#Mods
1 messages · Page 1 of 1 (latest)
Sorry for being confused but if you don't mind to clarify, you mean absolution is 5% for each, ability is 4% for class ability only and melee/grenade specific is 10% ?
yes
Thanks so much!
the "least charged" one is also 10%
generating too many orbs of power is just as bad as not enough huh?
no such thing as too many, the more the better
ok maybe i'm thinking of this wrong then. I'm using grenade kickstart as my only armor charge consumption, but I'm generating more charges than i can get my grenade cd fast enough to take advantage of those charges
i was thinking maybe my excessive amount of charges could be swapped for more effecient mods
up to you, you could pair it with a finisher mod on your class item to get more benefit out of armor charges
What happens if you have two different kickstarts? do they both gain the same value or do they hinder each other?
they only affect themselves, but kickstarts always give you extra energy even when you dont have armor charges
so like if you used both grenade and melee kickstart, throwing your grenade will refund just the grenade energy without affecting the melee, and melee will refund just melee energy without affecting grenade
oh so say i had 3 armor charges and used my grenade, my 3 charges would be consumed to only restore grenade and then when i melee i have 0 charges and get no kickstart?
all 3 charges would be used up for the grenade, if you used your melee right after with 0 charges then your melee will still get some energy back just not as much as the grenade did
oh right i forgot the charges just boost the kickstart, so i would still get some but not much
ok thanks for that!
np
if you want the exact values for everything, this spreadsheet details it all under the "armor mods" section https://docs.google.com/spreadsheets/d/1WaxvbLx7UoSZaBqdFr1u32F2uWVLo-CJunJB4nlGUE4/htmlview#
would the absolution stack with a separate grenade one? like 10% for grenade at 5% for absolution for 15 total?
yes