• Greetings, Agents! Welcome to the The Division Forums. It looks like you're looking forward to Tom Clancy's The Division 3, but haven't created an account yet. Why not take a minute to register for your own free account now? As a member you get free access to all of our forums and posts plus the ability to post your own messages, communicate directly with other members and much more.

What Mods Are and What they effect?

Status
Not open for further replies.

Falcon64

Community Member
Hi everyone I am having a hard time with modding my gear. I do not  know  what the  mod is doing and how its affecting my build every time i think i get  a better mod i feel it make me build even worse. I need modding 101 if anyone can help me with this it would be great. you all have been grate. Thank you 

 
Last edited by a moderator:
On your gear it is like fine tuning your stats. So you may choose gear that has stats armour and attributes you're aiming for, and then you choose mods to fine tune.

So, you armour mitigation isn't quite what you're aiming for.. add some mods with armour.

Or one of your weapon talents needs say 2260 firearms.. it maybe better to add a mod to bump up your firearms than to recalibrate your gear from stamina to firearms.

Or you are a tactician and want to boost your skill power.. mod it

 
To build on what @Oh. daesu said, when you're scrolling through your available gear mods, look at you stats (firearms, stamina & electronics).  When you highlight a new mod, it will show how your stats will be positively affected by the mod (changes in a yellowish-green) and how they'll be negatively affected by the mod (changes in red).  

You have to determine what you're going for with your build and use the mods that will get you to that goal.  You also will want to look at what helps unlock your weapon talents and what might be wasted.  

For example, you might have a firearms mod that gives a bonus to electronics and you might have one that gives bonus to armor.  Assume the firearms bonus is roughly equal on the two mods, if you're trying to choose between them check your damage mitigation.  If you're already at 75%, you would take the mod with bonus electronics because the bonus armor would be wasted since no matter how much higher you get your armor you were already maxed for mitigation.

i gave a very simple example with an obvious solution, but that's the kind of things you have to look at when modding.  When you're looking at modding weapons, pick mods that cover the deficiencies of your weapons: stability mods on LMGs, optimal range mods on SMGs and shottys, critical hit chance on assault rifles, etc.

 
What are performance mods and what do they affect?

whats a prototype mod and what's it affect?
*not the most knowledgeable on this either but...*

Performance mods - mainly effect passive buffs such as bonus's to damage resistance such as fire or stun etc.

Prototypes are the highest level mod, Advanced next one down etc. Generally Prototypes are level 31-33 (level is hidden in the actual stats list, core level is always 30 but actual level is within the stats)

 
*not the most knowledgeable on this either but...*

Performance mods - mainly effect passive buffs such as bonus's to damage resistance such as fire or stun etc.

Prototypes are the highest level mod, Advanced next one down etc. Generally Prototypes are level 31-33 (level is hidden in the actual stats list, core level is always 30 but actual level is within the stats)
so performance mods do not give you armor mitigation it make you resistant  to status effects. Did i get that right?

 
so performance mods do not give you armor mitigation it make you resistant  to status effects. Did i get that right?
Mainly they give buffs to directly protect against status effects ... I can't comment on adding to armour mitigation % though but I was highlighting that they don't add directly to armour score for example and they're for hidden buffs. 

 
Mainly they give buffs to directly protect against status effects ... I can't comment on adding to armour mitigation % though but I was highlighting that they don't add directly to armour score for example and they're for hidden buffs. 
The only thing that adds to damage mitigation is armor.  If the mod doesn't grant "+xxx armor", the performance mod won't affect your damage mitigation.   Typically a performance mod will do just what @quinch1199 said and increase a protection or buff.  Armor "caps" at 5354 (which is 75%), so you'll only want to be concerned with additional armor if you're under that number.  

 
Thank you it's starting to make a little more sense. What is Heath tuffness or the little number under it? Do I use a stanma mod to rise Heath or tuffness?

 
Thank you it's starting to make a little more sense. What is Heath tuffness or the little number under it? Do I use a stanma mod to rise Heath or tuffness?
Health is part of toughness and it comes from the stamina number under toughness.  Using a stamina mod will increase both health and toughness.  

 
Toughness is how much damage someone has to do to you in order to kill you (bullet damage, not exotic like fire).

It takes in to effect your armour mitigation and your health.

If I have 75% armour mitigation and 1,000 health then I would expect my toughness to be 4,000.

4,000 damage - 75% for armour = 1,000 - 1,000 health = death.

A lot of people go for Stamina on most of their equipment and then use mods for electronics / firearms (maybe one equip piece with firearms).  Mods usually have a stat boost plus a bonus which can include, as mentioned above, armour, crit chance or skill power.  Skill power is a good one as you can add 1k --> 1,5k Skill power per mod (depending on the mods level).

Blueprints for the mods can be found in the area before the Underground lift and the high level ones seem to rotate sometimes (I have lvl 32 firearms and tech from there) so you don't need to grind the DZ to get them now.  Undergrounds will give you 1 gold crafting mat (if you can find it) for each phase.  Crafting has become more relevant again now if you grind the UG a bit. 

Test stuff out on the shooting range in the BoO or just on random mobs.  HVT daily missions can also be a good place to test as on failure you don't loose anything and can just restart them without any extra intel spend.

Also remember that just because it has a higher GS, it may not be better and this is true for weapons and equipment.  I still have a 163 M1A in my stash which is very good.

 
Toughness is how much damage someone has to do to you in order to kill you (bullet damage, not exotic like fire).

It takes in to effect your armour mitigation and your health.

If I have 75% armour mitigation and 1,000 health then I would expect my toughness to be 4,000.

4,000 damage - 75% for armour = 1,000 - 1,000 health = death.

A lot of people go for Stamina on most of their equipment and then use mods for electronics / firearms (maybe one equip piece with firearms).  Mods usually have a stat boost plus a bonus which can include, as mentioned above, armour, crit chance or skill power.  Skill power is a good one as you can add 1k --> 1,5k Skill power per mod (depending on the mods level).

Blueprints for the mods can be found in the area before the Underground lift and the high level ones seem to rotate sometimes (I have lvl 32 firearms and tech from there) so you don't need to grind the DZ to get them now.  Undergrounds will give you 1 gold crafting mat (if you can find it) for each phase.  Crafting has become more relevant again now if you grind the UG a bit. 

Test stuff out on the shooting range in the BoO or just on random mobs.  HVT daily missions can also be a good place to test as on failure you don't loose anything and can just restart them without any extra intel spend.

Also remember that just because it has a higher GS, it may not be better and this is true for weapons and equipment.  I still have a 163 M1A in my stash which is very good.
Thank you for the info that's going to help me a lot also thank you for your time that was a great reply.

 
Status
Not open for further replies.

Advertisements

Back
Top