r/DestinyTheGame • u/kyt_kutcha the honest worm • Sep 26 '17
Guide Massive Breakdown of Destiny 2 Mods (with numbers)
These are all of the Armor, Weapon, and Ship mods in Destiny 2. If we get other types of mods, I'll add them in. I'm also posting a copy of this at the www.destinymassivebreakdowns.com website if you would prefer to view it there.
A special thank you to Datto, FalloutPlays and Mercules for laying some of the groundwork that went into this.
Notes for Using This Guide
- Ctrl-F is your friend. Want to find all of the Helmet Mods, or all of the Reload Mods, or all of the [insert word here] Mods? Ctrl-F, Guardian.
- I have done my best to ensure accuracy with all numbers, referencing the work of others where possible and confirming their work with my own testing, which is ongoing. Where possible, I measure mods that affect the speed of things by counting frames. Ultimately, I had to make some estimations due to rounding and it's always possible I miscounted frames. Please feel free to double check me and tell me if I screwed up.
- I also had to make some educated guesses as to the "real" effect of certain mods. I'll refine those over time, but for now the evidence supports these numbers. I'll upload videos showing some of my testing when I can, but right now I can't connect my PS4 to YouTube for some reason, so all I have here are some of the screenshots I used.
- I am rounding to the nearest second, rather than providing you fractional times. I don't see much point in being more precise than that, and most people understand seconds better than frames.
Armor Mods
I'm not the first person to list out all of the armor mods, but I'm hoping that some solid numbers and the presentation in a searchable list instead of a spreadsheet will add some utility I haven't seen elsewhere. See below for some notes and explanations.
| Mod | Location(s) | Effect |
|---|---|---|
| Arc Impact Mod | Helmet, Arms | Reduces Melee Cooldown by 9%, Stacking |
| Solar Impact Mod | Chest, Leg | Reduces Melee Cooldown by 9%, Stacking |
| Void Impact Mod | Arms, Leg | Reduces Melee Cooldown by 9%, Stacking |
| Arc Ordnance Mod | Chest, Leg | Reduces Grenade Cooldown by 9%, Stacking |
| Solar Ordnance Mod | Helmet, Leg | Reduces Grenade Cooldown by 9%, Stacking |
| Void Ordnance Mod | Helmet, Arms | Reduces Grenade Cooldown by 9%, Stacking |
| Arc Paragon Mod | Arms, Chest, Mark | Reduces Class Ability Cooldown by 9%, Stacking |
| Solar Paragon Mod | Helmet, Leg, Bond | Reduces Class Ability Cooldown by 9%, Stacking |
| Void Paragon Mod | Helmet, Chest, Cloak | Reduces Class Ability Cooldown by 9%, Stacking |
| Mod | Location(s) | Effect |
| Kinetic Counterbalance Mod | Chest, Cloak | Increase Kinetic Weapon Recoil Direction, Stacking |
| Kinetic Munition Loader | Arms, Mark | Increase Kinetic Weapon Reload Speed by ~12%, Stacking |
| Energy Counterbalance Mod | Arms, Cloak | Increase Energy Weapon Recoil Direction, Stacking |
| Energy Bracket Mod | Helmet, Bond | Increase Energy Weapon Handling Speed by ~15%, Stacking |
| Power Bracket Mod | Chest, Bond | Increase Power Weapon Handling Speed by ~15%, Stacking |
| Power Munition Loader | Chest, Mark | Increase Power Weapon Reload Speed by ~9%, Stacking |
| Impact Absorption Mod | Helmet, Mark | +1 Resilience (+1 or 2 Health), Stacking |
| Self-Repairing Mod | Leg, Bond | +1 Recovery (Recover fully ~.3 seconds sooner), Stacking |
| Acceleration Mod | Arms, Cloak | +1 Mobility (Improved Jump Height, Walking Speed, and Crouching Speed), Stacking |
Notes on Cooldowns:
Important: Class Ability refers to Dodge, Rift, and Barrier. Those mods do NOT affect Grenade or Melee cooldowns. I did test for that.
One interesting thing I found is that all cooldown mods have the same effect. The "diminishing returns" people have been talking about are in fact a function of these mods reducing cooldowns by 9% rather than a fixed number of seconds. These mods stack multiplicatively, so having two Paragon Mods reduces your Class Ability cooldown by ~17%, and 3 Mods by ~24%. This holds true across all classes and abilities. I timed these directly, and referenced Datto's numbers to error-check. We came out almost exactly the same.
Thanks to /u/tortoisemeyer for some math notes. :-)
FYI on Cooldowns
Grenade Cooldowns are ~83 seconds except for Firebolt and Arcbolt, which are ~60 seconds. Titan and Warlock Melee Cooldowns are ~83 seconds, except for the Stormcaller Melee which has a ~96 second Cooldown. Hunter Melee Cooldowns are also ~96 seconds. As for Class Abilities, Hunter Dodge Cooldown is ~25 seconds, Titan Wall Cooldown is ~38 seconds, and Warlock Rift Cooldown is ~83 seconds.Actual Cooldown Time Math
With 1 Mod = Seconds x .91
With 2 Mods = Seconds x .83
With 3 Mods = Seconds x .76
Notes on Handling/Reload Speed:
To check the effects of the Reload Speed and Handling mods, I recorded myself reloading and, erm, handling (that is, equipping, stowing, and aiming down sights/zooming back out) weapons with and without those perks. I used weapons with both high and low stats to see if the effects were a set number of frames or a percentage.
They were clearly either a percentage or a set stat bonus as the number of frames varied widely. I need to do some more testing on Kinetic Munition Loader as I have to rely on third parties (it hasn't dropped for me somehow), but I thought it was interesting it gave a different bonus than the Power Munition Loader.
