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Best Weapon Mods in Destiny 2: The Final Shape

GigaBrain scanned 1875 comments to find you 61 relevant comments from 10 relevant discussions.
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r/CruciblePlaybook • 1
What are the must have mods for weapons?
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Best weapon mods?
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Best Weapon Mods in Destiny 2: The Final Shape

TL;DR

  • PvP: Targeting Adjuster, Icarus Grip, Radar Tuner
  • PvE: Backup Mag, Spec Mods (Minor, Major, Boss), Anti Barrier

PvP Weapon Mods

For PvP scenarios, mods that enhance aiming and positioning are highly recommended. Targeting Adjuster is popular for snipers as it improves aim assist [5:1]. Icarus Grip is favored for its airborne accuracy benefits, especially on shotguns [1:3][1:5]. Radar Tuner helps maintain awareness of surroundings, which is crucial for snipers in PvP [5:3].

PvE Weapon Mods

In PvE, Backup Mag is frequently used to increase magazine size, allowing for sustained damage output [5:1][5:5]. Spec Mods are tailored to enemy types: Minor Spec for primary weapons, Major Spec for special weapons, and Boss Spec for heavy weapons [5:1]. Anti Barrier rounds are particularly useful in Gambit and other activities with shielded enemies, providing armor-piercing capabilities [5:2].

Versatile Mods

Some mods offer versatility across different weapon types and situations. Freehand Grip enhances hip-fire accuracy, making it a good choice for close-range engagements [1:6][5:3]. Quick Access Sling is beneficial for weapons like breech-loader grenade launchers and bows, allowing for faster weapon swaps [5:3].

Finding Information on Mods

For those looking to explore all available mods and perks, checking community resources such as Discord channels or YouTube guides can be helpful [4:2][4:3]. Websites like wikis also provide comprehensive lists corroborated by various sources [4:5].

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POST SUMMARY • [1]

Summarize

Weapon mods to look for

Posted by bsw2112 · in r/CruciblePlaybook · 7 years ago
7 upvotes on reddit
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ORIGINAL POST

What weapon mods would be the best for crucible? I haven't seen any stability mods being sold so in my experience the best one I bought was targeting adjuster.

I know this may be subjective but I am curious to know what people like.

Also is there a web site where I can see all available weapon mods as well as a place to see all possible perks for a given weapon. I went to destiny db but could not find this info

7 replies
AdrianChm · 7 years ago

I assume that CB mods are essential on some weapons (e.g. 4-burst Pulses) but I wouldn't know for sure as despite playing for hours every day since release I am yet to get one :(

8 upvotes on reddit
B
bacon-tornado · 7 years ago

They're great on the 4 burst and the 540rpm, like the new IB pulse for example. Don't think I'd put it on any other gun then maybe the Halfdan type AR, 340? 360? I don't use ARs though so never tried.

2 upvotes on reddit
F
Fargeen_Bastich · 7 years ago

he's selling one today.

3 upvotes on reddit
[deleted] · 7 years ago

Icarus and radar tuner are really good imo

2 upvotes on reddit
Sipau_Fade · 7 years ago

Backup mag in 180s. They have no need to Icarus, aim assist or counterbalance

1 upvotes on reddit
TuFFrabit · 7 years ago

Icarus grip for days

11 upvotes on reddit
SuitableBasis · 7 years ago

Free hand grip

1 upvotes on reddit
See 7 replies
r/TheFirstDescendant • [2]

Summarize

What are the must have mods for weapons?

Posted by KaptainKuceng · in r/TheFirstDescendant · 1 year ago

Mods that you need to put in regardless of what weapons you are using.

2 upvotes on reddit
2 replies
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S
Shiguhraki · 1 year ago

Rifling and fire rate

2 upvotes on reddit
ThalajDaWuff · 1 year ago

Rifling is the most important. Boost in damage is always good.

1 upvotes on reddit
See 2 replies
r/dyinglight2 • [3]

Summarize

Best weapon mods?

Posted by Alloyslayer · in r/dyinglight2 · 1 year ago

Like the title says what are the best weapon mods as I’m just starting to unlock blueprints so I’m looking to get the best ones and upgrade them.

