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Mav's Guide to Weapon Bonus Rolls and More

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  • 06-27-2013, 02:30 PM
    maverick07
    Mav's Guide to Weapon Bonus Rolls and More
    NOTE - A good portion of this guide is outdated now. Although I am not active here anymore I would like to update it at some point. Refer to Defiance Data for new bonus info

    That being said weapon mastery bonus info is still up to date in this guide to my knowledge. I linked to a different thread I made with that info here.


    Hey everyone! I decided to try and make a guide here detailing the different weapon bonuses that you can get on the gear in the game. I've seen some interest around the boards about what types of weapon bonus rolls are out there and what is available for certain weapon types and such. Hopefully this thread will help out those curious and perhaps help others with some other info they didn't know before!

    - For a full list of Synergies, as well as a guide to Weapon Mods, be sure to check out this awesome guide by JxSiN if you haven't yet! Very useful!
    Sin's Ultimate Guide to Weapon Mods



    This will primarily be a focus on rolls for weapon bonuses. Below is a layout what types of bonuses you can get. I want to try to keep it as simple as I can. So I'll split it up into tiers and I will explain each below. If it helps I’ll also include a weapon’s stats in the example as well. So you may be able to understand the layout a little easier.

    Example...
    FRC Assault Carbine

    (Synergy…)

    +6% crit multi while crouched – (Weapon Mastery Bonus)

    0.95 reload - Common level bonus
    0.90 reload - Uncommon level bonus
    0.85 reload - Rare level bonus
    10% EGO power recharge on full reload - Epic level bonus
    1.10 fire rate - Legendary level bonus

    As weapons range from Common (White), to Legendary (Orange), you will recieve all of proper rarity bonuses up to whatever rarity your weapon is. However White level bonuses will only start showing up on weapons after you reach EGO 1000.

    Weapon Mastery Bonus - This is the bonus you get from maxing any weapons XP. The value of how good the bonus can be is determined by the rarity of the weapon, the rarer the gun, the better value on the Mastery bonus.

    Common (White) Level Bonus - This bonus will start to appear on any weapons you recieve after reaching EGO 1000. These Bonuses are generally smaller stat boosts than other bonus and any rarity of weapon will have this bonus after reaching EGO 1000. Ex - 0.95 Reload, 1.05 Mag

    * - For weapons before the 1.105 patch this bonus would only appear on ARs, SMGs (except the Pulser), and the Disruptor LMG. For these weapons, this was basically a Rare level bonus we have post patch 1.105 and was a much bigger bonus than current Common Level Bonuses we have now, and could appear on any of these weapons that were EGO 1600 or higher.

    Uncommon (Green) Level Bonus - This bonus appears on any weapon that is Green rarity or higher. These are your basic stat boosts that any weapon can have so long as it is at least Green rarity. Ex – 1.03 Fire Rate, 1.10 Mag

    Rare (Blue) Level Bonus - You will find this bonus on any weapons post patch 1.105 that are Blue rarity or higher. These bonuses are generally higher quality bonuses than Green or White bonuses and will have more effect on the weapons stats overall than those rolls. Ex - 0.85 Reload, 1.15 Mag

    Epic (Purple) Level Bonus - These bonuses appear on any weapon that is Purple rarity or higher. This bonus gives you different perks other than a basic stat boost such as 10% EGO recharge on a full reload or 25% stowed weapon clip reloaded on a kill.

    Legendary (Orange) Level Bonus - These bonuses appear on Orange weapons only. These are generally much higher quality stat boosts than the other stat bonuses. Ex – 1.10 Fire Rate, 1.25 Mag



    So here’s a list of potential bonuses that you can get in each Level of the Bonuses. I will list the bonus on the left and what weapons the bonus can appear on at the right.