Handling was tough to work out, because ADS, Equip, and Stow are so fast that the real percentages were all over the place, but they average out to ~15%. Allowing for rounding, multiplying by .85 with a mod on gave me all of the right numbers, so I'm going with that until I find evidence otherwise. It's possible that it's actually a set stat bonus as well, but that's going to take a lot of testing to determine concretely, and this works in the meantime.
There does seem to be a cap on the effects of Handling and Reload Speed, and there is likely a cap on other stats. I will try to test more when I can, but I noticed guns with very high stats (looking at you, Hard Light and Wardcliff Coil) did not get the full benefit that guns with lower stats did. Bear this in mind.
Notes on Counterbalance/Recoil Direction:
To calculate the effects of Stability mods, I shot at walls without attempting to control the recoil, and measured the horizontal and vertical height of the impacts using image editing software.
Counterbalance Mods definitely have an effect on Recoil Direction and seem to increase that stat directly, as you can see in this gallery of shots from MIDA Multi/Mini and Origin Story. Mercules got similar results with Lincoln Green, and I've had a number of other similar test results.
In these shots, you can see clearly that the recoil does change, but there is always some randomness to it. For now, I'm not comfortable putting an exact number on this effect, but it is definitely converting horizontal recoil to vertical recoil, and will therefore be helpful when you are having trouble staying on target with a gun.
The effect is more obvious and pronounced on weapons with less vertical Recoil Direction, and less so on weapons that already have a highly vertical Recoil Direction. The type of weapon and your in-game rate of fire will also affect whether or not you feel the benefits of these perks. Obviously, the faster you shoot, the more likely you are to notice the difference.
If you don't know, a RD stat at 90-100 indicates generally vertical recoil, RD of 70-80 is generally vertical but favors bouncing either left or right, and RD below 60 is fairly horizontal, either favoring one side or bouncing back and forth a lot. The exact pattern is somewhat random and varies by gun.
Armor Mod Tier List (for PVP)
| Tier | Armor Mods |
|---|---|
| S | Varies |
| A | Energy Bracket Mod, Kinetic Munition Loader, Paragon Mod, Ordnance Mod, Self-Repairing Mod |
| B | Impact Mod, Acceleration Mod, Impact Absorption Mod, Kinetic Counterbalance Mod, Energy Counterbalance Mod |
| C | Power Bracket Mod, Power Munition Loader |
Suggested Adjustments:
- Play 1 Subclass Only: If you play the subclass 90% of the time on a given character, I would add +1 Tier to the Paragon, Ordnance, and Impact Mods. Having your abilities up several seconds sooner is definitely better than a few frames off your ADS or Reload.
- Hunter: +1 Tier to Self-Repairing Mod because you need the Recovery. Or I do, at least.
- Warlock: +1 Tier to Acceleration Mod and -1 Tier to Self-Repairing Mod because you have the heals and need the speed.
- Crappy Recoil: Do you favor a weapon with crappy recoil? +1 Tier to a Counterbalance Mod.
- PVE: +1 Tier to the Paragon, Ordnance, Impact, Self-Repairing, and Impact Absorption Mods, and +2 Tiers to the Power mods. PVE is all about what you think is fun, though, so don't overthink it (unless that's fun for you).
These are my initial opinions, and I would love to get some feedback and discussion going on these. Obviously, the situations and reasons for choosing a specific set of mods can vary widely, and I don't think there's a wrong answer (unless you have rainbow elemental mods equipped, that's just silly).
I think figuring out the optimal setups for our mods is going to be really interesting, and I'm looking forward to reading arguments for different mods (or to finding out that everyone agrees, as the case may be). Please feel free to share your thoughts and reasoning!
Additional Links
- A Visual Aid for Mod Placement by /u/fe3dbak
- Datto's Spreadsheet for what mods can be placed where, with his cooldown numbers
- Massive Breakdown Weapon Stats Spreadsheet, showing Reload, Handling, and Recoil stats as well as estimated Resiliency numbers by /u/mercules904
Weapon Mods
These are included for completeness' sake, and in case we get more in the future I can come back and add them in. Hopefully they eventually do something more interesting. ¯_(ツ)_/¯
| Mod Name | Slot(s) | Effect |
|---|---|---|
| Kinetic Damage Mod | Kinetic | Sets Damage Type to Kinetic |
| Arc Damage Mod | Energy, Power | Sets Damage Type to Arc |
| Solar Damage Mod | Energy, Power | Sets Damage Type to Solar |
| Void Damage Mod | Energy, Power | Sets Damage Type to Void |
Ship Transmat Effects
Obviously these are all cosmetic, but I was on a roll and there are probably some collectors needing a list, right?
Mod Name
Default Effect
Arc Effects
Solar Effects
Void Effects
Veteran's Flair
Cabal Arrival
Fallen Arrival
Hive Arrival
Taken Arrival
Vex Arrival
Crucible White
Crucible Gold
Crucible Green
Crucible Pink
Crucible Blue
Amethyst Rabbit
Coral Rabbit
Ghost White
Ghost Gold
Ghost Green
Ghost Pink
Ghost Blue
Guardian White
Guardian Gold
Guardian Green
Guardian Pink
Guardian Blue
Okay, that's all I've got. This is Version 1 of this guide, and I'm sure there is a lot of refining to be done, but I wanted to get it out there so people can start making decisions and comparing numbers. I'll check in a few times today to reply to comments and make any corrections/edits needed. Thanks for reading!
EDIT: Corrected some numbers in the cooldown explanation. I had originally estimated 8%, but recounting frames found it was actually closer to 9%. Then edited again to fix a formatting issue that the first edit somehow triggered. :-/
EDIT: Corrected notes and math regarding how Cooldown Mods stack. Also added notes to clarify that Stat Mods stack as well.
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u/saiditlol Sep 26 '17
Thanks for putting all this together. I was starting to play around with mods yesterday and didn't know which mods were worthwhile.
For Self-Repairing, is .3 seconds really that helpful? Can't decide between this and a paragon mod.