6 upvotes on reddit
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UneditedB · 1 year ago

Fling and spark is my go to on every weapon. I know people say frost, but I like spark better. because where frost will only stun lock one enemy, spark will stun lock multiple enemies. Pretty much any enemy close will get shocked and stun locked. Also, fling is just awesome lol. It also deals tons of damage.

Also, I like to get the ones that activate on critical hits, this way I never even have to think about using them. They go off on their own.

1 upvotes on reddit
HugelyMoist · 1 year ago

The activated flamethrower mod is FUCKING OP. I downloaded a mod which increases the zombie spawns and its the ultimate horde clear.

1 upvotes on reddit
DominikWrobel · 1 year ago

Fling + frost, fling + spark for bitters, virals groups

2 upvotes on reddit
SnooBunnies8400 · 1 year ago

Everything is good for different situations , you'll figure it out as you progress

1 upvotes on reddit
Ok-Possible-3184 · 1 year ago

What is the best weapon mods to kill Volatiles and goons

1 upvotes on reddit
See 5 replies
r/LastDayonEarthGame • [4]

Summarize

Best weapon mods

Posted by Cheap_Contract_4618 · in r/LastDayonEarthGame · 19 days ago

Is there a guide somewhere for the best mods for each individual weapon (especially firearms).?

5 upvotes on reddit
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5 replies
M
mettallicat · 16 days ago

Check the LDOE discord. It has all the best mods for all weapons

1 upvotes on reddit
serw89 · 19 days ago

Watch this :

weapon mods

4 upvotes on reddit
GMrecreation · 19 days ago

Tbh i feel like that you go on whatever you want on your weapon, durability, damage ? Crit ? Speed ? Spécial power ? Idk, or just slap full purple I guess lol

1 upvotes on reddit
_coon_feetus_yeet · 19 days ago

The wiki has a solid list. More or less corroborated across all other lists from YT, discord etc

1 upvotes on reddit
Soulghost007 · 19 days ago

For auto guns go for more stability so you don't shoot like a storm trooper

Rest. Go for whatever has the most green

It don't have purple and just want to mod using common.

Well do the same

If you too lazy to test on your own then happy cairak has already made a guide about it on youtube

2 upvotes on reddit
See 5 replies
r/DestinyTheGame • [5]

Summarize

What are the best mods for each weapon type (PVE & PVP)?

Posted by polce24 · in r/DestinyTheGame · 5 years ago

For example, I know that Targeting Adjuster is good on snipers for PVP, but what about PVE?

Same for HCs, Pulses, Scouts, Heavys, etc.

Thanks :)

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Enloeeagle · 5 years ago

I see a lot of people recommending spec mods, which are generally good choices.

However, I've really fallen in love with Anti Barrier. I play a lot of Gambit and having armor piercing rounds on weapons is a literal game changer. But that's just me.

1 upvotes on reddit
appabisonhunter · 5 years ago

Quick Access Sling is cool on stuff like breech-loader GLs and bows. (Your clean-up HC pretty much has Quickdraw now, which allows you to pick a gun with another useful perk in place of Quickdraw)

Icarus Grip can be nice on shotguns, but I also like Freehand Grip sometimes.

Radar Tuner on PvP snipers can be a big help staying on top of your positioning.

I'm personally proud of the Freehand Grip I put on my favorite Bygones--it made my long-range gun cover mid to close ranges too. It's a beast.

2 upvotes on reddit
C
CovertWolf86 · 5 years ago

It depends on each different weapon as well as what rolls it has.

2 upvotes on reddit
N1njaSkillz · 5 years ago

backup mag and specs are always the go-to imo

5 upvotes on reddit
Aquatico_ · 5 years ago

In PvE I pretty much exclusively use Backup Mag and the Spec mods. Minor Spec for primaries, Major Spec for Specials, and Boss Spec for Heavies. Of course there are exceptions, but this is a good rule of thumb.

