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Z-Pac[1992605]
· 14 likes · Always funny when someone is wrong, gets told they are wrong by multiple people, then argues with all of them. Not shocking from this OP at all.
Proxima[1879587]Wiki Editor
· 2 likes · You absolutely do have to use the weapon with mods on to activate their perks. You can't just hold them on a secondary. In terms of Stealth it's a little different because once the Stealth bar goes down, it doesn't …
I've seen some people selling yellow weapons with huge speed % boost as the buff, but they've all been primary weapons. Is it possible to get that on a secondary? Almost seems tempting to go melee route and equip one of those; sure that % increase matters more than a few accuracy.
The weapons themselves weren't great, one I saw was a tmp and another weaker submachine gun primary. However the speed boost I think was bigger than if you max your speed boost with merit points. If these are secondary only, maybe melee can be better if matched with speed boosting primary?
Also I feel like it should be possible to get a yellow plastic sword from the wheel, so it's not completely pointless spinning it after the merit.
Not as good then, in like with flashlight mod; can just stick it on a secondary you're not using (but have equipped) for the effect. Was hoping more like that.
No idea how I'd compare the accuracy on that with something higher, but guessing they're more accurate than otherwise most accurate?
Flashlight mod is passive though. Reduces their accuracy and makes them more detectable. Don't need to shoot for that to be active, makes no difference.
Do still kind of want a quicken weapon if i see one for a good deal, like 100m. lol
Edit: Unless it only makes them extra detectable if your person shoots with it I guess. However would be odd if you need to keep shooting constantly for the effect to be there. Does their accuracy go up between shots? lol
Kind of surprised mod guide makes it out like there is a 2 max; when obviously flashlight mod on secondary is good.
You absolutely do have to use the weapon with mods on to activate their perks. You can't just hold them on a secondary. In terms of Stealth it's a little different because once the Stealth bar goes down, it doesn't go back up again. But their accuracy will revert back to what it was before if you don't use that weapon/mod combo again.
Well, obviously you need to have them equiped. However what you're saying is you need to shoot them (or shoot at them) for it to go into effect. Then it goes away as soon as you use another weapon? Not like you need to fire a gun to shine a flashlight though.
If they one hit kill you & attack, then flashlight ne3ver gets used at all; no matter what then? With the reduction on their stealth rendered useless? (Also their first shot would have full accuracy?)
(Either flashlight seems nice addition for secondary or complete garbage if you need to shoot them first.)
I may be understanding it wrong, but iirc, flashlights need to score a hit for the effects to proc, and further, the negative hit buff only affects the opponent's next turn. The stealth modification only goes down.
Stealth, either you find them or not. Just aiming it at them would think would have the full effect, not like a magic bullet blinds them. XD.
Also reduced stealth would mainly be useful for higher lvl attackers, where it's unlikely to trigger if it works how you think. If someone loses or stalemates; I know who they are.
Maybe you're thinking how yellow weapon perks work, mods don't need to work the same. If it did work that way, anyone to fast for you to hit; would be useless. Even though flashlight doesn't need to "hit". Armor there are a lot of passive perks just for having it equipped.
Still curious how the coverage works on that though. Would an assault helmet give bullet protection to the throat and head only? What if another armor gives more armor points to the throat? The Helmet only has like 4% coverage. Also can people have melee and bullet protection overlapping on areas using both armors? My Dune Vest has 45.x% Coverage; does the perk extend to all those areas fully?
A few ways I think armor buffs could work.
Takes the higher value of the buffs if they're the same for that coverage area. However if 2 different perks have coverage on the same area; either both perks could apply or it might just apply the one for whichever equipment has higher armor for that area.
I doubt the perks apply to the whole body & stack; since would be to easy to achieve 100+% damage reduction. Wouldn't even need extra high percent on the perk dune set to have over 100% damage reduction under 25% health if applied to the whole body and stackable beyond the bonus 10% for having a full set.
If Torn was entirely logical then we wouldn’t all be downing Xanax for energy. Same goes for the flashlight. A mod is only in effect for any turn you land a hit on your opponent. Stealth is the only exception because it cannot increase once it is reduced.
A damaging hit that lands somewhere where two armor pieces overlap only takes into account the higher armor rating. Not realistic again, but that’s how the game works.
Yeah, I know with armor. However what about on the buffs? Body Armor extends to arms, groin, legs, kneck; even 21% hand coverage. Would gloves without a perk do so the perk isn't effective on the hands?
Also coverage vs armor rating. If something has higher armor rating, does it matter more than coverage amount? My gloves only give 40.72 Armor, but 100% hand coverage. My vest gives 21.6% hand coverage, 45 Armor & defensive perk.
Does armor rating matter than coverage amount or do you multiply armor rating by coverage amount to get the value to compare? 21.6% of 45 is only like 9.72. Some armor pieces don't give full coverage anywhere also. Like many helmets.