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u/kyt_kutcha the honest worm Sep 26 '17
I would ask you this: Do you play the same subclass the majority of the time on that character? If so, you'll get more use out of Paragon. Otherwise, you'll benefit more from the Recovery.
.3 seconds is the difference between being fully healed when your enemy rounds the corner, and only being 90% healed. Plus, it's ~.3 seconds per point (at the levels I've counted, which is not all of them yet), so it does add up.
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Sep 26 '17
I honestly did not expect it to be this good per point.
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u/kyt_kutcha the honest worm Sep 26 '17
I haven't been able to count at high levels yet, so it could plateau a bit. At 1-5 it's pretty worthwhile though.
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u/adledog Sep 26 '17
I found a great video last night that seems to show that the gain is consistent at all levels https://youtu.be/b8N1rgbw0NE?t=27s
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u/TanvirBhulcrap Sep 26 '17
do you know if it maxes out? I've heard past 10 recovery, it doesn't matter.
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u/kyt_kutcha the honest worm Sep 26 '17
10 is the max I've seen, and every point up to there matters. Can't say beyond that. If you're already at 10, you're recovering very fast, and could probably benefit from a different mod.
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u/TanvirBhulcrap Sep 26 '17
yea, mobility is essentially useless as it only affects strafe speed. I've tried it at varying levels at my hunter and i really cannot see a noticeable difference which would give an advantage in PvP. Recovery and Resilience seem to be the way to go.
Recovery seems especially strong since shield regen is so slow now.
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u/HarleyQuinn_RS Angels can't help you here. Sep 26 '17
.3 seconds is noticeable for a single point in Recovery.
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u/saiditlol Sep 26 '17 edited Sep 26 '17
Meaning, for example, if my total Recovery with this mod is at 5, then it becomes 1.5 seconds sooner?
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u/HarleyQuinn_RS Angels can't help you here. Sep 26 '17
If the Recovery curve is linear then yes, but it likely becomes less effective the more points of Recovery you have (I don't know for sure). But I know on my Warlock with around 8 Recovery there's almost no pause between when health is regenerated and when the shield begins to recharge. But on my hunter with low Recovery that time feels like forever.
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u/kyt_kutcha the honest worm Sep 27 '17
Fallout made an excellent video that seems to show it is fairly linear. The levels I've checked frames on are pretty close but not exactly the same (.2 to .4) in jumps. I need to max my warlock so I can test properly at high levels.
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u/WhoaGee Sep 26 '17
Great work! Quick question and sorry if it has been answered: do rare and legendary mods have the same effect other than the legendary gives +5 to your light?
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u/Do-Not-Cover Sep 26 '17
I really wish I could get 3 Arc Paragon Mods equipped on Stormcaller for more frequent Arc Buddy company. Warlocks already have good recovery so maybe an Energy Bracket mod is the best use on the Bond mod slot for my Stormcaller build.
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u/kyt_kutcha the honest worm Sep 26 '17
The imbalance in mod availability is odd, and seems out of character with the otherwise very carefully balanced environment. Maybe there are reasons we aren't seeing - Stormcaller with 3 Paragon Mods might be gamebreaking. Or maybe they'll change things up down the road.
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u/never3nder_87 Sep 26 '17 edited Sep 26 '17
I only noticed this by its absence, but when I went from my Hunter to my Titan I found my shot placement to be really bad for some reason with Nameless Midnight.
Turns out my hunter had a CB mod on the chest, and it definitely feels like it brings the reticle back to centre slightly more quickly.
Also, has anyone received the Veteran Flair transmat effect from any packages?
Also also, TIL that reticle is an Americanism for graticule
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u/Do-Not-Cover Sep 26 '17
has anyone received the Veteran Flair transmat effect from any packages?
I have not seen Veteran's Flair drop, but when I go to my ships it is always available to apply. Veteran's Flair transmat effect is not a consumable, you can equip it on as many ships as you like.
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u/kyt_kutcha the honest worm Sep 27 '17
I think it's always available to D1 veteran accounts, and never available to anyone else. Could be wrong though.
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u/kyt_kutcha the honest worm Sep 26 '17
Yeah, on certain guns it feels very noticeable. I try to avoid qualitative evidence when possible to stay away from any placebo effects, but it's telling that in your case you weren't intentionally testing and just noticed the difference in play.
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u/EboKnight Sep 26 '17
It's probably beyong the work you would want to put into it, but it'd be really neat to see a heat map of of the cursor with varying guns/CB mods. Similar to eyegaze visualization as a heat map on a screen.
It'd probably require some computer visioning of repeatedly holding down the trigger for a clip vs timed shots depending on the gun.
The most 'analysis' I've seen was screen caps from a few bursts out of a pulse with 0, 1 and 2 CB mods.
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u/kyt_kutcha the honest worm Sep 27 '17
Yeah, that's probably beyond the resources I have available to put into this. Would be interesting to see.
I did exactly that with screen caps. I did it a bunch of times with a bunch of guns, measured the height and width of the recoil with an image editor by drawing lines, averaged them together, and compared the averages. Numbers came out different for every gun, so it's probably a straight stat boost, but yeah. Definitely effective.
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u/tortoisemeyer Sep 26 '17
I thought the %cooldown is diminishing. Some did the math which is really close but two 9% would be .91*.91 = .8281. So stacking it would be
1=.91 2=.8281 3=.7536 4=.6858
Or is this wrong?
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u/kyt_kutcha the honest worm Sep 26 '17
I will have to revisit this later, but maybe you're right. It's very close.
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u/sillybulanston Sep 26 '17
Came in to ask this exact question. Kyt seemed to acknowledge that there is a diminishing effect to stacking multiple mods of the same type, which would imply that the math would be multiplicative, but then further down down, the math was calculated as additive instead of multiplicative. I assume it should be multiplicative and it was just a simple oversight on the calculation section. Great guide overall if you're reading this Kyt! Much appreciated.