    Common (White) Level Bonus - Can Appear on...
    • 0.95 Reload - AR/SMG/LMGs, All Shotguns, All Snipers, Pistols, Detonator/RLs, Infectors
    • -0.10 Accuracy - AR/SMG/LMGs, All Shotguns, All Snipers, Pistols
    • 1.10 Mag - Volge Weapons
    • 1.05 Mag - AR/SMG/LMGS, Infectors
    • +1 Mag - Detonators/RLs
    • +2 Mag - All Snipers, Pistols
    • +3 Mag - Combat/Pump Shotguns
    • +8 Mag - Pistols (VOT Blaster, Surge Blasters only)
    • 1.01 Fire Rate - Infectors
    • 1.05 Crit Multi - Detonators/RLs (1 in Clip Models)
    • +2 Link Range - BMGs
    • -0.03 DMG Charge - BMGs
    • -0.03 Heal Charge - BMGs

    Discontinued - These no longer spawn on weapons in the common level bonus slot post 1.105. Used to appear on ARs/SMGs/LMGs that were above EGO 1600.
    • 1.25 Crit Multi
    • 0.85 Reload
    • 1.15 Mag
    • -0.20 Recoil
    • 1.25 Melee DMG
    • 1.05 DMG
    • -0.50 Accuracy



    Uncommon (Green) Level Bonus - Can Appear on...
    • -0.30 Accuracy - AR/SMG/LMGs, All Shotguns, All Snipers, Pistols
    • -0.10 Recoil - AR/SMG/LMGs, All Shotguns, All Snipers, Pistols
    • 1.15 Crit Multi - AR/SMG/LMGs, All Shotguns, All Snipers, Pistols
    • 1.15 Mag - Volge Weapons
    • 1.10 Mag - AR/SMG/LMGs, Infectors
    • +4 Mag - All Snipers, Pistols
    • +5 - Combat/Pump Shotguns
    • +16 Mag - Pistols (VOT Blasters, Surge Blasters only)
    • 1.15 Melee DMG - All Shotguns * - could appear on AR/SMG/LMGs, All Snipers, Pistols, Detonator/RLs, Infectors post 1.105
    • 0.90 Reload - AR/SMG/LMGs, All Shotguns, All Snipers, Pistols, Detonator/RLs, Infectors
    • 1.03 Fire Rate - AR/SMG/LMGs, Combat/Pump Shotguns, All Snipers, Pistols, Detonator/RLs, Infectors
    • +0.40 Full Damage Radius - Detonator/RLs, Volge Weapons
    • -0.20 Link Time - BMGs
    • -0.06 DMG Charge - BMGs
    • +1 Max Links - BMGs
    • 0.95 Charge - BMGs



    Rare (Blue) Level Bonus - Can appear on...
    • 1.25 Crit Multi - AR/SMG/LMGs, Pistols, Volge Weapons
    • 1.20 Crit Multi - All Snipers (expect for Volge Lightning Rifle)
    • 1.15 Crit Multi - All Shotguns
    • 1.10 Crit Multi - Detonators/RLs (1 in Clip Models)
    • 0.85 Reload - AR/SMG/LMGs, All Shotguns, All Snipers, Pistols, Detonator/RLs, Infectors
    • 1.20 Mag - Volge Weapons
    • 1.15 Mag - AR/SMG/LMGs, Infectors
    • +5 Mag - Combat/Pump Shotguns
    • +20 Mag - Pistols (VOT Blasters, Surge Blasters only)
    • +6 Mag - All Snipers, Pistols
    • +2 Mag - Detonator/RLs
    • -0.20 Recoil - AR/SMG/LMGs, Pistols
    • -0.10 Recoil - All Shotguns, All Snipers
    • 1.05 Fire Rate - Infectors
    • 1.05 DMG - AR/SMG/LMGs, All Shotguns, All Snipers, Pistols, Detonators/RLs
    • -0.50 Accuracy - AR/SMG/LMGs, All Shotguns, All Snipers, Pistols
    • +3 Link Range - BMGs
    • 1.05 DMG/Sec - BMGs
    • 1.05 Heal/Sec - BMGs
    • -0.05 Heal Charge - BMGs



    Epic (Purple) Level Bonus - Can Appear on...
    • 15% DMG on next Grenade after a Kill - All Weapons
    • 25% Stowed Weapon Clip Reloaded on Kill - All Weapons
    • 10% EGO Power Recharge on Full Reload - All Weapons
    • 10% EGO Power Recharge on Critical Kill - AR/SMG/LMGs, All Snipers, Pistols
    • 25% Speed Boost for 5 Seconds After Explosive Kill - Detonators/RLs, Volge Weapons
    • 25% of Clip Reloaded on Melee Kill - All Shotguns
    • 10% Bug Damage 3 Seconds After Shield Refresh - Infectors
    • -50% Heal Charge for 5 Seconds After Kill - BMGs

