Powered by vBulletin

questions, item level & synergy.

Printable View

  • 03-29-2013, 09:18 PM
    hellrazare
    questions, item level & synergy.
    I saw some screenshots from beta of someone with a grenade launcher and it had a bonus synergy stat for machineists my first question is are there vetting weapon types geared with bonuses for vetting starter classes? And two I noticed in the ps3 beta mission rewards didn't have a item level, so are they going too scale with your ego rank? Or are they set they way they are? So I know if I should rush out n do all the side missions or wait and level a while so I get better items.

    Thanks.
  • 03-29-2013, 09:44 PM
    Komakala
    I'm not sure if it gives a bonus to that starting class. It seems like that at first glance, but it could just be a name for the synergy type and origin doesn't really figure into it. People argue both ways right now and we'll have to wait for launch to know for certain.

    When a weapon or an item has 3 white hyphens in place of the level requirement it means the item doesn't have a minimum level requirement. You can use it at any level. They don't scale, stats will remain what they appear to be, but it's so you don't wind up doing a mission intended for a ego 500 person when you're only ego 100 and end up with a weapon you can't use.

    Side missions tend to give weapon mods, it's random what type, slot and rarity. During a livestream I got a green weapon mod while the people streaming got a white from the same mission. You can do the side missions but from my experience the random nature of the awards makes it slightly better to wait a little, at least until ego 150 when you start getting a wider array of weapon types.
  • 03-29-2013, 09:56 PM
    Opus
    Quote:

    Originally Posted by hellrazare View Post
    I saw some screenshots from beta of someone with a grenade launcher and it had a bonus synergy stat for machineists my first question is are there vetting weapon types geared with bonuses for vetting starter classes? And two I noticed in the ps3 beta mission rewards didn't have a item level, so are they going too scale with your ego rank? Or are they set they way they are? So I know if I should rush out n do all the side missions or wait and level a while so I get better items.

    Thanks.

    Weapons with synergies are not connected to a single class of player. It's more of a name for that set than anything, as you will see additional synergies with names that we don't even have as classes.

    It doesn't really matter if you're an EGO 30 or an EGO 500, the weapons you get as mission rewards will be the same, stat wise.

    EGO levels don't really do much for a certain weapon. I've had SMGs that were level 250 have the same stats as the one I picked up when I was 60. Now, there are certain weapons that will unlock as you level up, i.e., infectors and BMGs can only be found/used once you get to EGO 100, IIRC. And if you buy a weapon from a friend with a higher level on it, you have to wait until you're that level before you can use it.

    And truthfully, while the weapons you earn as mission rewards are not half bad, you'll eventually stumble upon better weapons.

    ETA: And yeah, you'll be picking up mods from side missions, which will do nothing but take up precious inventory space early on. I've always just done the side missions and then sold them.
  • 03-29-2013, 11:54 PM
    hellrazare
    Well I read somewhere that the beta items didn't scale with level because that wasn't in the game yet, and they will scale in release just not by alot. The weapon I saw was a got auto lobber I think it was called and had like machinist synergy: take 5%you less damage when reloading that's why it through me off. Also in beta I could add mod slots too mission reward weapons but when I placed a mod in them the mod dissapeared but the mod didn't take. I hope that's fixed. My concern is if the weapons don't scale in stats at all like you claim then why have them? If you can find 60a the same as a 400 then it don't seem like there is much of a point. And I didn't get weapon mods for rewards in our beta. Just xp and cash mainly and some sidequest chains had a weapon for reward.
  • 03-30-2013, 11:28 PM
    hellrazare
    anyone els have any info?
  • 03-30-2013, 11:32 PM
    Arinzal
    Hellraze when you see the machinist orgin and one of those. Remember this its just Flavored text that's all. there is no class system. no benefits for race.
  • 03-30-2013, 11:40 PM
    hellrazare
    This wasnt flavor text. Im not a noob, i know the diffrence. Why would flavor text tell you you take 5% less damage when reloading?
  • 03-30-2013, 11:44 PM
    Zyvaks
    the same was just a coinky dink, has nothing to do with origin
  • 03-30-2013, 11:47 PM
    Arinzal
    Grr this is one of those never ending disagreements. Ok there is NO Class For the last time Origins are just background stories.
    All player no matter the Origin can use that specific bonus on the weapon.
  • 03-30-2013, 11:50 PM
    hellrazare
    wouldn't it had been easier too say that in the beginning? The wording through me off. This is why i asked. The only stupid question is the one thats never asked right?
  • 03-30-2013, 11:56 PM
    hellrazare
    http://i268.photobucket.com/albums/j...ps1e987e84.jpg
  • 03-31-2013, 12:57 AM
    Jenbuu
    The best way i can describe my understanding of a synergy mod is and im about 85% sure on how this works is.

    Think about it as a set bonus, like you had in armor in wow.
    the [2] represents that you need 2 mods of the same synergy to unlock that bonus.
  • 03-31-2013, 01:02 AM
    0_d4RK_FaLLen
    Quote:

    Originally Posted by Jenbuu View Post
    The best way i can describe my understanding of a synergy mod is and im about 85% sure on how this works is.

    Think about it as a set bonus, like you had in armor in wow.
    the [2] represents that you need 2 mods of the same synergy to unlock that bonus.

    Jenbuu, while your here will you be updating the Calculator and adding way to equip. I only made it to 405 ego in beta and had 4 perk slots open, would like to see when things unlock and being able to equip in calculator would be nice addition.
  • 03-31-2013, 01:17 AM
    Jenbuu
    Quote:

    Originally Posted by 0_d4RK_FaLLen View Post
    Jenbuu, while your here will you be updating the Calculator and adding way to equip. I only made it to 405 ego in beta and had 4 perk slots open, would like to see when things unlock and being able to equip in calculator would be nice addition.

    we have things in the works, we are working on some things with Trion, Will not be for launch but you will hopefully see something in the future
  • 03-31-2013, 01:20 AM
    hellrazare
    im so confused.
  • 03-31-2013, 01:24 AM
    0_d4RK_FaLLen
    Quote:

    Originally Posted by Jenbuu View Post
    we have things in the works, we are working on some things with Trion, Will not be for launch but you will hopefully see something in the future

    Thanks, hope they give you some good stuff, look forward to it.

    Sorry took things off topic
  • 03-31-2013, 02:46 AM
    Grimwyrd
    1) There are no classes in Defiance. The starting origins determine your starting outfit and starting tutorial weapon. That is all. Really. I promise.

    2) Synergies. Some synergies share a name with the origins. That is for flavor. You don't have to be that origin to use that synergy. You don't get anything extra by being that origin.

    3) The Machinist synergy above? If your weapon contains two [2] tiers of Machinist synergy, you take 5% less damage while reloading. In this case, the gun comes with one [1] tier of the synergy. You would also need to add a synergy mod that contains a second Machinist to get up to [2] and receive the bonus. Alternatively, for guns that don't come with any Machinist synergy, you would have to add two Machinist mods to the gun, to reach [2] and get the bonus.

    4) Anyone can use that gun, no matter your origin. Anyone (even someone who started as a Machinist) would still need to add a synergy mod to get to [2] and receive the bonus.

    5) The reason the origin and the synergy share the same name is because they are part of the same "theme". Machinists are supposedly tanky and use LMGs with slow reload times. The Machinist synergy provides damage reduction (tanky) during long reloads (e.g., LMGs).

    They are related by flavor, but ALL characters are created equal.
All times are GMT -7. The time now is 07:01 AM.
Powered by vBulletin™ Version 4.1.3
Copyright © 2021 vBulletin Solutions, Inc. All rights reserved.