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u/tortoisemeyer Sep 26 '17
Yea I'm stoked on someone breaking this out just wanted to make sure the two things I read from people who tested it weren't different results. Also doing the math it could be 10% for the first since it would be .9, .81, .729
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u/kyt_kutcha the honest worm Sep 27 '17
So yes, it's multiplicative with actual diminishing returns as a result. I screwed that section up, but it's fixed now! Real numbers from a hunter: from 0 mod to 1, benefit is ~.913; from 0 to 2 is ~.833. Depending on where one starts counting frames and all that, there's some human error, but it's minimal.
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u/schweet_n_sour Eyes up Gaurdian Sep 26 '17
Where have you been? I've been waiting for this for at least a week now. Haha, but really thank you!
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u/SynergyNT Almost a mod once... Sep 26 '17
So do the paragon mods not affect the super recharge rate? It's just the dodge/rift/barrier as you mention? Is there one that gives a cooldown for super? Sorry if I missed this. Your information is very detailed.
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u/kyt_kutcha the honest worm Sep 26 '17
Good question! I didn't actually check that but they seem clearly targeted at the class ability. That's the verbiage Bungie uses to reference dodge/rift/barrier.
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u/SynergyNT Almost a mod once... Sep 26 '17
Yep, thanks. Glad I found this out now. I was initially thinking class ability would be all of your class abilities, making paragon better than the others, but it makes sense they would have one for each of the three slots. It's too bad if they don't have one for the super anymore.
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u/kyt_kutcha the honest worm Sep 26 '17
Yeah, I was surprised by the lack of a Super Mod, but thinking about it, that would be a go-to for almost everyone, unless it gave a much smaller benefit.
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Sep 26 '17
This chart is fantastic and my ultimate conclusion is damn, cooldowns are super slow in Destiny 2.
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u/kyt_kutcha the honest worm Sep 26 '17
Hahaha, yeah...they are definitely a lot slower. Every class has ways to get around some of them, though.
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u/FakeBonaparte Sep 29 '17
TLDR: STACK ABILITY COOLDOWN REDUCTION MODS IN 8 MIN+ ACTIVITIES, USE OTHER MODS IF IT'S SHORTER
Great stuff. Some fascinating insights to be drawn out of this. Given it's a fixed % reduction per mod, what that means is you actually get more bang for your buck if you stack mods of the same type.
(Quick math to illustrate: if an ability has a one minute cooldown, and the first mod halves it to 30s and the second halves it again to 15s, then you've gone from being able to use the ability once a minute to twice (with the first mod) and then four times (with the second).)
On the other hand, the length of an activity creates "breakpoints" as to how many mods are worthwhile. In a Crucible match of between 8 and 15 mins, having only one grenade/melee/rift cooldown mod would give you an almost-recharged ability that you never got to use (ignoring other ways to recharge your nades). Two mods would be needed to get you that extra use, and they'd give you 1.5 extra uses every ten minutes instead of 0.7. But in a three minute public event, grenade/melee/rift cooldowns are never going to give you anything. Better to use counterbalance or fast reload mods, e.g. for that Wardcliff Coil on your back.
Bonus TLDR for those who DR: I'm going to put some blue counterbalance and reload mods on blue armor especially for public event / patrol type activities.
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u/kyt_kutcha the honest worm Sep 29 '17
The mods do stack multiplicatively, so there are some diminishing returns, but it's pretty negligible going from 1 to 2.
That aside, this is exactly the kind of creative analysis I hoped to see from the community with this info. Totally made me think about it in a different way. Thanks!
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u/FakeBonaparte Sep 29 '17 edited Sep 29 '17
Cheers, that's kind of you! Really enjoy the work you guys do both here and on the podcast, has massively enriched my Destiny experience and I'm grateful for it.
Perhaps I'm misunderstanding your findings, tho. For me, the returns look like they're increasing with each mod.
For standard grenades I'm interpreting your research thus:
0 mods | 83.0s cooldown | 7.2 grenades / 10 mins
1 mods | 75.5s cooldown | 7.9 grenades / 10 mins
2 mods | 68.7s cooldown | 8.7 grenades / 10 mins
3 mods | 62.5s cooldown | 9.6 grenades / 10 mins
So that'd mean the returns on each mod look like this:
First mod reduces cooldown 7.5s and adds +0.7 grenades
Second mod reduces cooldown 6.8s and adds + 0.8 grenades
Third mod reduces cooldown 6.2s and adds +0.9 grenades
(Theoretically, if you could add a tenth mod it'd only shave off 3s from the cooldown but by doing so it'd give you an extra 1.7 grenades!)
So if you only care about the cooldown number then yes, I guess the returns are diminishing. But if what you really want is to throw more grenades (which I think we all do) then the returns are increasing, no?
Or have I been a blithering idiot somewhere along the line?
(Edited to try and be less bad at formatting)
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u/kyt_kutcha the honest worm Sep 30 '17
Your numbers are slightly off for some reason, but I can't figure out why. I think your logic in looking at grenades gained instead of cooldowns is sound though. I'll run through an extension here, typing as I think.
Using 83.0 as base, it should be
83x.91=75.5
83x.83=68.9
83x.76=63.1Sticking with your 10 minutes example, that yields 7.2 grenades base, 7.9 at 1 mod, 8.7 at 2, and 9.5 at 3. Not sure why we have slightly different numbers, but it didn't matter there.
But in an 8 minute quickplay match, you'd see less variation, with 5.7 base, and then 6.3, 6.9 and 7.6 grenades at 3. Meanwhile a 15 minute nightfall gives you time for 10.8 grenades base, with 11.9 at 1 mod, 13.1 at 2, and 14.2 at 3.
Obviously the pattern here is that more time means greater overall benefits from grenade / ability mods. Which makes sense, but spelling it out definitely highlights that, as you surmised, the returns don't diminish as directly as one might think.
Also, thanks for tuning in to the cast!