    Discontinued - No Longer appear on weapons post 1.105
    • +200% Melee for 5 Seconds After Self Revive - All Weapons
    • 15% Self Revive Recharge on Revive Other Player - All Weapons



    Legendary (Orange) Level Bonus - Can Appear on...
    • 1.25 Mag - AR/SMG/LMGs, Infectors
    • 1.10 Fire Rate - AR/SMG/LMGs, Combat/Pump Shotguns, All Snipers, Pistols, Detonator/RLs, Infectors
    • 1.30 Mag - Volge LMGs
    • +8 Mag - All Snipers, Pistols
    • +10 Mag - Combat/Pump Shotguns
    • +24 Mag - Pistols (VOT Blasters, Surge Blasters only)
    • -0.20 Recoil - Pistols (Northstar Flares only)
    • 1.10 DMG - AR/SMG/LMGs, All Shotguns, All Snipers, Pistols, Detonator/RLs
    • 0.70 Reload - Sawed Off Shotguns
    • 1.15 Crit Multi - Sawed Off Shotguns
    • +0.50 Full Damage Radius - Detonator/RLs, Volge LMGs
    • 2.00 Velocity - Detonator/RLs, Volge LMGs
    • +2 Max Links - BMGs
    • 0.90 Charge - BMGs
    • -0.30 Link Time - BMGs

    * - Volge Weapons can still get other rolls for what class of weapons they are in. For example a Volge Thunderer Pistol can still get recoil rolls like other pistols can. For the stuff that I marked with "Volge Weapons" those rolls are just only going to be found on the Volge guns. Just wanted to point that out in case it wasn't quite clear.

    * - Rolls that are only found on static weapons aren't listed. For example, 1.04 Fire Rate is always on a VOT Flash Rifle, and the orange roll is always 1.25 Crit on a Flash Rifle. Named weapons, Faction weapons (not from supply crate), and weapon reward from missions (Detu Ara) are this way. Their bonus rolls will always be the same.



    Weapon Mastery Bonuses

    Below is a list of the possible bonuses you can get after maxing a weapon’s XP. To the right you will see the values of the bonus that you can roll for the Mastery. These bonuses get better the more rare the weapon is.

    For a list of possible Weapon Masteries for each weapon type check this link. I made another guide specifically for Weapon Masteries.

    Updated Guide for Weapon Mastery Bonuses



    Mod Slots Related to EGO Rating

    I should note that some of these values are just going by memory but this is a basic list of when and how many Mod Slots will be open on weapons you acquire related to what EGO Level the weapons you pick up are. These may be off slightly so I'll likely be changing a few things around with this also but here's a basic rundown.

    EGO Level - Mod Slots and Synergies Available
    10-250 - 0 or 1 Mod Slots Open
    250-500 - 1 or 2 Mod Slots Open, Synergies unlock for Oranges and Purples
    500-800 - 2 or 3 Mod Slots Open, Synergies unlock for Blues
    800-1000 - 3 or 4 Mod Slots Open, Synergies unlock for Greens
    1000-1600 - 4 Slots Open or 0 Slots Open, Synergies become more common for all rarities (White gear cannot have a Synergy) and eventually everything Green or above will have a Synergy
    1600-2000 - 4, 0, or 1 possible Mod Slots Open
    2000-2400 - 1 Mod Slots Open
    2400-3200 - 2 Mod Slots Open
    3200-4000 - 3 Mod Slots Open
    4000+ - 4 Mod Slots Open

    Also, for some of the weapon types in the over EGO 2000 and above range, some won't have the Mod Slots open when the others do for some reason. For example it might be until around 4500 ish EGO before one gets all four slots open on every type of weapon they get. And there can be some exceptions to the rule, for example, an Immunzier I have came out of a vendor with all four slots unlocked at 2100 EGO. But this is the general pattern for most gear in the game that you will get.



    Weapon Damage Related to Rarity

    After Patch 1.105, all weapons in the game, new ones and existing, recieve a Damage increase based on their rarity. Higher the rarity, higher the Damage.