8 upvotes on reddit
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r/DestinyTheGame • [6]

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List of All Weapon Mods

Posted by KissellJ · in r/DestinyTheGame · 6 years ago

You'll want one of each (not equipped on a weapon) going into Shadowkeep, as they'll no longer be consumable. If you have them in your inventory going into next season, you'll get the mod to reuse as many times as you want. (16 unique weapon mods total)

  1. Backup Mag (Banshee-44) [Increases magazine]

  2. Boss Spec (Banshee-44) [Increases damage against bosses and vehicles] (7.5% increase)

  3. Counterbalance Stock (Banshee-44) [Reduces recoil deviation for the weapon] (Adds +15 to Recoil Direction)

  4. Dragonfly Spec (Ada-1) [Increases the radius and damage of Dragonfly]

  5. Freehand Grip (Banshee-44) [Increases accuracy and ready speed while firing from the hip]

  6. Icarus Grip (Banshee-44) [Improves accuracy while airborne]

  7. Major Spec (Banshee-44) [Deals extra damage against powerful enemies] (7.5% increase)

  8. Minor Spec (Banshee-44) [Deals extra damage against rank-and-file enemies] (7.5% increase)

  9. Quick Access Sling (Ada-1) [Swap weapons much faster for a short duration after emptying the magazine]

  10. Radar Booster (Ada-1) [Slightly increases the range at which radar detects enemies]

  11. Radar Tuner (Banshee-44) [Radar immediately returns when you stop aiming down sights]

  12. Rampage Spec (Ada-1) [Increases duration of Rampage]

  13. Sprint Grip (Ada-1) [Temporarily increases the weapon's ready speed and aim down sights speed after sprinting]

  14. Surrounded Spec (Ada-1) [Increases the damage granted by Surrounded. Bonus damage lingers for a brief time when no longer surrounded by three or more enemies]

  15. Taken Spec (Last Wish Raid Chests) [Increased damage against Taken enemies] (10% increase)

  16. Targeting Adjuster (Banshee-44) [This weapon gains better target acquisition]

EDIT: Added where to get mod the easiest and what they do.

EDIT2: Before a hundred people ask... It won't count if it's equipped on your weapon, and no we have no idea the ideal number you should have in your inventory (aka, should you break down all except one now for the mod components, or should you wait and do that in the next season and hope they don't all disappear on Oct 1st?). Anyway, we don't know. Hopefully /u/dmg04 will clarify.

EDIT3: Thanks /u/medleyoz for providing the link to this mods infographic: https://imgur.com/KMGXa9n

769 upvotes on reddit
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[deleted] · 6 years ago

My assumption is that you can only apply the number of mods you have.

For example. If I have 1 taken spec mod I can only apply it to one weapon at a time. If I have 5 taken spec mods I can apply it to 5 weapons at a time. But I can pull it from the weapon and reapply it whenever I want.

-15 upvotes on reddit
astrophysicist99 · 6 years ago

I think I figured out what they meant by

> If your only copy of a mod is in a gun, you will have to reacquire it to unlock it

To have the "Mod 2.0" unlocked when Shadowkeep launches, it needs to be in your inventory, not on a gun.

But yes, just one copy, we can dismantle multiples.

1 upvotes on reddit
solidus_kalt · 6 years ago

there is no number of mods in 2.0, you have unlocked a mod for unlimited use or not.

1 upvotes on reddit
Z
Ze_AwEsOmE_Hobo · 6 years ago

I may just dismantle a couple of weapons to get the mods... Ada's mod system is wack.

72 upvotes on reddit
KissellJ · OP · 6 years ago

I've been using a ton of mod components and weapon parts to horde Rampage Spec mods for new weapons in the DLC... This information would have been very useful "YESTERDAY!" lol

23 upvotes on reddit
MizterF · 6 years ago

I don't think I've ever had a Taken Spec drop in all my Last Wish runs...

166 upvotes on reddit
Triplike · 6 years ago

Never had an Armament mod drop from any raid or menagerie, but I've gotten several Taken Specs. Trade?

I know it's RNG. RNG can R-N-Go fuck itself.

60 upvotes on reddit
T
tosaka88 · 6 years ago

I'll trade it for my Hive armament mod if I could

3 upvotes on reddit
Joey141414 · 6 years ago

I’d like to get clarification if Taken Spec will be an apply-able mod in shadowkeep. Because I only have one and I would kinda hate to dismantle the crooked fang it’s on, but if it becomes universal I will.

13 upvotes on reddit
T
ToFurkie · 6 years ago

Gotta scrap my cluster field prep rocket to get it back. Only ever had 1 drop and it reliably cheesed Riven for a good 40+ runs

Rest in piece Rocket Man

8 upvotes on reddit
Hosein1988 · 6 years ago

I still have my IKELOS hand canon with solar element in my vault!