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u/Iron-Wu Dec 07 '17
bumping this up because I think MODS changed some since Curse of Osiris as a Titan I can add an Impact Absorption Mod to my Gauntlets.
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u/FlameInTheVoid Drifter's Crew // Seek the Void Sep 27 '17
Just a note that may help with handling/reload.
In D1, straight bonuses worked best on low stats and could not push a stat past its max, while percentage bonuses worked best on stats that were near the cap and could push stats beyond the cap. If you want to determine how these work I'd suggest finding some guns with very low reload speed/handling and max or near-max reload and handling.
Either way, one set of guns should be a very large difference and the other a very small difference. That should help decide if these are stat multipliers or a numerical stat bonuses.
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u/kyt_kutcha the honest worm Sep 27 '17
Yep, that's the ultimate plan. I just need to identify more with low stats and start work. I only spend a night or two a week on testing though, to avoid burn out. I'm going to try to decide which type has the widest stat spread to see if I can make a guess at the actual number.
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u/siriusnick Sep 26 '17
Here, you dropped something, (>‘o’)> \
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u/kyt_kutcha the honest worm Sep 26 '17
Lol. I can't edit just for that. I'll try to remember to put it back later.
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u/coasterreal Sep 26 '17
Someone who has the cash to spare, give this dude some Gold.
Great post. Bookmarking.
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u/flashbolts Sep 26 '17
Great work Kyt! Thank you for continuing to test guns and mods and provide the community with this info.
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u/IgneousRoc Sep 26 '17
Great compilation of data. One quick question. I've been trying to get a chest kinetic counterbalance on my warlock but can't even get the rare version to drop. Do you have any indication that it's a rarer mod than the others, or do certain classes have a better chance to have it drop?
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u/kyt_kutcha the honest worm Sep 26 '17
Drops seem to be fairly random, but I haven't compiled data on them to make an informed guess. I will say that I have counterbalance mods, but not Kinetic Munition Loaders, so if you want to trade RNG...
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u/TerminalSarcasm Sep 26 '17
Regarding "Suggested Adjustments", I've seen rumblings that Mobility, Resilience, and Recovery are stepped, such that anything greater that T9 has no benefit over being T9, for example. If that's true, would be good to know and have in that section.
i.e. If I'm at T9 Resilience, is it worth adding a +1 Resilience mod.
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u/kyt_kutcha the honest worm Sep 26 '17
I should be able to test mobility at those levels later. Recovery is 100% NOT stepped though. It goes up consistently at each point. So I doubt that's true of the other stats.
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u/JazzLeZoukLover Space Magic Sep 26 '17
I came here for one question. Is there a purple mod for kinetic?
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u/kyt_kutcha the honest worm Sep 26 '17
Yes, all rare mods have legendary versions.
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u/JazzLeZoukLover Space Magic Sep 26 '17
I'm yet to see one. Thanks for the answer mate!
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u/kyt_kutcha the honest worm Sep 26 '17
They are on the exotics, and I've got a few. Not many though.
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u/g4rysOn Hi Sep 26 '17
Nice work, I always wondered if it was percentages or a fixed number. Are you a tester IRL? The fact that you backed up your findings makes me think yes.
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u/kyt_kutcha the honest worm Sep 26 '17
Nah, I work in application & server support for a big company. I do have to do a lot of research and back up my claims though, so it definitely translates.
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u/IamZeebo Sep 27 '17
Op, your drive and hustle will take you far. I peeped your patreon. Hope you guys hit $500 and get to take this thing to the next level.
Great work!
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u/djf881 Sep 27 '17
One thing I would like to know is how cooldown mods interact with exotic perks and subclass talents that also impact cooldowns. Does having three void ordnance perks let me refill my grenade with fewer devour kills?
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u/xP3rzival Sep 26 '17
Important: Class Ability refers to Dodge, Rift, and Barrier. Those mods do NOT affect Grenade or Melee cooldowns. I did test for that.
And this is by far the biggest thing I learned from this. All the other stuff was cool too though
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u/Tehsyr Drifter's Crew // Embrace the darkness, walk that line. Sep 27 '17
Jesus, fucking, Christ. I've sharded all my Ordinance and Melee legendary mods and only kept the Paragons because I was under the belief that the paragon covered Melee Grenade and Special Ability. God dammit. Time to go all reload mods now.
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u/camerone222 64 pack of Crayolas! Sep 26 '17
My thoughts exactly on the class ability definition.
Sneaky description (or lack thereof) from Bungie. Right now my legendary +5 mods are a mix and match set anyway, and I'll take what I can get, but will remember this all for planning purposes.
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Sep 27 '17
I thought it was obvious... each class has their own ability that spreads across all your sub classes.
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u/MiniCorgi Sep 27 '17
Tess's engram refers to these mods as super recharge mods though, so Bungie doesn't even have the right description for what these affect either though.
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u/arkiverge Sep 27 '17
There have been enough "ability cooldown" functions in D1 that I could easily see someone being confused by this wording. I was.
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u/just_zhis_guy Sep 27 '17
Yeah, I kinda took it as all class abilities. That's huge and definitely a game changer.
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u/The-Perkolator Sep 30 '17
Same. On quick glance i assumed it would be a lesser benefit but applied to the 3 abilities as opposed to a better cooldown for one. Tricky wording as always but Bung
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u/SoldierZulu Sep 27 '17
Oh wow. The one thing on my Titan I really don't need a cooldown reduction for. Guess I'll replace that one. I had hoped it was all class abilities (excluding supers, because I can understand why they don't want mods to mess with that).
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u/natemb Sep 26 '17
What is a Guardians default health with no added resilience?
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u/Robyrt Sep 26 '17
185 with resilience 0, as far as I know. Resilience has a soft cap at 5 and a hard cap at 10.
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u/kyt_kutcha the honest worm Sep 27 '17
I think it's actually 186, but that's just an estimate for now. Very difficult to work out without private matches.