    Green weapons - 3% Damage increase
    Blue weapons - 6% Damage increase
    Purple weapons - 10% Damage increase
    Orange weapons - 15% Damage increase

    * - BMGs do not get a Damage increase with rarity (Has this been fixed in a patch?)



    Nano Effects and Weapon DMG

    With Patch 1.500 (DLC 5) nanos now affect a weapon's damage according to what nano you have on the weapon. Here is how each nano affects its card DMG.

    No Nano: 0%
    Radiation: -5%
    Biological: -10%
    Incendiary: -10%
    Electrical: -10%
    Syphon: -10%



    I think that's everything! I will continue to keep this thread updated with additional info and if anything is missing or whatever feel free to let me know. Thanks for all of those who have lended a hand in tracking down info I didn't have! I'm glad this has been useful to many people and hopefully many more find this helpful as well! :)
  • 06-27-2013, 02:41 PM
    TravelerX1
    Printed..... DAMN NICE GUIDE!!!!!!
    Wow.... a lot of info to absorb
    Many thanks!
  • 06-27-2013, 02:53 PM
    Overtkill21
    I have a weapon mastery bonus on an immunizer of +40% Grenade Refresh on Full Reload - not listed above. I also have a weapon mastery of +6% Self-Revive Refresh on Kill (not listed above) on a Wolverine. I think I have a few more bonuses that you don't have listed too.

    This guide is a great idea but I have a feeling the number and variety of possible stat rolls is much higher than you think. It's just the common ones that we all see all the time.
  • 06-27-2013, 02:56 PM
    TravelerX1
    Quote:

    Originally Posted by Overtkill21 View Post
    I have a weapon mastery bonus on an immunizer of +40% Grenade Refresh on Full Reload - not listed above. I also have a weapon mastery of +6% Self-Revive Refresh on Kill (not listed above) on a Wolverine. I think I have a few more bonuses that you don't have listed too.

    This guide is a great idea but I have a feeling the number and variety of possible stat rolls is much higher than you think. It's just the common ones that we all see all the time.

    Yeah, I think I have a few not on the list as well.
    We should just keep listing them, build it as we find new ones
  • 06-27-2013, 03:03 PM
    GamerDude2469
    Very Nice dude.....bump :)
  • 06-27-2013, 03:47 PM
    Proteus
    yeah i had a shotgun with the xp roll that was 40% Speed boost after something i couldnt read the rest, lol yeah great guide tho
  • 06-27-2013, 04:02 PM
    Overtkill21
    Yeah I have a feeling there may be a ton of very rare stat rolls that most have yet to see. That 40% grenade is ridiculous - more than double grenadier - and all you have to do is shoot and reload once, not kill anything.

    The speed boost ones are fantastic too.

    (Oh and if you have trouble reading the full description go to mod weapon and select attach mods, remove mods, whatever you have available and then scroll down you get another bit of margin!)
  • 06-27-2013, 04:26 PM
    maverick07
    Thanks for the good words guys! I wasn't sure about making this guide at first but I went ahead with it and I know some stuff on here might be common knowledge to some too.

    Yeah as I said the Weapon Mastery bonuses are missing a lot at the moment at there was only some numbers that I was for sure on. If you lend a hand with the weapon masteries please say what rarity the weapon is too if you can. Blues, Purples, and Oranges will help a lot as those tend to have the more obscure ones. I have a number of things on weapons of mine I haven't listed yet either!
  • 06-27-2013, 04:36 PM
    milwrob
    I have a couple +10% crit mult to incoming targets as a mastery on orange pulsers...
  • 06-27-2013, 04:58 PM
    JxSiN
    Few mastery ones I didn't see listed: (type, rarity, weapon I've seen it on)
    +30% Fire Rate for 5 sec after self revive, OJ, pistols/Detonator
    +6% Crit to out of combat targets, purp, pistols
    10% health on reload, OJ, shotgun (yes, reload, not full reload :))
    +30% speed boost for 5 sec after full reload, purp, shotgun
    Take 9%/12% Less Damage while reloading, Purp/OJ, Bolt Action/SMG
    x1.25 Full dmg radius, OJ, Detonator
    x1.12 Melee Dmg, Purp, shotgun

    Hope that helps a little. Great guide
  • 06-27-2013, 05:24 PM
    maverick07
    Edited. You guys are awesome. Helped me a bunch already many thanks! I have a few others from my stuff that I need to check also and I will add those in a little later.
  • 06-27-2013, 05:30 PM
    strife77
    cheers to that man for us neadertals being able to read full description now CHEEEEEEEEERS!!!!!!!!!

