MOD Guide(原文)

Last-modified: 2007-10-22 (月) 14:45:50

様々なMODの効果の解説ページ
http://forums.hellgatelondon.com/showthread.php?t=12788


 

General Mod Information:

All mods have a mod level and if your weapon does not meet the required minimum OR maximum, the mod will not be allowed to be put into a weapon.

As soon as your weapon out-levels the mods that are already in it, those mods will become obsolete and no longer work on the weapon.

If your weapons have out-leveled your mods, you may use the demodifier located in all stations to get your mods back.

Different effects:

+X to attack strength:

This will increase the chance of adding a special effect to a weapon, this does not increase damage.
If you have a weapon that deals toxic damage, and add a +X to ignite mod to the weapon, that item will NEVER ignite any mob. However, if you add a +X to ignite mod AND a +X% fire damage added mod, it will have a chance to ignite mobs.

+X% Element damage:

This will take the base damage of your weapon and add additional damage of the element it mentions.
EX: If you have a sword that does 50-100 toxic damage then you add a +10% fire damage mod to that sword. The sword will now do 50-100 toxic and 5-10 fire damage.

+X% Damage:

This will increase the base damage of your weapon, and all corresponding elemental damage mods.
EX: You have a sword that does 50-100 toxic damage and 5-10 fire damage (from a fire element damage mod), now you add a +20% damage mod to that weapon.
Your sword will now do 60-120 toxic damage and 6-12 fire damage.

% chance to unleash <effect> on hit:

EX: 5% chance to unleash spectral nova on hit.
These mods are pretty simple, any time you hit any targetable object (mobs,crates,boxes,etc...) You have a 5% chance that a spectral nova will activate.
Same effect mods will stack together. If you take 5 mods with a chance to unleash spectral nova on hit, and they total 25%, it will actually make every hit have a 25% chance to proc, rather then 5 separate 5% chances.
However only same effect mods will stack together if you have 10% fire nova and 10% spectral nova, it will continue to be a 10% of either nova.

※ If these mods are put into fast firing weapons such as Zeus Cannons, their chance to proc will be scaled down. I do not know how much the chances are scaled, this will have to be determined at a later time.

※2 I would like confirmation on proc effect stacking together, as I do not have conclusive evidence of this. Though from my own testing and what has been said on the forums, I believe this to be true.

Chance to unleash <effect> on kill:

See above, all rules apply except it is on kills rather then hit.

Shield Overload:

Shield overload is how much extra damage you do when hitting a shield.
Take the damage you would normally do to health and multiply it by shield overload, that is how much damage you will do to shields.
EX: You do exactly 50 base damage to health every hit and you have shield overload of 100%. 100% of 50 is 50, so you would do 50 (base) + 50 (100% shield overload) for a total amount of 100 damage to shields.

<Element Damage> Thorns: X

I am pretty sure this is a damage and not a percent, so everytime you are hit by a melee attack, 2 <Element Damage> will be sent to the person attacking you.
EX: Fire Damage (Thorns): 2 --Everytime you are hit by a melee attack, you will do 2 fire damage to that attacker.

※ I am almost positive this is a set damage and not a percent, if anyone has information that makes it seem like it is a % damage, please inform me.

Shield Penetration:

This is a very useful mod that allows you to bypass shields when attacking enemies. IF you have 10% shield penetration, then 10% of all your damage, will skip the shield and go directly to the enemies health. If your shield penetration mods total 100%, you can actually bypass shields all together and directly damage health for all monsters. Penetration mods do stack together.

Critical Chance Multiplier <mobtype>:

EX: Critical Chance Multiplier +60% Necro
Let's say you have a base crit chance of 10%, the above mod would have the following effect: 60% of 10 is 6 (10*.6=6), so that would be a total crit chance of 16% when fighting NECRO type monsters.

Increase Critical Chance +%:

These are similar to the above mod, but they do not mention multiplier or the mob. Because of this, they actually add their % to your total crit chance.
EX: Increase Critical Chance +2%
Let's say you have a base crit chance of 10%, the above mod would have the following effect: 10% base crit + 2% from mod = 12% total crit chance.

Increase use rate of <skill type> by X%:

These items actually decrease the cooldown of the skill type mentioned by the percent mentioned.
EX: Increase use rate of Evocation skills by 10%
If your skill normally had a cooldown of 30 seconds this item would lower the cooldown to 27 seconds instead of 30 (30*.1=3 --- 30-3=27)

※ You can find out what the skill type of the questioned ability is by going to your skill list and highlighting the skill. The tooltip that appears should have the type of skill that the ability belongs to, listed below the name.

Energy Consumption: -X:

When using a beam weapon the overall effectiveness will slowly lower as you hold the trigger down. This mod makes it take longer for the beam weapon to lose effectiveness in prolonged use. I do not know the math behind how this affects beam weapons, I just know it allows prolonged use of the beam weapon before losing effectiveness.

※ Any more details on this particular mod would be greatly appreciated.