1 upvotes on reddit
supirman · 6 years ago

If you use DIM you can also use is:weaponmod as filter

30 upvotes on reddit
See 12 replies
r/destiny2builds • [7]

Summarize

Best Leviathan mods

Posted by garglearse · in r/destiny2builds · 4 years ago

I figure the mods that give 25% more ability damage are top tier, but what else have you found to be helpful? For reference, I am running Prestige Eater as a Hunter. Usually I run Wormhusk to make sure I don't die and switch to Nighthawk when DPS is needed.

8 upvotes on reddit
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[deleted] · 4 years ago

Striking hand is always good

1 upvotes on reddit
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r/DestinyTheGame • [8]

Summarize

What mods should I use

Posted by Fresh-Figure-4076 · in r/DestinyTheGame · 3 years ago

I currently have like 3 thousand kills on the ace of spades and i don't know what mods to use to make it better. Please help

04 replies
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Substantial-Try-1681 · 3 years ago

I use a loader and targeting with taking charge and high energy fire. You could also at charge harvester and whatever the hand cannon charge mod is and then combine that with a rift or bubble or inertia override. I’m sure there’s more but that’s all I got off the dome

1 upvotes on reddit
-fx_ · 3 years ago

Can't go wrong with the standard weapon mods (Targeting, reload, ect..).

However, if you're looking more at the CWL mods.. That's a whole thing in itself. Are you playing PvP or PvE? How many of the combat mods do you have?

1 upvotes on reddit
P
Personal_Ad_7897 · 3 years ago

3k kills on Ace im guessing he is a PVP player

1 upvotes on reddit
[deleted] · 3 years ago

lucky pants

1 upvotes on reddit
See 4 replies
r/DestinyTheGame • [9]

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Dev Insights: The Final Shape Weapon Tuning Preview

Posted by DTG_Bot · in r/DestinyTheGame · 1 year ago

Source: https://www.bungie.net/7/en/News/Article/weapon_tuning_the_final_shape


Hey, Guardians, it's the Weapons Team here with the weapon balance update for The Final Shape.

There's a lot to go through, from a comprehensive PvE weapon damage pass to Exotics changes, varying from substantial reworks to minor tweaks. We are also tamping down some outliers with an eye toward the World First race for the upcoming raid. And maybe there's a hint in here about a returning fan-favorite weapon, too...

##Weapon Archetypes

Back in update 6.3.0, we rolled a set of Spec mods (Dragonfly, Surrounded, and Rampage) into the base functionality of those perks, and now we're coming for the rest of the Spec mods. We've increased base weapon damage almost universally (making exceptions for weapons that were already overperforming or that we buffed very recently) and have retired the following weapon mods:

  • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.

We were already happy with the damage output of Exotic Primary weapons and Trace Rifles, so we only slightly reduced their damage bonus versus red bars. In most cases this means their damage output is roughly unchanged (since they receive the buffs below).

  • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).

Included below are the matching damage changes by weapon archetype. Note that we made some exceptions for Exotic weapons that were already performing strongly and applied some buffs just to specific tiers of enemies. Except where noted, these changes are in PvE only. Also note that, because Exotic weapons can't equip mods, this gives them a larger relative buff than Legendaries, e.g., Riskrunner's maximum possible damage is increased 10% versus red bars, but Shayura's Wrath's is increased by 3% in effect because it can no longer slot a Minor Spec mod.

In addition to compensating for the removal of Spec mods, we've taken this opportunity to buff some weapon types that have languished in endgame PvE, most notably Pulse Rifles.

  • Increased base PvE damage versus all combatants.

    • Pulse Rifles: 20%

      • Exceptions: Graviton Lance and Revision Zero's Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.)
    • Pellet Shotguns: 10%

      • Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.)
    • Slug Shotguns: 9%

    • Fusion Rifles: 7%

      • Exceptions: One Thousand Voices. (This one was just buffed.)
    • Sniper Rifles: 7%

      • Exceptions: Izanagi's Burden's Honed Edge shots and Cloudstrike's storm. (These are both performing well.)
    • Glaive projectiles: 7%

    • Linear Fusion Rifles: 5%

  • Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.

    • Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%

    • Auto Rifles and Pulse Rifles: 15%

      • For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero's Heavy Burst mode are included.

        • I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars.
    • Submachine Guns: 10%

    • Hand Cannons: 5%

  • Increased damage versus Majors (orange bars).