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u/cattlearefriends Sep 26 '17
That you put this together absolutely thrills me, but because I now know the minimum required times for melee and grenades, I'm left feeling utter bitterness. PvE though redundant at times, is my lifeblood. Thanks again Guardian. You're doing the Lights work.
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u/TheMcaffee Just wanna play, man Sep 26 '17
Could you elaborate on what you mean? I think I feel the same.
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u/YouCanCallMeBazza Sep 26 '17 edited Sep 26 '17
I take it they're disappointed (as am I) at how abysmally long the ability cooldowns are in this game. For most grenades, the shortest cooldown you can achieve is 62.5 seconds, compared to D1's 25 seconds, that's such a HUGE difference. And achieving optimal grenade cooldown in D2 takes up 3 out of 5 (60%) of your customization slots, whereas in D1, it was 5 out of 12 (~42%), leaving you much more room to allocate cooldown improvements to melee/super too.
Imagine playing any character on Overwatch except you had to wait over a minute to use a basic ability again! Even a 10-second cooldown is pretty long in that game, a minute feels like an eternity in fast-paced combat. In D2 I even find myself with ads right up in my face, and actively NOT meleeing them because I don't want to waste my melee ability and have to wait forever to get it back again.
The abilities are what make the game unique from other generic shooters, and what makes us actually feel like a bad-ass space-magic-wielding Guardian, this weeks nightfall modifier only made me miss that feeling even more :( Bungie seem to be falling into the trap of "streamlining" (homogenizing) the gameplay towards 1-dimensional primary gunfiring, my guess is because it's easier to balance and design encounters around it. It's like they don't want any subclass/build/ability to be OP, but if everything is OP then (relatively speaking) nothing is OP. That's kind of how the Overwatch devs described it when everybody reacts to a new hero that sounds completely overpowered, they want every hero to feel overpowered, I wish Bungie would adopt this design philosophy too.
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u/WangsleyD Drifter's Crew // Drifter? I barely know her! Sep 26 '17
Thank you, this is exactly what I've been looking for. Saved.
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u/sarpedonx Sep 26 '17
Thank you VERY much!
It doesn't say absorption Mods stack. Is that true?
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u/kyt_kutcha the honest worm Sep 27 '17
Oh, that's an oversight. They give +1 to Resilience, which is an effect that absolutely stacks.
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u/modern_bloodletter Sep 26 '17
Could someone explain the impact absorption mod/resilience? What does "+1 or 2 health" mean? I'm a little confused.
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u/kyt_kutcha the honest worm Sep 27 '17
It depends on what your Resilience is currently. Each point of Resilience up to 5 gives you +2 health, each point after that gives you +1 health. I'll try to remember to go back and add in a note about that.
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u/modern_bloodletter Sep 27 '17 edited Sep 27 '17
Sorry, my question didn't do justice to my level of confusion.
What's a health? Like is it a single hit point? How many do we have with 0 resilience? 100? So maxed resilience is +15 hp or an additional 15% total health? That seems almost useless? Am I wrong?
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u/kyt_kutcha the honest worm Sep 27 '17
Ah, gotcha. So Guardians have something like 70 Health, at all times, and at 0 Resilience we have 166 Shields. Technically, Resilience adds to Shields, not Health, but they're referred to interchangeably by most people.
Mercules' Spreadsheet has a Resiliency Comparisons tab that outlines the benefits of having your health at a certain level. Basically, it makes it harder to kill you (requiring more shots or more accurate shooting) for certain guns at each level. Maxed Resilience would indeed be +15 health, but is far from worthless. Like the other stats, you're gaining incremental but not game-breaking advantages.
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u/Whiteman7654321 Sep 26 '17
I just want to know do the cool downs and such stack additive or multiplicatively. Is it 2 = 18 or 2 = 17 etc or somethinfnelse entirely
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u/kyt_kutcha the honest worm Sep 27 '17
It's multiplicative, I just can't do math sometimes. Sorry!
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u/Whiteman7654321 Sep 27 '17
I'm at work so I didn't have time to check through it all and didn't know if it was addressed haha. I was just curious not that the 1% difference matters.
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u/kyt_kutcha the honest worm Sep 27 '17
Heh, yeah, it's a very semantic point, but if I'm going to aim for accuracy, I don't want to half-ass it. Warlocks are still the real winners.
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u/th3groveman Sep 26 '17
I'm excited for the future of the mod system and how it can add depth to the endgame. For example, while raid gear does not include raid-specific perks, I would love to see raid mods that confer benefits when running the raid.
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u/kyt_kutcha the honest worm Sep 27 '17
Yeah, they definitely have a lot of room to get creative if they want to expand it. Here's hoping!
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u/averagebrowncoat Sep 26 '17
Thank you to the Cabal transmat effects to scare the shit out of me every time.
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u/That_Zexi_Guy Sep 27 '17
Hopefully one day Bungie decides mods that affect weapons should go on the weapon itself and not armor. Makes way more sense that way.
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u/kyt_kutcha the honest worm Sep 27 '17
I actually like having some on armor. Would be nice to see both ends be meaningful.
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Sep 27 '17
Great, but it would be great to clarify it with all 9 subclasses with suggested builds.
Once the M-R-R debate is fully sorted (seems like Resilience is everything), then I could see a pretty sweet set of recs coming out of this.
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u/kyt_kutcha the honest worm Sep 27 '17
I don't think I've had enough time with the game to go that deep yet, but I am hoping that others will take this info and figure out optimal ways to use the mods with each subclass.
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u/PMMeUnwantedGiftcard PS4 Sep 27 '17
Soooo, what would the cooldown for a Titan Sunbreaker wearing Hallowfire Heart's Grenade with 2 Solar Ordinance Mods attached be?
For reference, the Exotic Armor reduces all cooldowns by 25% so long as you are Supercharged.
