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Thread: Synergy List

  1. #11
    Senior Member Agent T8235's Avatar
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    Quote Originally Posted by Rinkydink View Post
    Apologies if ot to ask here, but I'm interested in the difference between [1]-[4] synergy types and [2] synergy types.

    If I understand correctly, a gun and 4 mod slots offers up to 5 synergised points, so why 1-4?
    Or are the [2] ones for synergising your two weapons, and the [1]-[4] ones are for mod synergy?

    Does that make sense, it seems a complex and mysterious system which I'm just starting to explore...
    Honestly, I haven't even started modding anything, I need to max my weapon skill so I can stick to one gun first.
    I'm making this list so that I can plan the set that I want to make

    As of now I'm thinking 2 mods in Cannoneer (fire rate; I love unloading an 80 round LMG clip into a boss)

    And 2 in veteran (also fire rate; unload a small clip weapon like the auto pistol from beating the main story to get the extra +10%, then switch to my LMG and DPS the living crap out of anything in my way)

    If I start blowing through my ammo too fast, I might switch veteran to Rolling Thunder to keep my DPS going a little longer

  2. #12
    Member Rinkydink's Avatar
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    I've tried attaching two synergised mods to a weapon with different synergy, both brutal, and this didn't give me the 10% melee bonus. So this would suggest the mods have to match the synergy of the weapon to activate. Which means you can't mix and match 2 and 2 , liked you planned. Hmmm, too many questions at the minute. I will be experimenting over the next few days to try and understand the system, will post my findings.
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  3. #13
    Senior Member atlantix's Avatar
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    ss for assassin synergy

    Defiance 2013-04-09 06-05-38-22.jpg

  4. #14
    Senior Member Agent T8235's Avatar
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    If a synergy can be purchased from a specific faction vendor from a mod cache, I will add it.
    I'll start putting the location, and the faction name

  5. #15
    Senior Member Agent T8235's Avatar
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    Quote Originally Posted by Rinkydink View Post
    I've tried attaching two synergised mods to a weapon with different synergy, both brutal, and this didn't give me the 10% melee bonus. So this would suggest the mods have to match the synergy of the weapon to activate. Which means you can't mix and match 2 and 2 , liked you planned. Hmmm, too many questions at the minute. I will be experimenting over the next few days to try and understand the system, will post my findings.
    well that really sucks. oh well, time to throw out that plan

  6. #16
    Senior Member Agent T8235's Avatar
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    Quote Originally Posted by atlantix View Post
    ss for assassin synergy

    Attachment 1290
    awesome thanks

  7. #17
    Do sawed off shotguns and the outlaw synergy work together, would add for every shot if so but actually you have 2 bullets in clip, just only one shot so mighty not

  8. #18
    Senior Member Agent T8235's Avatar
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    Quote Originally Posted by russell733 View Post
    Do sawed off shotguns and the outlaw synergy work together, would add for every shot if so but actually you have 2 bullets in clip, just only one shot so mighty not
    I used to have a purple rocket launcher that had only 1 shot per clip and it had outlaw on it. it was only 600 base damge though so I broke it down.

    I'm not sure if the synergies are random on weapons, or what the deal is, but I will definetly continue exploring this. I think synergies are an awesome way to add depth to a build

  9. #19

  10. #20
    Senior Member 0_d4RK_FaLLen's Avatar
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    Quote Originally Posted by russell733 View Post
    Do sawed off shotguns and the outlaw synergy work together, would add for every shot if so but actually you have 2 bullets in clip, just only one shot so mighty not
    I have an Orange Courier sawed-off with the (2) outlaw synergy. Wish I could find those mods but in over 100 mod caches I've only gotten brutal and 3 run & gun. I just hate my luck with random loot.
    GT: d4RK FaLLen

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