    • Trace Rifles: 20%
  • Increased damage globally, including PvP.

    • Machine Guns: 7%
    • Swords: 7%
  • Splash damage from add clear-Exotic Primary weapons was overperforming in The Final Shape when combined with the damage buffs listed above, so we've pulled it down slightly on a handful of weapons.

    • Reduced splash damage by 10%:

      • Sunshot
      • Trinity Ghoul
      • Polaris Lance
      • Graviton Lance

Several releases back, we gave Kinetic weapons a substantial damage bonus in PvE to account for it being harder to use them in subclass builds. In general, we're ok with leaving this in place until we have a better-defined role for Kinetic weapons, but the bonus damage versus Boss-tier combatants was making it hard for weapons of other damage types to compete.

  • Kinetic damage type weapons no longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.

    • For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss.

We've also made some quality-of-life changes to several weapon types.

  • Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.

    • 2-burst: Heavy Burst

      • Includes Sidearms, Hand Cannons, and Pulse Rifles.
    • 3-burst: Adaptive Burst

      • Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles.
    • 4-burst: Aggressive Burst

      • Includes Pulse Rifles.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.

  • Scout Rifles

    • Updated the hip-fire reticle to better show accuracy and aim-assist state.
  • Hand Cannons

    • Some aggressive Hand Cannons struggle to compete with the stats of the top-tier examples [cough] Igneous Hammer [cough], so with Crimil's Dagger and Something New returning in The Final Shape, we updated their stats.

      • Crimil's Dagger (Iron Banner)

        • Stability: 23 to 31
        • Handling: 23 to 31
        • Magazine Size: 8 to 9
        • Airborne Effectiveness: 10 to 21
      • Something New (Solstice)

        • Stability: 27 to 30
        • Handling: 24 to 30
        • Magazine Size: 8 to 9
  • Low inventory Sniper Rifles were a little too low in PvE for our liking, so we've increased the minimum.

    • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
  • Linear Fusion Rifles

    • Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control.

      • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • Wave Frame Grenade Launchers deal competitive damage as of the Destiny 2: Into the Light update, but some stats on these didn't have a gameplay effect. In this pass, we're adjusting the blast radius.

    • The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.

      • The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before).
    • Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we've pulled the length of the wave back a little.

      • Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger).
  • Swords

    • Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.

    • Bug fixes:

      • Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding.
      • Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword's energy recharge delay.
      • Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks.

##Exotics

Divinity's ability to bypass combatant gameplay by generating a weak spot (called a "cage" internally) on command has too high an uptime as it stands, particularly with trigger feathering. We're not changing how effective the cage is or how feathering works, but we are increasing how long it takes to generate the cage, which will make it less ammo-efficient and less useful against targets that break aim frequently.

  • Increased the number of shots required to generate the cage by 75% against combatants (PvP unchanged).

Rat King's firing animation makes the weapon hard to control at high rate of fire, so we've updated it.

  • Swapped the firing animation to the same one used by other auto-fire Sidearms.

Devil's Ruin could be made to apply its firing animation to other equipped Sidearms.

  • Fixed an issue where the firing animation from Devil's Ruin would get applied to other equipped Sidearms if the weapon was swapped during the firing animation.

Symmetry needed a little attention, particularly its reload speed and handling, so we took this opportunity to increase those via the catalyst.

  • Catalyst now provides +10 reload speed, +10 handling, and the Eddy Current perk, in addition to its existing effects.

Gjallarhorn's Wolfpack Rounds always looked like Arc projectiles, regardless of the weapon's actual damage type.

  • Updated the visuals of Wolfpack Rounds to match the damage type of the weapon.For example:

    • On Gjallarhorn, they will use Solar effects.
    • On the Royal Entry Void Rocket Launcher buffed by Gjallarhorn, they will have Void effects.

Touch of Malice's burn from the Darkness Ball didn't last long enough to be useful in PvE.

  • Increased duration of burn applied by the Darkness Ball against combatants from 2 to 3.5 seconds.

Osteo Striga made it too easy to spread poison across a whole encounter from a couple of kills of weak combatants.

  • Now has a 4-second cooldown on the poison burst on kills. (Poison burst from sustained damage doesn't receive this cooldown.)

Necrochasm's add clear role wasn't as strong as we'd like, so we've buffed it and replaced the Outlaw perk on the catalyst with a new, custom perk that leans into this role.