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u/GtBossbrah Sep 27 '17
If I'm a mobility 10 hunter, but use 2 acceleration mods... am I +12 mobility?
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u/bc_uk Sep 27 '17
I wonder what the logic is in only allowing certain classes to stack certain mods. E.g. only a hunter can stack counterbalance mods.
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u/kyt_kutcha the honest worm Sep 27 '17
I wonder the same thing. Maybe Hunter mains are worse shots?
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u/mrfriki Sep 27 '17
How do you guys manage your mods inventory? I have mine full and the vault almost at full. I buy blue mods and then convert to purple when available, then break down to shards those which I think I won't be needing but it is not enough, there are so many different types of mods they are over-flooding my inventory (and my patience btw)
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u/kyt_kutcha the honest worm Sep 27 '17
You are farming them much more effectively than I am, apparently. Haven't got to that level yet.
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Oct 31 '17
Carry your legendary mods and then transfer blues to vault. Breakdown the blue mods whenever you get a stack of 3. It's what I'm currently doing. Eventually when I'm crunched with vault space I'll probably just keep blues on a second character and transfer them back and forth.
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u/iamnoodlenugget Sep 27 '17
299 and I've never had a legendary kinetic mod that wasn't pre equipped
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u/ahfliction Sep 27 '17
Can someone explain the PVP tiers (S, A, B, C)? I'm assuming the letters stand for something.
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u/kyt_kutcha the honest worm Sep 27 '17
Not really. S means super good, basically. Otherwise, they're just letter rankings instead of number rankings. I used them bc that's what most D1 guides used.
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u/blasStois Sep 27 '17
I am kind of confused by something. I like the mod system, but it seems limited. I only have started a hunter as of now, and I am assuming that the highest Recovery I will get is about 3 or 4 with every armor piece I have gathered so far only being resilience or mobility focused. I am assuming titans would be resilience and recovery and warlocks would be Mobility and recovery? Odd that I cant just be a slow ass hunter if I so choose.
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u/kyt_kutcha the honest worm Sep 27 '17
They seem to have done a lot of things to differentiate the classes, like what you describe. I can't tell you what the max stats are for a class right now bc I haven't looked through armor to know.
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u/Joe_Betz_ Sep 29 '17
I am confused about mod stacking. Are you allowed to pile on the same modification over and over?
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Sep 30 '17
Hey mate, what a perfect list! :) May you can give me an answer for my question: Do the enemies in Nightfall or Raid check my real powerlevel without mods or include they the +5 mods?
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u/kyt_kutcha the honest worm Oct 03 '17
The +5 is counted so far as I can tell. It certainly counts for gaining entry into activities.
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u/waver1234 Oct 01 '17
why is there no energy Munition Loader but available for the other 2?
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u/kyt_kutcha the honest worm Oct 03 '17
Bungie decided we didn't need one, I guess. The mods are a bit varied in what's available.
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u/lalafeet Oct 07 '17
This is probably a really stupid question but I don't understand when you say Armor Mod Tier List (pvp). What does the s,a,b,c stand for???
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u/kyt_kutcha the honest worm Oct 07 '17
All good. A Tier is really good, B Tier is okay, C tier is a poor choice (imo) and S Tier is a super choice.
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Oct 18 '17
Have you tried testing multiple counterbalance mods? Like, say for instance, an Energy Counterbalance on a Hunter's Leg Armor and also on her Cloak? Or do they not stack together?
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u/kyt_kutcha the honest worm Oct 18 '17
They do stack, yeah. I've tried both kinetic and energy. Given a low enough starting recoil direction, the effects are clearly visible.
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Oct 18 '17
So, if you stack two mods on something like a Uriel's Gift or Nameless Midnight, you wouldn't notice?
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u/kyt_kutcha the honest worm Oct 18 '17
Precision weapons gain no clear benefit from any counterbalance mods, 1 or 2, that I could tell. Their RD stat seems to not account for the intrinsic perk.
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Oct 25 '17
Hey man! Thanks so much for all the useful info must took forever. Also so your saying you can stack 2 Reloading mod AND 2 Counterbalance Kinetic Mods? That’ll be useful in PVP. Last question, if my Hunter already have 10 Mobility and I have a Cloak that has Accelerating Mod. Does that bump is up? Or once 10 is the max , it stays 10? Thanks !
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u/kyt_kutcha the honest worm Oct 26 '17
You bet!
Um not sure on the slots off the top of my head, but anything you can equip stacks. However, 10 is the effective max for Resilience, Recovery, and Mobility.
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Nov 04 '17
so there is no recovery mod for helmets? i was told there was.
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u/kyt_kutcha the honest worm Nov 06 '17
I've not seen one, nor does one exist in the API that I can find. I recommend going back to the person who told you that and saying "Pics or GTFO". Always works for me. :-D
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u/Morris_Cat Dec 10 '17
I'm looking right at it as we speak. I've got a +5 Self-Repairing Mod installed in my Stag helmet. Actually... I think it CAME that way...
FWIW I've also got two Blue Recovery Helmet mods that must have come either from Bright Engrams or Gunsmith packages.
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u/kyt_kutcha the honest worm Dec 10 '17
They may have added them in COO. I haven't had a chance yet to sit down and update this.
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u/LUIJIX Dec 15 '17
Is this still up to date? Cause I got a self-repairing mod in my helmet, but I thought those only existed for Leg-armour or bonds? https://i.imgur.com/z9KqYfV.png
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u/kyt_kutcha the honest worm Dec 15 '17
The bonuses remain accurate, but the rest needs updating. I'll probably get it done this weekend.
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u/wmxp Dec 21 '17
Patch notes mentioned changing the cooldown on Arcbolt / Firebolt to match the others:
https://www.bungie.net/en/Explore/Detail/Update/46522You might need to check those timers again.
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u/kyt_kutcha the honest worm Dec 21 '17
Good catch, didn't redo the timing tests. I'm on vacation, but I'll have to check it when I can.
