Weapons in Divinity: Original Sin II are used to improve damage dealt to enemies.These could be Swords, Bowes, Staffs, Axes, Maces, Shovels, Rods, Sticks and almost anything you can wield. Weapons can have charms and enchantments added to them to complement your skills used in combat. Harvest resources and craft materials in order to build weapons in Conan Exiles. Weapons and shields will eventually be able to be dyed. Non craftable weapons are random loot from NPCs or chests. Damage column is the amount of health damage inflicted on a naked character (no armor), without skill point, and with a 100% damage modifier.
Defiance Weapon Modding Guide by ThatFacelessMan
To start off, for those who don’t know. you can find Mods just about everywhere, stores and missions!
The modding process is essential to effective weapon use. With mods a decent gun can be good, a good gun can be great, and a great gun makes you an ark hunter to be reckoned with.
That being said, modding a weapon can be a confusing and troublesome process. First you’ll need a few things to get started. A weapon, a mod, and at least 100 EGO rating. Access to the Salvage Matrix is unlocked prior to 100 ER, but at 100 ER you should be able to start adding additional mod slots to weapons.
First let’s start with where the salvage matrix is:
That being said, modding a weapon can be a confusing and troublesome process. First you’ll need a few things to get started. A weapon, a mod, and at least 100 EGO rating. Access to the Salvage Matrix is unlocked prior to 100 ER, but at 100 ER you should be able to start adding additional mod slots to weapons.
First let’s start with where the salvage matrix is:
There is no hotkey to immediately take you to it, so going through the Loadout menu is the quickest, and will also help keep you mindful of what you have equipped, as that can make a difference to your modding experience, but we’ll cover that in a minute.
Welcome to the Salvage Matrix!
Welcome to the Salvage Matrix!
In it you select a weapon, and depending on the weapon and your EGO rating you have several options. First is to break the weapon down for resources. This gives you an amount of ark salvage depending on the rarity of the item.
In order:
In order:
- White – 250
- Green – 500
- Blue – 750
- Purple – 1000
- Orange – 1250
(The colors also indicate rarity for those of you who are wondering, white begin the most common and orange being the rarest.)
You should be doing this with almost any weapon, grenade, or shield that you don’t want. Modding weapons can deplete your ark salvage quickly if you’re not careful, and an ark hunter flush with ark salvage can buy keycodes at lockboxes, and potentially get even better guns to work with!
So now you’ve got a gun, and you want to put a snazzy new mod on it. Awesome! This is what it looks like when you’ve got a un-modded gun selected, and ready to go.
You should be doing this with almost any weapon, grenade, or shield that you don’t want. Modding weapons can deplete your ark salvage quickly if you’re not careful, and an ark hunter flush with ark salvage can buy keycodes at lockboxes, and potentially get even better guns to work with!
So now you’ve got a gun, and you want to put a snazzy new mod on it. Awesome! This is what it looks like when you’ve got a un-modded gun selected, and ready to go.
But you realize that maybe you don’t really want to mod that pistol. You’re going to scrap it, and get some salvage. What you really want to do is put another mod on that awesome Infector that absolutely destroyed those pesky 99er’s. You already put a barrel on it to increase it’s damage, but it needs a better scope for accuracy.
So you can see what a gun with a mod already attached looks like. See how the icon for barrel is lit up, and has the mod stats next to it?
Well lets load that bad boy into the salvage matrix!
Well lets load that bad boy into the salvage matrix!
Whoops! That’s right, if your weapon is equipped you can’t perform any action to it. So make sure you check all your loadouts before you try to mod something.
There we go!
There we go!
Notice that there are now options to remove or retrieve the mods currently equipped on the weapon. Removing the mods destroys all mods that are attached to the weapon, clearing the slots. Recovering the mods destroys the weapon, but you get the mods back.
I mentioned that cost was a factor previously. To simply attach a mod, there is no cost, however everything after that costs ark salvage and time.
