect one of your favorite weapons.

As for what perks can be rolled, this handy reddit thread breaks down the possible bonuses, which differ slightly depending on the weapon type (because, for example, swords don't need a stability boost).

  • Impact: 5 points (swords, sniper rifles and fusion rifles)
  • Range: 5 or 10 points (all weapons except grenade and rocket launchers)
  • Stability: 5 or 10 points (all except swords)
  • Handling: 5 or 10 points (all)
  • Reload: 10 points (all except swords)
  • Magazine: 10% increase (all)
  • Blast radius: 5 points (rocket and grenade launcher only)
  • Velocity: 5 points (rocket and grenade launcher only)

It's a pretty small pool, and the stat bonuses are mostly going to be barely noticeable. Masterwork weapons, as currently designed, are definitely something for the min-max grinders. The ability to generate orbs on multikills—and unusually be able to pick up these swords yourself—is probably the most meaningful benefit here. Other stuff you might want to know: Infusing a Masterwork weapon into a non-Masterwork weapon will not make that weapon into a Masterwork. Nor will doing so give you any Masterwork Cores. You have been warned.

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