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DejaVooDoo
05-26-2013, 02:09 PM
So I think I've figured out the level triggers for the number of mod slots on weapons we encounter. This is based purely on my own experience, what I've heard from others here, and deductions I've made therefrom. It could be totally inaccurate. If anyone can confirm or refute these I would appreciate it. Basically here is how it seems to work:

EGO Rating 1600 - 2399: weapons have 1 slot
EGO Rating 2400 - 3199: weapons have 2 slots
EGO Rating 3200 - 3999: weapons have 3 slots
EGO Rating 4000 - 5000: weapons have all 4 slots

Basically, at level 1600 we start getting the higher level weapons with more and better bonuses. Weapons we encounter will have only 1 or zero mod slots open. An additional slot will open up in intervals of 800 EGO levels.

Below is pure speculation on my part. I do not remember how it was before level 1600. However, this follows compatible logic to the above. Anyone who actually paid attention at that time and remembers, or who is currently playing a low level character, please confirm or refute:

EGO Rating 0 - 399: 1 slot
EGO Rating 400 - 799: 2 slots
EGO Rating 800 - 1199: 3 slots
EGO Rating 1200 - 1599: all 4 slots

Warlander
05-26-2013, 02:31 PM
So I think I've figured out the level triggers for the number of mod slots on weapons we encounter. This is based purely on my own experience, what I've heard from others here, and deductions I've made therefrom. It could be totally inaccurate. If anyone can confirm or refute these I would appreciate it. Basically here is how it seems to work:

EGO Rating 1600 - 2399: weapons have 1 slot
EGO Rating 2400 - 3199: weapons have 2 slots
EGO Rating 3200 - 3999: weapons have 3 slots
EGO Rating 4000 - 5000: weapons have all 4 slots

Basically, at level 1600 we start getting the higher level weapons with more and better bonuses. Weapons we encounter will have only 1 or zero mod slots open. An additional slot will open up in intervals of 800 EGO levels.

Below is pure speculation on my part. I do not remember how it was before level 1600. However, this follows compatible logic to the above. Anyone who actually paid attention at that time and remembers, or who is currently playing a low level character, please confirm or refute:

EGO Rating 0 - 399: 1 slot
EGO Rating 400 - 799: 2 slots
EGO Rating 800 - 1199: 3 slots
EGO Rating 1200 - 1599: all 4 slots

Its close enough, your pretty much right.

crasher
05-26-2013, 02:53 PM
Its close enough, your pretty much right.

Crap, I just hit E2K.
Gonna be a long dryspell.

Albion
05-26-2013, 02:58 PM
I don't think this is exactly right. I posted on your other thread what I have found, I'll copy it here:

I wish there was a definitive explanation of how this works. I don't think the above is exactly correct though, as I am roughy at 2825 and have a legendary that is rated 2812 and came with only one slot open. Not only that, but I have had several other weapons in the 1600-2800 range that have only one slot, many of them are well over 2000.

My clan mate just broke 3000, and he says he is still getting a max of two slots on his.

AngryFire
05-26-2013, 03:02 PM
That is pretty much it with some minor changes. I cant recall earlier numbers but somewhat recall 4000+ ego levels and weapons.

At 4000 ego vendors will start to show most weapons with 4 mod slots but most of those weapons will have no nano effect. Some weapons in faction vendors will have 3 mod slots open with no nano effect (Snipers and Saw are an example).

At some point between 4100 and 4200 most weapons will gain back their nano effect with the exception of snipers and saw in faction vendors.

At 4400 ego snipers and saw in faction vendors will have 3 open mod slots with a nano effect.

Snipers and Saws lag behind other weapons on when they open up their next mod slot with nano effects.'

It seems that vendor specials are still random but they do have the mod slots open per your numbers.

Just my observation.

DejaVooDoo
05-26-2013, 03:05 PM
That is pretty much it with some minor changes. I cant recall earlier numbers but somewhat recall 4000+ ego levels and weapons.

At 4000 ego vendors will start to show most weapons with 4 mod slots but most of those weapons will have no nano effect. Some weapons in faction vendors will have 3 mod slots open with no nano effect (Snipers and Saw are an example).