I mentioned that cost was a factor previously. To simply attach a mod, there is no cost, however everything after that costs ark salvage and time.
Remove mod: 285 ark scrap, 2 minutes
Retrieve mod: 5,690 ark scrap, 2 minutes
Add mod slot: 11,380 ark scrap, 10 minutes
So yeah, the costs add up, so breakdown those worthless pieces of gear cluttering your inventory all the time!
So that’s how you navigate the salvage matrix. But what about the actual mods? There are four mod slots, and four mod types. Stock, barrel, magazine, and scope. They follow the same color scheme for rarity, but also have the additional marker of being named with a roman numeral, I-V to denote their rarity level as well.
So that’s how you navigate the salvage matrix. But what about the actual mods? There are four mod slots, and four mod types. Stock, barrel, magazine, and scope. They follow the same color scheme for rarity, but also have the additional marker of being named with a roman numeral, I-V to denote their rarity level as well.
There’s a breakdown of all the types and their in game names here:
http://www.ign.com/wikis/defiance/Modifications
You get mods from side quests, arkfalls, hotshots, and rampages. They are also available from some vendors on sale, but there are a few vendors that deal exclusively in mods, such as Headlands Transport and Cronkhite Station, and the faction vendors of Toolworks, VBI, Soleptor, and Echelon have a random mod from a synergy set for sale.
http://www.ign.com/wikis/defiance/Modifications
You get mods from side quests, arkfalls, hotshots, and rampages. They are also available from some vendors on sale, but there are a few vendors that deal exclusively in mods, such as Headlands Transport and Cronkhite Station, and the faction vendors of Toolworks, VBI, Soleptor, and Echelon have a random mod from a synergy set for sale.
A synergy set? Yep, there are even more bonuses to be had with some mods and weapons, and this is where it gets really fun.
Synergy sets are a set of bonuses that all have something in common, they can be on weapons and mods, and the more of synergies you have of the set on a weapon, the more bonuses from the set appear.
Synergy sets are a set of bonuses that all have something in common, they can be on weapons and mods, and the more of synergies you have of the set on a weapon, the more bonuses from the set appear.
Let’s take a look!
Here’s my Baby!
Here’s my Baby!
She’s a faction Frontier SAW from Toolworks, and she’s got it where it counts. Look at all those stat bonuses in the top box! That’s from the synergy set on just the weapon. If I had four mods on there from the Preparation Synergy Set, they’d be even bigger!
It’s level is also maxed out, so it has a bonus x1.04 dmg, and a magazine mod that adds x1.4 magazine size. So what do those two rather small stats do overall? Well like any modifier for your gun, they actually can do a lot.
So what? x1.04 dmg, and x1.4 magazine size? Big whoop! But that’s the beauty of mods! They stack with everything else you’re doing as well. So what about with all the perks I’ve got normally equipped?
This is my LMG versus the exact same weapon on the vendor. Notice how different the stats are with just a few modifiers from leveling, and one magazine mod! Now imagine if there were three more mods!
It’s level is also maxed out, so it has a bonus x1.04 dmg, and a magazine mod that adds x1.4 magazine size. So what do those two rather small stats do overall? Well like any modifier for your gun, they actually can do a lot.
So what? x1.04 dmg, and x1.4 magazine size? Big whoop! But that’s the beauty of mods! They stack with everything else you’re doing as well. So what about with all the perks I’ve got normally equipped?
This is my LMG versus the exact same weapon on the vendor. Notice how different the stats are with just a few modifiers from leveling, and one magazine mod! Now imagine if there were three more mods!
Modded vs Stock
That’s an almost 50% jump in damage capability from just a magazine mod! Add in everything else like it being fully leveled and perks, and suddenly you’ve got an exceptional weapon!
As you can see Prepared deals with ammo regeneration, and increased melee damage on a kill, so Prepared would be good for weapons that need ammo, or for builds looking for increased melee damage, like Blur!