  • Intrinsic perk now provides increased reload speed after precision kills.

  • Increased duration of burn applied by the Cursed Thrall explosion against combatants from 2 to 3.5 seconds.

  • Catalyst has been rebuilt.

    • One for Thrall: Damaging 3 combatants in quick succession provides a period of increased damage, range, and aim assist.

While The Lament’s damage is roughly equivalent to other Swords, the healing on hit largely removes the intended downside of using a Sword for boss DPS, and the chained heavy attack was too strong.

  • Reduced healing effect by 20%.

  • While this weapon does inherit the 7% global buff to Swords, we've reduced the damage of the high end of the chained heavy attack by 20% from that point.

    • This means combos at lower stacks are less affected by the change than combos at higher stacks.

Dead Man's Tale's rapid-fire hipfire fantasy isn't landing as well as we'd like, so we've bumped up the rate of fire and added a bit of stability to Cranial Spike to make this easier to control. At the same time, its strength is skewed a little high on mouse and keyboard and a little low on controller, so we've tuned accuracy and magnetism (controller reticle friction) to address this.

  • Baseline:

    • Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack).
    • Increased reload speed benefit of Cranial Spike stacks.
  • With catalyst, iwhen hip-firing:

    • Slightly reduced accuracy benefits.
    • Increased magnetism falloff scale (1.6 to 1.7).
    • Increased baseline rate of fire from 130RPM to 140RPM.
    • Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike.

The Colony's fantasy of spawning self-replicating insectoid robots is something we've wanted to juice for a while now. This update allows The Colony to deal with waves of combatants in a unique way.

  • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher combatants.

Truth has fallen far behind other Exotic Rocket Launchers, largely due to its lackluster damage, and we wanted to lean further into total rocket count.

  • Increased area-of-effect (AoE) damage such that it doesn't lose noticeable damage due to not dealing impact damage.
  • Increased total reserves by 3. (This is on top of the reserves change to high impact Rocket Launchers from the 7.3.5 update.)

The Queenbreaker's damage output is outpaced by Legendary Linear Fusion Rifles, so we've increased its damage and reserve ammo to compensate. We do see frequent requests to move Queenbreaker to the Energy slot, but given the number of Special ammo damage options in this slot, we have opted to push it further in the Heavy slot. We're working on some functionality changes to this weapon for a future update as well.

  • Increased damage versus bosses, minibosses, Champions, and vehicles by 12%.
  • Increased reserve ammunition by 3.

The power from Cerberus+1's focus fire perk from the Exotic catalyst was limited by it being always available. We've changed this to only being available following a kill, allowing us to increase its strength.

  • Focus fire now will activate on Special reloads following a kill and will no longer reduce range or rate of fire.

In a world where Bastion has competition for a Fusion Rifle in the kinetic slot, we felt that it was time to lean further into emulating Saint-14's combat style.

  • Reworked Saint's Fists perk: Dealing damage with melee increases your charge rate, damage, and reload speed for a short duration. Landing a majority of pellets in a burst increases melee damage.

Eriana's Vow has fallen behind other anti-barrier Special weapons and, as a Solar weapon, has the opportunity for a subclass tie-in.

  • Breaking a matched shield or piercing a Champion's Barrier will cause the target to ignite.

Deterministic Chaos didn't have a clear niche when it shipped, so we've redesigned it to be an anti-Champion and weakening powerhouse.

  • This weapon is now intrinsically anti-barrier.

  • The Heavy Metal and Vexadecimal perks have had their locations and behavior swapped.

    • Heavy Metal now causes every 4th bullet to make targets volatile.
    • Vexadecimal now causes every 16th bullet to also weaken targets.

The flexibility offered by The Fundamentals (on the Borealis, Hard Light, and Dead Messenger Exotic weapons) is useful, but most of the time there's no need to switch damage types rapidly, so it's irritating having the current damage type clear on death.

  • The Fundamentals now maintains its state across death or respawn.

##Perks

Alacrity working in solo activities is intended, but it's too strong a perk to have 100% uptime in PvP.

  • Will no longer work in Rumble.

Archer's Gambit has been brought down a bit so it can be used on Legendary weapons.

  • Reduced draw time buff from 66% to 60%.
  • Reduced buff duration from 8 to 4 seconds (but it can now stack up to 8 seconds).