    4% refresh self revive on a kill epic ar
    20% self revive refresh rate epic ar
    30% melee dmg when shields down oj combat shotty
    10% dmg from behind epic det
    15% dmg to vehicles epic sawed off epic infector
    15% fire rate for 5 seconds after self revive epic infector
    fuly reloading a weapon recharges your ego power cant read fully but it seems to be at 10% or higher it stacks nicely with epic 10% and pumped up
    4% ego power duration on a critical kil epic lmg
  • 06-27-2013, 07:25 PM
    Bruhaha98
    Also its fair to say that some of the "purple" AR's in the game have three bonuses, and a weapon xp bonus on them...That meansgthese are four roll weapons... I have three of them in my inventory right now.. I honestly think it was Trions way of "trying" to even out the want and need for orange AR's in the game, so right around EGO level 2500 or so, i ended up getting three bonus rolled AR's yet to be mastered....If you need proof hit me up in game i will show them to you... these guns are orange guns, just someone painted them wrong...
  • 06-27-2013, 07:32 PM
    Cephious
    Quote:

    Originally Posted by maverick07 View Post
    Weapon Mastery Bonus - This is the bonus you get from maxing any weapons XP. The value of how good the bonus can be is determined by the rarity of the weapon, the rarer the gun, the better value on the Mastery bonus.

    Tier 1 Bonus - This bonus appears on any weapon that is Green rarity or higher. These are your basic stat boosts that any weapon can have so long as it is at least Green rarity. Ex – 1.03 Fire Rate, 1.10 Mag

    Tier 2 Bonus - These bonuses appear on any weapon that is Purple rarity or higher. This bonus gives you different perks other than a basic stat boost such as 10% EGO recharge on a full reload or 15% grenade recharge on a kill.

    Tier 3 Bonus - These bonuses appear on Orange weapons only and these are much more high quality stat boosts than Tier 1 bonuses. It should be noted that orange BMGs do not have a Tier 3 bonus. Ex – 1.10 Fire Rate, 1.25 Mag

    Bonus Tier Slot - This one might be a little confusing so I saved it to explain last. This additional Tier will start showing up on weapons around the 1600 to 1800 EGO range and will show up on weapons for the rest of the game. These bonuses are similar to Tier 1 bonuses but are slightly better than Tier 1 bonuses in their quality. However these bonuses can only show up on certain types of weapons.

    Not sure if this is what you meant by "Bonus Tier Slot" but I am nearly ego 4000 and pick up blues with 2 bonuses before the xp mastery. For a total of 3 bonuses....
  • 06-27-2013, 09:38 PM
    maverick07
    Quote:

    Originally Posted by Cephious View Post
    Not sure if this is what you meant by "Bonus Tier Slot" but I am nearly ego 4000 and pick up blues with 2 bonuses before the xp mastery. For a total of 3 bonuses....

    Yes that is what I mean. Sorry if I wasn't clear enough but yes. Blues can have a total of 3 bonuses as well as Greens at that level. Counting the mastery bonus of course.
  • 06-27-2013, 09:47 PM
    maverick07
    Quote:

    Originally Posted by Bruhaha98 View Post
    Also its fair to say that some of the "purple" AR's in the game have three bonuses, and a weapon xp bonus on them...That meansgthese are four roll weapons... I have three of them in my inventory right now.. I honestly think it was Trions way of "trying" to even out the want and need for orange AR's in the game, so right around EGO level 2500 or so, i ended up getting three bonus rolled AR's yet to be mastered....If you need proof hit me up in game i will show them to you... these guns are orange guns, just someone painted them wrong...

    No need to show em, yes once you reach a certain level (around 1600 to 1800 ish), you will start seeing those purple ARs with 4 possible rolls too. I'll try to edit that so it's a little more clear!