So what are the other synergies, and where are they available? Well right now you can get synergy weapons at faction vendors. The three main, Toolworks, VBI, and Soleptor all have two types available, and Paradise and Echelon each have one. They’re on purple or higher weapons, and it’s also possible to find them, very rarely out in the world or through lock boxes. I’ve only found one that way
So what are the synergies?
As you can see Prepared deals with ammo regeneration, and increased melee damage on a kill, so Prepared would be good for weapons that need ammo, or for builds looking for increased melee damage, like Blur!
So what are the other synergies, and where are they available? Well right now you can get synergy weapons at faction vendors. The three main, Toolworks, VBI, and Soleptor all have two types available, and Paradise and Echelon each have one. They’re on purple or higher weapons, and it’s also possible to find them, very rarely out in the world or through lock boxes. I’ve only found one that way
So what are the synergies?
Toolworks:
Von Bach Industries:
Soleptor:
Paradise Territory:
Echelon:
Secret Vendor 1:
Secret Vendor 2:
Secret Vendor 3:
- Secret vendor locations (Video, Map)
There are also many more synergies, here’s a list of them!
So that’s about it for mods, modding, synergies, and the salvage matrix. If you’ve got any questions regarding mods, fire away!
So that’s about it for mods, modding, synergies, and the salvage matrix. If you’ve got any questions regarding mods, fire away!
Warframe Combo Moves Guide by Nevrmoor
This guide focuses on the buttons you have to press to do all kinds of moves. Some are harder, some are easier to perform, remember:
Practice makes perfect!
HOTHOTHOT: Check Wallwalk section for the vertical connect!
Controls:
Jump= Spacebar
Melee= E
Crouch= Ctrl
Sprint= Shift
Aim= RMB (Right Mouse Button)
Move= WSAD
Roll= V (not in key setup)
Jump= Spacebar
Melee= E
Crouch= Ctrl
Sprint= Shift
Aim= RMB (Right Mouse Button)
Move= WSAD
Roll= V (not in key setup)
+ = “and” (push 2 or more buttons together)
> = followed by … (sequential activation)
>>=immediatly followed by
# = connection point (Combo your Combos!)
* = *x* just happend, i.e. you hit the floor etc.
> = followed by … (sequential activation)
>>=immediatly followed by
# = connection point (Combo your Combos!)
* = *x* just happend, i.e. you hit the floor etc.
Combos:
Base Combos
Sprint>Crouch= Slide
Slide>Jump= Forward Flip (in direction of slide)
Sprint>Crouch= Slide
Slide>Jump= Forward Flip (in direction of slide)
Jump>Melee= Devastating downward Strike (a.k.a. Death from above)
– 10-100% melee dmg, seems to be related to drop height
– 10-100% melee dmg, seems to be related to drop height
Slide>Melee= Dash 360° Hit with swords, Big weapons and Bo staff, Furax will do uppercut
– 200-300% melee dmg depending on weapon, scales with melee dmg mods!
– 200-300% melee dmg depending on weapon, scales with melee dmg mods!