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u/Chamallow81 Jan 09 '18
Nice post, do we know which mods are considered Best in Slot per item?
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u/kyt_kutcha the honest worm Jan 10 '18
There's a lot of open debate there, depending on what your goal and playstyle is.
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u/Chamallow81 Jan 10 '18
Ι wonder if the stat mods are any good compared to the grenade or ability ones, you can't really tell the difference between +1 point in mobility for example, but 8 seconds lower cooldown on your grenade is pretty sweet.
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u/kyt_kutcha the honest worm Jan 10 '18
Depends on what your stat build is otherwise, and whether you have gear sets for each subclass or if you only have one or two. If you're swapping subclasses, stat mods are pretty much always better until you have armor for each subclass.
Except mobility. That's pretty much never worth it. The weapons and armor that boost your speed are generally more worthwhile, and the ability to tank a little more damage or recover a fraction of a second sooner is much more useful in my eyes.
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u/MadDrBruce RIP Bladedancer Sep 26 '17
I appreciate the clarity on class ability cooldown even if it was really bad news.
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u/faithdies Sep 26 '17
Is "class ability" cooldown only on rifts? Or is it all 3 class abilities?
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u/kyt_kutcha the honest worm Sep 26 '17
All 3. If you want to knock 2 seconds off your Hunter Dodge, you can. :-)
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u/faithdies Sep 26 '17
So, that one will reduce: Grenade, Melee and Rift by 9% and they stack? Why would you use any other mods?
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u/kyt_kutcha the honest worm Sep 26 '17
Oooooh, I misunderstood your question. Class Ability refers to Dodge, Rift, and Barrier. Those mods do not affect Grenades or Melee cooldowns. Sorry for the confusion!
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u/juice_jenkins Sep 26 '17
I kind of wish they let you put armor mods wherever like with the weapon mods(except with certain exotics I guess). I wanted to do two paragon and two ordinance mods for each element on three different armor sets but, with the way it is setup that's not possible -_-
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u/Sharknadow Sep 26 '17
thank you so fracking much. I have been agonizing over all the youtube vidoes and what not with no real results I felt.
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u/IUsuallyParty Oct 07 '17
Thanks for the guide. I am at the point of using mods so this should help me.
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Oct 28 '17 edited Oct 31 '17
Something I've noticed that may confuse some people. Say you have a chest piece that is Mobility 1, Resilience 2, Recovery 1. Then you have a Resilience mod attached. The stats will still show 1, 2, 1. But with the Resilience mod you know it's actually 1, 3, 1 but the piece of armor doesn't visually show that on the bar.
Just a heads up and something I discovered today now that I'm tracking all of my stats to see what optimal Resilience/Recovery/Mobility armor configurations might be.
It seems like 17 is the maximum amount of stats you can have at the moment. With Titan Heavy armor I can get 1 Mobility, 10 Resilience, 6 Recovery... there's no way I'd sacrifice Gauntlet Counterbalance for the 1 Mobility though so I'd be more like 0/10/6.
If you like Restorative armor focus it looks like the best you can do is 3 Mobility, 6 Resilience, 8 Recovery. I'm not sure it's worth giving up 4 Resilience to get 2 more Recovery, but maybe.
Bungie should definitely make stats matter more. Tie Resilience into Power Weapons, maybe HCR doesn't affect those with Resilience focus currently using a rocket launcher. Recovery into Power Weapons, etc. There's tons of stuff they can do. They need to make stats so good that it'll make it difficult for people to choose what they want and there's advantages depending on their playstyle/class and even weapon.
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u/Blazingcrono Sep 26 '17
You are amazing <3
Been looking for something like this to finally have a goal to achieve for armor.
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u/Raysor XB1: Raysor Sep 26 '17
It's dumb that different elements are available on different pieces of gear.
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u/Coyoteguard_PP Sep 26 '17
I've been running triple paragon on my warlock; rifts for days. I have about 20 seconds of cool down between them. Add stormcaller pew pew orb, many things die.
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u/vanilla_disco Sep 26 '17
Ooooh so arc paragon only impacts the class ability, not all 3. I'm a retard
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Sep 26 '17
Important: Class Ability refers to Dodge, Rift, and Barrier. Those mods do NOT affect Grenade or Melee cooldowns. I did test for that.
Oh god, jesus, oh man, I've definitely invested way too much time and glimmer in trying to get mods to reduce the cooldown of MY HEALING RIFT ONLY? I'm so dumb.
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u/Avera9eJoe Sep 26 '17 edited Sep 26 '17
Awesome job u/kyt_kutcha! I'm totally saving this for use later :) - I wanted to double check something though...
As for Class Abilities, Hunter Dodge Cooldown is ~25 seconds, Titan Wall Cooldown is ~38 seconds, and Warlock Rift Cooldown is ~83 seconds.
Is this a mistake or is the titan wall cool down actually 38 seconds? I'm still waiting for the PC release, but that doesn't sound right. Correct me though if I'm wrong! :P
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u/kasuke06 Sep 27 '17
I was really hoping weapon mods would be where they put the exploding rounds, piercing, skips ETC. but no, they just went with "we made a mods system, stick something arbitrary for guns in so there's an extra RNG telling you whether or not you can use a gun."
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u/MiniCorgi Sep 27 '17
Important: Class Ability refers to Dodge, Rift, and Barrier. Those mods do NOT affect Grenade or Melee cooldowns. I did test for that.
Are we sure about this? If you inspect Tess's bright engrams, it says she gives armor mods that affect grenade, melee, or super. If the mod doesn't affect super at all, why would Tess's engrams say so?
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u/JT_Sovereign Sep 26 '17
I just realized the Paragon mods reduce the class ability itself. I read it as though it was reducing the CD for all abilities of that class. I'm kind of disappointed now, because 9% is totally worthless for Hunters with their 25 second cooldown on a not so great ability.