Grave Robber needed some extra love.

  • Will now activate on dealing damage with a powered melee, in addition to standard melee kills.

Chain Reaction is too strong on Special ammo weapons in its current form, so we've branched it between Heavy and Special ammo weapons and will be shipping it on new Special weapons in The Final Shape.

  • Special: About 15% smaller AoE size and 20% less damage.
  • Heavy: Same AoE as before and 30% more damage.

Eddy Current was a little too slow to activate and didn't provide a strong enough bonus, particularly when amplified.

  • Now takes 1.5 seconds of sprinting to activate instead of 3 seconds.
  • Also provides a bonus to handling and a 5% scalar on each stat at base.
  • Being amplified will immediately activate the perk at its maximum effectiveness.

Underdog was shelved a long time ago, but we wanted to swap it out for a more viable perk on weapons that still had it.

  • Instances of Underdog have been replaced with Pulse Monitor.

Osmosis and Permeability have some interesting build-crafting potential, but when all they do is change damage type, they don't have enough general utility. It's also irritating when the perk effect falls off when you don't actually put your weapon away.

  • These no longer drop off when pulling out a Ghost or similar actions.
  • Now partially refill the weapon's magazine on activation.

The previous Chill Clip change hurt slow rate of fire weapons disproportionately and left Rapid-Fire Fusion Rifles as the clear best option, so we've branched the functionality to account for this.

  • Adjust the number of slow stacks applied based on properties of the weapon.

    • In this case, Rapid-Fire Fusions like Riptide will still require 3 shots to freeze, but slower firing Fusions only require 2.
  • All other archetypes have been un-nerfed and only require 2 shots to freeze.

High Ground's functionality wasn't delivering on the concept strongly enough, so we've granted it better baseline functionality while retaining the fantasy.

  • Reworked to provide a stacking damage bonus when getting kills in any context (like Rampage) or instantly granting the maximum amount of stacks when damaging an enemy from the high ground.
  • PvE max bonus increased to a 25% damage bonus, and PvP max increased to 15%.

The Killing Tally perk on the original 21% Delirium Machine Gun has been updated to match the version found on random-rolled weapons.

Perks that currently match your equipped subclass have been changed as follows:

  • Osmosis and Tessellation now match the damage type of your equipped grenade.
  • Permeability and Elemental Capacitor now match the damage type of your equipped Super.

Deconstruct had a variety of issues that cropped up when it started to appear on AoE weapons. It's been updated to address bugs and prevent exploiting ammo generation:

  • Now refills from reserves instead of from thin air and should trigger more reliably across weapon types.

##The Future

Now that we’re largely happy with weapon damage in PvP, we’re going to move the PvP-specific tuning out of the game modes and into base weapon tuning in the future. This will give us the ability to fine-tune damage per weapon subfamily, e.g., on precision Hand Cannons instead of all Hand Cannons.

We also have some big systems changes we’re working on for a future release, including redesigns of the PvP and PvE ammo economies, introducing more player choice into weapon mods and more new weapon types.


And that's all we had for today. We hope these changes will help you better understand how your arsenal will fare once The Final Shape arrives on June 4 and that you can better prepare your loadouts for the new raid. Be on the lookout for another sandbox-focused article coming on May 22 about abilities and Exotic armor.

858 upvotes on reddit
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stormfire19 · 1 year ago

Swords are incredibly situational, being only useful for a few bosses. Additionally, bequest (a legendary) already out damages lament. This is totally unnecessary and out of touch IMO

134 upvotes on reddit
swampgoddd · 1 year ago

Not happy with the nerf to Lament, hitting its healing just makes banner of war even more necessary for sword builds, and hitting its damage is unnecessary.

Also, if they're gonna hit the best exotic sword, can they buff the other exotic swords at least? Black Talon still needs a better ammo economy.

899 upvotes on reddit
S
SharkBaitDLS · 1 year ago

The rationale of “it’s basically the same as legendary swords except for the healing so we’re nerfing the one thing that makes it stand out from legendary options” doesn’t really land well either. What’s the point of an exotic if not to be stronger than legendary options?

568 upvotes on reddit
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SasparillaTango · 1 year ago

I guess they want us to use the new slammer sword or falling guillitione. You can get 2 damage mods on a falling guillitione, so I'd bet the damage and effiicieny is better there.