Advanced Combos
Slide>Jump>Melee= Forward Flip to Downward Strike (doesnt deal more damage, but looks cool and has a slightly longer range than the normal jump; hard to aim at first)
Slide>Jump>Melee= Forward Flip to Downward Strike (doesnt deal more damage, but looks cool and has a slightly longer range than the normal jump; hard to aim at first)
Sprint>Jump>Crouch=Air Slide# A.K.A “Dragon Kick” (combine to your likes) knocks back enemies while airborne
![Cant Roll Weapon Dmg To Cool Down Cant Roll Weapon Dmg To Cool Down](/uploads/1/2/6/2/126292989/752925992.jpg)
#Air Slide>Melee= Dragon Kick to Dash 360° or uppercut
#Air Slide>*sliding floor contact*>Jump(>melee)= Forward Flip (to Downward Strike) [jeez what a range!!11]
#Air Slide>Jump>RMB= Extended Forward Flip
Charge Melee>Sprint*Strike*>Slide>Melee=Double-Hit
(Hard to aim but looks kinda cool! Learning the distance when to start Charging your melee is key to this combo)
(Hard to aim but looks kinda cool! Learning the distance when to start Charging your melee is key to this combo)
Jump > Melee >> Shift Twice (after you hit the ground)
(This cuts out a lot of the delay you get from this attack)
(This cuts out a lot of the delay you get from this attack)
Try those vs Toxic ancients and Infested Bosses:
Melee>>Sprint>>Sprint= Rolling Melee
Charge Melee>>Sprint>>Sprint=Charged melee Roll
RMB+Move Back>Melee>>Sprint>>Sprint
Charge Melee+RMB+Move Back>>Sprint>>Sprint
Charge Melee>>Sprint>>Sprint=Charged melee Roll
RMB+Move Back>Melee>>Sprint>>Sprint
Charge Melee+RMB+Move Back>>Sprint>>Sprint
Other Moves
Hold RMB>Shift+S = Backflip
Hold RMB>V = Backflip (Mr. Grineeer Sir, how about a “Sideflip”?)
WSAD+Jump>RMB*fire away* = Aiming jump, like in Matrix or Max Payne (Get your Akimbo Pistols ;D)
Hold RMB>Shift+S = Backflip
Hold RMB>V = Backflip (Mr. Grineeer Sir, how about a “Sideflip”?)
WSAD+Jump>RMB*fire away* = Aiming jump, like in Matrix or Max Payne (Get your Akimbo Pistols ;D)
![Cant Roll Weapon Dmg To Cool Down Cant Roll Weapon Dmg To Cool Down](/uploads/1/2/6/2/126292989/420759024.jpg)
Wallwalking:
Note: you will keep wallwalking as long as you press the jump and movement key or you run out of stamina.
Note: you will keep wallwalking as long as you press the jump and movement key or you run out of stamina.
Sprint>Jump (Running straight to a wall)=Vertical Wallwallk
Keep Jump pressed after reaching the peak altitude= slowly sliding down from max altitude
Keep Jump pressed after reaching the peak altitude= slowly sliding down from max altitude
Sprint>Jump = Wallwalk to Jump on release of Jump button (Running/ jumping at an angle to a wall not exceeding 45°)
Wallwalk>Release Jump> Wallwalk = Connect!
(Make sure to move your camera to the appropriate angle for the next wall to keep running)
(Make sure to move your camera to the appropriate angle for the next wall to keep running)
Wallwalk>crouch=cancel (Jump removed as of 6.5)
Horizontal Wallwalk>release Jump= Walljump (high range and altitude jumps, make sure that you are wallwalking before you release the jump key, you only need a piece of wall the size of a coin to do this)
Vert.Wallwalk>Release Jump= Backflip
Vert.Wallwalk>Release Jump>*backflip*>Crouch=Frontflip (regardless of camera position)
Vert.Wallwalk>Release Jump>*backflip*>Crouch=Frontflip (regardless of camera position)
any.Wallwalk>Shift>>Shift>release Jump=Wallwalk roll (said to allow you to jump over certain ledges)
performed from a horizontal wallwalk you will do a really quick forward flip jump
performed from a horizontal wallwalk you will do a really quick forward flip jump
Advanced:
Horizontal wallwalk to grab:
Horizontal-WW>Release Jump>>Crouch=grab ledge above you
While wallwalking, release jump so you are jumping away from your wall/ rail,
quickly after you jumped, tap crouch for a split second while facing the rail/ ledge you want to grab!
you are grabbing the ledge and climb up, now that is real ninja stuff!