    I know that trying to explain it can be confusing but with this "Bonus Tier slot" as I am calling it atm lol, you have a possible 2 bonuses for Whites, 3 for Greens and Blues, 4 for purples, and 5 for oranges

    I also explained which weapons this can happen with. Which are certain types of ARs, SMGs, and LMGs as far as we know right now.
  • 06-28-2013, 06:20 PM
    DeadlyDreamer
    On my sawed-off mastery bonus, it has 15% damage from behind.... yeah awesome
  • 06-30-2013, 02:07 AM
    maverick07
    Bumping. Edited in a few basic bonuses I was missing, and have a lot more of the Mastery Bonuses listed, but still missing some stuff for the Mastery Bonuses.
  • 06-30-2013, 02:13 AM
    Overtkill21
    Quote:

    Originally Posted by Bruhaha98 View Post
    Also its fair to say that some of the "purple" AR's in the game have three bonuses, and a weapon xp bonus on them...That meansgthese are four roll weapons... I have three of them in my inventory right now.. I honestly think it was Trions way of "trying" to even out the want and need for orange AR's in the game, so right around EGO level 2500 or so, i ended up getting three bonus rolled AR's yet to be mastered....If you need proof hit me up in game i will show them to you... these guns are orange guns, just someone painted them wrong...

    LOL - I got my first of these at EGO 1600 from a glitched arkfall - I was super stoked but not many seemed to care when I posted on here - been collecting them ever since - check my purple thread in the signature for some real dirty purples.
  • 06-30-2013, 02:24 AM
    maverick07
    Quote:

    Originally Posted by Overtkill21 View Post
    LOL - I got my first of these at EGO 1600 from a glitched arkfall - I was super stoked but not many seemed to care when I posted on here - been collecting them ever since - check my purple thread in the signature for some real dirty purples.

    Yeah sadly a lot of people tend to ignore the purples. Don't get me wrong, I like having the oranges, and sometimes I wonder if spending salvage or getting Synergy mods for my purples is worth it. But I have a lot of nice purples I'll take over many oranges out there and not just the 4 bonus ones. I still put in work with my purple Radiation SAW I've had since EGO 955 I think it is.
  • 06-30-2013, 02:36 AM
    Overtkill21
    Oh mav - also I believe that the greens/blues with multiple rolls can't get what you define as "Tier 2" rolls. I've been seeing a ton of 2 stat green and blues (3 stat upon XP mastery) and in conducting my own XP mastery experiments I have yet to see one of those Tier 2 rolls.

    Your great guide has not gone unnoticed as I am planning to use some of your work for a little something I have been editing for weeks. Your guide is really helpful for it and I will of course credit your outstanding work.
  • 06-30-2013, 03:10 AM
    WhiteF8ng
    Say what? People make guides now? Son, I am excite!!!!
  • 06-30-2013, 10:13 AM
    maverick07
    Quote:

    Originally Posted by Overtkill21 View Post
    Oh mav - also I believe that the greens/blues with multiple rolls can't get what you define as "Tier 2" rolls. I've been seeing a ton of 2 stat green and blues (3 stat upon XP mastery) and in conducting my own XP mastery experiments I have yet to see one of those Tier 2 rolls.

    Your great guide has not gone unnoticed as I am planning to use some of your work for a little something I have been editing for weeks. Your guide is really helpful for it and I will of course credit your outstanding work.

    Yeah. This is from my guide...

    Tier 2 Bonus - These bonuses appear on any weapon that is Purple rarity or higher. This bonus gives you different perks other than a basic stat boost such as 10% EGO recharge on a full reload or 15% grenade recharge on a kill.

    Couldn't quote my guide directly from my phone but yep. I realize is might not be clear with how I explained it so again I will likely be changing those tier names I gave to something easier to understand.

    So those green and blue ARs get 3 bonuses from the Tier 1 bonus slot, extra bonus slot, and weapon mastery as I've highlighted in the guide. Make sense?
  • 07-03-2013, 06:55 AM
    bigguy
    bumped for someone looking for info
  • 07-03-2013, 01:28 PM
    JxSiN
    Quote:

    Originally Posted by WhiteF8ng View Post
    Say what? People make guides now? Son, I am excite!!!!

