So, theoreticlly, at ego 5000 , there could be 5 atributes?
So, theoreticlly, at ego 5000 , there could be 5 atributes?
The other tiering that happens is the EGO-rating at which weapon qualities are eligible for synergies. For instance, very early in the game purples come with Survivalist/Outlaw/Veteran/Machinist.
Then purples start getting the more complicated synergies like Assassin/Cannoneer/Quartermaster, while the blues start getting Outlaw/Survivalist/Machinist/Veteran.
Eventually, the blues start getting Assassin/Cannoneer/Quartermaster and greens start getting Outlaw/Survivalist/Machinist/Veteran.
Because a lot of the advanced synergy mods aren't dropping, I'm stocking up on nice Outlaw/Survivalist/Machinist/Veteran weapons when I find them.
Not realy, 1slot weapons at vendor started with 1650 rating. If it takes 1650 rating for full "tier cycle", then 2-atribute cycle ends at 3300, starting 3-atribute cycle, which ends at 4950 (5000). Thats my theory.
Thats for white/green weapons, purple and oranges can have 1 more.
the cost in salvage passed 2000 ego, for add a random mods slot can be really killing... more important it's almost impossible to get all the good mods.
i means, first you need to find the mods with the right name (assassin, quartermaster,...) and more important you need to get it for the right weapon and the right slot... actually this system it's a failure and screwed.
you have more luck to win to the lotto than get the right weapon with the right mods for it.
more important the exp bar often give useless bonus like +10% Rate of fire after auto reanimation or stuff like this... seriously...
I have given up on the weapons lottery for now since keys got nerfed and there are no mods for the better synergies. Rep weapons are garbage, so no sense in doing contracts either. No idea if the 1 mod slot at 1600 is intended or just another broken mechanic.
The problem is it doesn't appear as formulaic with the inherent weapon bonuses. The mod slots started going up for me again at around 2300, at 2562 there are still only two mods on most all vendor purchased weapons (vendor sales appear to be random). Only some of the 2375 tier still come with nano effects. All 2500 tier weapons have no nano effects from vendors.
However a great many purple faction weapons have no mod slots, or no hash marks indicating they cannot be expanded. I went to Live chat and spoke to a GM who said this was normal behavior and that the weapons inherent bonus was just so good, that they are not moddable, ever... This would make sense when you look at some with 4 inherent bonus', however it does not when you see a weapon with one bonus and never moddable.
SS below...
Regular vendor grade weapons, started going back up to 2 mod slots at 2375, lost nano effects though.
Purple faction item with 4 inherent bonuses, not moddable, ever.
Blue Faction Item with 1 Inherent Bonus, not moddable, ever.
My EGO Rating for those sceptics
Anyone is free to make sense of this.