Mod Power Generation
Observations:
- upon interacting with a world stone, both mods will be fully charged up (Exemptions being mods with an inherent cooldown timer that's currently running)
- Weapons generate as much mod power per hit as the Base Damage of that weapon at GS+0, regardless of its actual GS (Same for melee-induced DoT ticks)
- Example: [Hunting Rifle's] Base damage of 55 will generate 550 Mod power with 10 shots hit, enough for a "medium" power requirement mod
- Mod Power Generation is subject to range falloff, meaning that mod power generated is reduced by (Damage actually done)/(Damage of weapon at current GS)
- Example: Hunting Rifle @ GS+18: 154dmg (still generates a max of 55 mod power per hit)
Shot from outside of HR´s ideal range of 25m, deals only 130 damage instead of 154dmg
- Final mod power generated: HR´s base of 55 x (130/154) = 48.2 mod power
- Mods on the currently stowed weapon receive 25% of the Mod power generated by a weapon hit.
- The same seems to be true for melee hits, but for both guns. (25% of Melee weapon's Base damage per hit for each gun mod)
- As far as is known, all Mod Power Generation Bonuses stack additively, so having maxed Spirit trait and using the Spirit Stone Ring would result in +50% MP Generation, letting a Hunting Rifle shot generate 55 x (100%+50%) = 82.5 mod power
Mod Damage Bonuses
Observations:
- +Mod Damage from traits/trinkets is part of the generic +damage stack and stacks additively with "all damage" bonuses such as [Ring Of The Admiral´s], only applying to mod damage of course.
- [Labyrinth Armor] applies its own multiplier though, making it an attractive choice at all levels of play.
Questions
- [ ] Does hitting Hardspots affect MPgen
- [ ] Do elemental resistances/weaknesses of enemies affect MPgen
- [ ] Do Spirit and Arcane Strike stack additively or multiplicatively (1+0.25+0.25 = 1.5 or 1.25x1.25 = 1.5625)