At some point between 4100 and 4200 weapons most weapons will gain back their nano effect with the exception of snipers and saw in faction vendors.

At 4400 ego snipers and saw in faction vendors will have 3 open mod slots with a nano effect.

Snipers are Saws lag behind other weapons on when they open up their next mod slot with nano effects.'

It seems that vendor specials mostly follow what you stated and do include a nano effect once you gain that back.

Just my observation.

Hadn't even considered the nano-effect part of this. I think I do remember that at various points most weapons had no nano.

AngryFire
05-26-2013, 03:07 PM
I don't think this is exactly right. I posted on your other thread what I have found, I'll copy it here:

I wish there was a definitive explanation of how this works. I don't think the above is exactly correct though, as I am roughy at 2825 and have a legendary that is rated 2812 and came with only one slot open. Not only that, but I have had several other weapons in the 1600-2800 range that have only one slot, many of them are well over 2000.

My clan mate just broke 3000, and he says he is still getting a max of two slots on his.


His numbers seem about right or at least what i experienced during game play. Lock boxes and Specials are still random and do not follow the ego level like normal vendor items do (or should i say do not follow them as closly).

Albion
05-26-2013, 03:11 PM
His numbers seem about right or at least what i experienced during game play. Lock boxes and Specials are still random and do not follow the ego level like normal vendor items do (or should i say do not follow them as closly).

That makes sense - the legendary was from a lock box that had one slot open at 2812. I do see the vendor weapons with 2 slots now. And my friend is over 3000 but not 3200 so that is why he sees 2 open also.

Razor
05-27-2013, 01:44 AM
Kinda weird that vendor bought green weapons have 4 slots around 1500 EGO level and only 1 slot around 2000 EGO level.

Afaik they don't get better stats or did I miss something?

AngryFire
05-27-2013, 02:09 AM
Kinda weird that vendor bought green weapons have 4 slots around 1500 EGO level and only 1 slot around 2000 EGO level.

Afaik they don't get better stats or did I miss something?

Once you get past 1600 ego vendor weapons will go back to one slot with no nano and progress back up to 4 slots with and without nano once you get to 4k ego (as described above). You wont see 2 slots till like 2400 ego then 3 slots at 3200 ego or so. So I would stock up on 4 slot weapons that you love NOW before you hit 1600.

And im pretty sure level 1 and level 5000 weps have the same stats BUT the bonuses improve or you get more bonuses as your ego rises (someone can correct me here).

Razor
05-27-2013, 04:57 AM
Too late for me, I am already around 2k EGO and I only recently found out about this.

Thanks for the info though ;)

Jackobite
05-27-2013, 05:06 AM
Didnt know id have to wait so long to see 4 slots :(

2500, only 2500 to go

FantasyMeister
05-27-2013, 05:24 AM
Probably worth mentioning that as EGO increases:

Shields get better shield ratings
Grenades become more powerful
Bonuses on Weapons get bigger multipliers e.g. x1.05, x1.15, x1.25
The more weapons you level up, the more variety of bonuses you'll see, e.g. damage from above on a shotgun or damage from behind on a shotgun.

I think the next project would be to list all the available bonuses to each weapon from leveling them up and seeing if those bonuses' power changes with EGO level too.

rReves
05-27-2013, 05:37 AM
I've noticed and had a look at the patterns behind nano types and mod slots somewhere along the line as well.

I do remember at hitting exactly 3250 ego rating that weapons in the shops changed from having 2 mod slots and a nano dmg type to 3 mod slots without any nano dmg types.
At 3625 (or 3675?) it turned into 3 mod slots with nano dmg, 4000 4 mod slots without nano dmg.
Can't remember the exact level where it turned to 4 mod slots and dmg types again.

Once I hit 4000 most weapons in the shops turned to ego rating 4000 (4 mod slots, no nano dmg) but some weapon types would still be below 4000. Think rocket launchers and some others stayed at ego rating 3750 for a while.

Once I hit 4000 and for a while after all the 4000+ weapons I got from drops still had only 3 mod slots. Not sure when that changed but think it was around 4100-4200 somewhere.
For weapon drops I'm fairly sure there is no relation between ego levels and nano dmg; no nano dmg or nano dmg is random outside the shops.