    There actually are some really great guides on this site, but most get buried pretty fast. Mav has this one, I have my mod one, I've seen a great one on arkfalls and experience. There's been a couple of weapon guides, nano guides, and the like. They are hard to find but they are out there.

    PS: Love the quote in the sig, lol
  • 07-03-2013, 01:32 PM
    ironlungz949
    Quote:

    Originally Posted by WhiteF8ng View Post
    Say what? People make guides now? Son, I am excite!!!!

    yes sir
    my guide has over 500 posts and nearly 8000 views
  • 07-04-2013, 11:17 PM
    The Oncoming Storm
    Very nice work bro,
    Good to know about that extra tier slot...
  • 07-10-2013, 10:56 AM
    maverick07
    Bumping. Added a color code thing to hopefully make the Mastery Bonus values for rarity easier to understand. I know I am still missing a few of those though! There are some obscure ones out there.
  • 07-10-2013, 11:47 AM
    Sdric
    Very detailed bonus guide.
    Well done!
  • 07-10-2013, 03:00 PM
    LtRobbiesan
    Great guide Mav. Thanks for the efforts.
  • 07-14-2013, 06:47 AM
    JxSiN
    1st thing: Bump

    2nd Thing:
    Less Damage From Your Explosives - -, -, 15%, -, -
    You can add to the orange part 45% less damage from your own explosives. Just rolled that on my Big Boomer last night. Let's just say I haven't stopped smiling since.
  • 07-14-2013, 09:39 AM
    bigdawg21180
    I rolled a 75% projectile speed after explosive kill on a purple ground pounder just a lil bit ago. Didn't see that in OP
  • 07-14-2013, 02:30 PM
    maverick07
    Quote:

    Originally Posted by JxSiN View Post
    1st thing: Bump

    2nd Thing:
    Less Damage From Your Explosives - -, -, 15%, -, -
    You can add to the orange part 45% less damage from your own explosives. Just rolled that on my Big Boomer last night. Let's just say I haven't stopped smiling since.

    Awesome, yeah thanks man I wasn't sure on the rest of those, but I can fill in the rest for that one. I've been farming as well as finishing episode stuff on my alt character so been kinda busy lol.
  • 07-14-2013, 02:33 PM
    maverick07
    Quote:

    Originally Posted by bigdawg21180 View Post
    I rolled a 75% projectile speed after explosive kill on a purple ground pounder just a lil bit ago. Didn't see that in OP

    Much appreciated bro. I think there might also be one with 75% projectile speed after melee as well? Didn't know of this one so thanks! Might do a little searching and then I'll update these in the OP.
  • 07-14-2013, 09:17 PM
    bigdawg21180
    Oh it may be that. I didn't take the time to look and see was just taking a guess lol
  • 07-15-2013, 12:24 AM
    maverick07
    Quote:

    Originally Posted by bigdawg21180 View Post
    Oh it may be that. I didn't take the time to look and see was just taking a guess lol

    Nah man you were right :). I saw an pic of an orange with 150% projectile speed after explosive kill posted somewhere earlier so there could be both or the melee thing was a mistake.

    Thanks again for the help I've gotten with this guys. I know I'm missing a few more but I think I have most of the Masteries listed here now. I might try to show what gun types each of the Masteries can show up on but I don't wanna clutter it too much! Still thinking about starting shield bonuses soon too if there is any interest.
  • 07-16-2013, 01:29 PM
    maverick07
    Bumping. I noticed that a some of the Mastery Bonuses I am still missing are mostly Infector, BMG, and Detonator/RL Mastery Bonuses but I think the Mastery Bonus list is getting closer to being complete! If anyone has some of these weapons maxed out any help would be much appreciated! Blues, Purples, and Oranges help best and I can usually fill in the rest for a category if I get like two values.
  • 07-18-2013, 05:11 PM
    maverick07
    Bumping. Added the basic rundown of when Mod Slots and Synergies unlock. Some numbers on it could be slightly off! I wasn't for sure on when the Synergies start showing and what types at first.
  • 07-22-2013, 01:29 AM
    maverick07
    A bump for some more missing stuff added :)
  • 07-23-2013, 06:29 AM
    Bruce Wayne
    I moved this to General Discussion because this is valid information across all platforms.
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