Horizontal wallwalk to grab:
Horizontal-WW>Release Jump>>Crouch=grab ledge above you
While wallwalking, release jump so you are jumping away from your wall/ rail,
quickly after you jumped, tap crouch for a split second while facing the rail/ ledge you want to grab!
you are grabbing the ledge and climb up, now that is real ninja stuff!
HOTHOTHOT:
Vert.Wallwalk>Release Jump+Release Sprint>Jump+Sprint= Vertical connect
Make Sure to look to the next wall in the right angle! you can do a new Vert or go horiz from there!
Vert.Wallwalk>Release Jump+Release Sprint>Jump+Sprint= Vertical connect
Make Sure to look to the next wall in the right angle! you can do a new Vert or go horiz from there!
HOT HOT HOT:
Wallwalk + Melee = Dash Strike -dmg ~10-100% melee dmg
(also works while sliding down the wall)
Wallwalk + Melee = Dash Strike -dmg ~10-100% melee dmg
(also works while sliding down the wall)
hit to your right side with swords, straight ahead with furax, other weaps will do their slide dash
While wallwalking, simply press melee additionally to the keys youre pressing. The frame will launch itself into your crosshairs direction. Make sure to aim left of your target when using sword. Takes a lot of practice to perform it fluently and with success.
While wallwalking, simply press melee additionally to the keys youre pressing. The frame will launch itself into your crosshairs direction. Make sure to aim left of your target when using sword. Takes a lot of practice to perform it fluently and with success.
In fact it is possible to wallwalk around corners, you just have to press jump again after you jumped on your first wall. Sometimes youll get the Backflip walljump instead, angle of attack is everything!
See this Warframe Wall Running Guide for further info on wallwalking
See this Warframe Wall Running Guide for further info on wallwalking
Usefull information:
You can slide down ramps for extended slide range
You can interrupt your wallwalk by pressing crouch, it will propel you a bit further skyward and allows you to change directions (grab ledge to the side etc.)
You can interrupt your wallwalk by pressing crouch, it will propel you a bit further skyward and allows you to change directions (grab ledge to the side etc.)
Comboing stuff for a purpose:
Probably most basic, but in order to keep it complete ill add it anyways.
If you hit an enemy with a melee strike, hell be “stunned”. Its “” because hes just tumbling backwards for a brief moment. The time is usually enuff to get a charged strike in. In context this would look like this: Derp is crouch-jump-sliding from cover to cover, slide-360dashing to the first enemy behind his box, finishing him off with a charget melee strike and returning to cover, sliding to the next enemy 360-charged and so forth.
Probably most basic, but in order to keep it complete ill add it anyways.
If you hit an enemy with a melee strike, hell be “stunned”. Its “” because hes just tumbling backwards for a brief moment. The time is usually enuff to get a charged strike in. In context this would look like this: Derp is crouch-jump-sliding from cover to cover, slide-360dashing to the first enemy behind his box, finishing him off with a charget melee strike and returning to cover, sliding to the next enemy 360-charged and so forth.
Something you can do as well is shoot a target once or twice to interrupt their attack, sprint>slide>melee to get close and interrupt him a gain and then finish him off with a charged melee or the jump>melee. This deals tons of damage and conserves ammo for bossfights for example.
Shotgun: open with a dash combo and fire the shotgun or bronco from up close
Shotgun: open with a dash combo and fire the shotgun or bronco from up close
At the moment the enemies will shot and hit you as if youre moving normally, so theres no noticable added dodge chance by doing these moves. Hovever, you can reduce the time of exposure by doing the combos at the appropriate times, jumping from cover to cover and approaching the enemies from behind will keep you out of the line of fire.
I just found out a quick way of using your combos… By reassigning the secondary key commands:
crouch=middle mouse button
jump=mouse wheel up (got the idea from cs)
melee=mouse wheel down
crouch=middle mouse button
jump=mouse wheel up (got the idea from cs)
melee=mouse wheel down
It speeds up the combos tenfold. While sprinting press middle click and scorll down or up for stylish effect ;)