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Scavenger master trait

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garcia1000:
Hey guys! This is a great game. Ok I have searched forums so I hope this has not come up before.

(spoilers)

What happens when you disassemble a modded exotic assembly? For example, here is something from a real game I am playing right now (Ao100 scavenger)

I have a BFG 9000, which is an exotic. An exotic should give 1/3 chance Firestorm or Sniper, and 2/3 chance of a normal mod.
Now, I put three power mods on it, making the assembly VBFG9000. An assembly gives a random normal mod.
Lastly, I put a Firestorm mod on the assembly. A modded weapon will give back a random mod used in it.

So in this case, which of the three takes priority? What should I expect to get?

Klear:
A related question - the wiki description of scavenger mentions unique, exotic and common mods, though the page about mods only mantions standard and special (which, as I understand it, refers to the latter two types from scavenger description).

So which mods are unique? (and feel free to disregard this question if the answer is spoilery)

Matt_S:

--- Quote from: Klear on March 12, 2012, 08:29 ---So which mods are unique? (and feel free to disregard this question if the answer is spoilery)

--- End quote ---
Well, as of 0.9.9.6, none of the mods are unique.  It used to be that nano and onyx mods were unique.

Former Lurker:
I tried disassembling a modded exotic (bulk modded missile launcher IIRC) in 0.9.9.6 and got a different normal mod, so the exotic/unique status seems to take priority.

garcia1000:
That's great to know!
So for a modded exotic, the modded status does not take priority.
It would be logical that a modded exotic assembly, then, the modded status would not take priority either!

So if you scavenge such a thing, either it is treated as an exotic, or as an assembly. Any idea which of these it is?

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