2 upvotes on reddit
stormfire19 · 1 year ago

Except bequest is better for DPS, so the point is moot anyways. There are only 2 raid bosses where swords are usable anyways, so I don't get it.

28 upvotes on reddit
ExoCayde6 · 1 year ago

I think Destiny still struggles with this across a lot of the exotics. And as a rule of thumb most of the exotic primaries struggle to justify "wasting" an exotic slot. It's gotten better though. Thinking of Sunshot and the adjustments to Thorn that I wasn't here for.

More on Thorn, love this gun even more than I already did. Thorn + grips is just nasty.

78 upvotes on reddit
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ShoutOutTo_Caboose · 1 year ago

These devs that do weapons tuning only see numbers. I can understand tuning a gun or a perk because it's fallen behind other options but to nerf an exotic like Lament is just moronic. It already has a somewhat lengthy quest to acquire, it should be one of the premier DPS options for high end content.

9 upvotes on reddit
ThyySavage · 1 year ago

Rip adept weapons

4 upvotes on reddit
B
Brain124 · 1 year ago

So adept mag will be great for my Auto Loading/Bait and Switch Cataphract Adept? I never got Envious but this changes things!

4 upvotes on reddit
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negative-nelly · 1 year ago

when you get to 0 left do you lose it (like the OG mods used to work). I have 24 and am scared to use them. why, I don't know.

1 upvotes on reddit
williamtheraven · 1 year ago

That's not a bad thing though, weapon mods are kind of pointless anyway

10 upvotes on reddit
E
ErgoProxy0 · 1 year ago

I used Tractor and bonk hammer before the nerf to throwing hammer. Before that I tried Nessa’s Oblation, Heritage and Tractor

2 upvotes on reddit
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r/cyberpunkgame • [10]

Summarize

What is the best mod pairing for each weapon type?

Posted by Jentrasa · in r/cyberpunkgame · 5 months ago
post image

So I have been playing this game for over 1300 hours now(definitely addicted) and I’ve spent time collecting 5++ versions of most of this games weapon arsenal and every skin variant (still looking for a gold plated crusher). However I have become paranoid about modding them since I cannot remove mods from the weapons anymore. I would like to hear y’all thoughts on what is the best pairing of mods on each weapon type in the game(excluding the chimera mods since you can only get one) so I can start using the weapons I have gathered without building them wrong. Plz help.

reddit.com
17 upvotes on reddit
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Tyrayentali · 5 months ago

Vivisector seems insanely strong with adrenaline. You basically get guaranteed 50 health.

2 upvotes on reddit
unholy-confetti · 5 months ago

how do u get tier 5 mods?

1 upvotes on reddit
Jentrasa · OP · 5 months ago

You can combine two mods of one tier to make a higher tier one in crafting

1 upvotes on reddit
amangydog · 5 months ago

Bro I CANNOT find a kneel! mod

3 upvotes on reddit
Jentrasa · OP · 5 months ago

You have to be at street cred 40+ and reload shops by skipping 24 hours to spawn it in. Also certain stores sell different rare mods so there’s a chance you could reload the wrong one. Just check each shop and reload time till you find it.

2 upvotes on reddit
amangydog · 5 months ago

Hmmm, I knew the street cred part but didn’t know shops could have unique stock - shit, thank you!

1 upvotes on reddit
ImStuckInNameFactory · 5 months ago

I just put as many headhoppers as I can in my smart guns

1 upvotes on reddit
XoXiuS · 5 months ago

maaan, wish u included melee and throwables.
I am so overwhelmed with these many mods in game, I cant figure out how many are for melee/throwables, to find perfect

1 upvotes on reddit
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Related

Best armor mods in Destiny 2: The Final Shape

Best strategies for Destiny 2: The Final Shape

Best raid gear in Destiny 2: The Final Shape

AI Answer

🤖

Best weapon mods in Destiny 2: The Final Shape

Key Considerations for Weapon Mods in Destiny 2: The Final Shape

  1. Playstyle Compatibility: Choose mods that complement your playstyle. For example, if you prefer aggressive gameplay, look for mods that enhance damage output or reload speed.

  2. Activity Type: Consider the activities you engage in most (PvE vs. PvP). Certain mods may be more effective in raids or strikes, while others shine in Crucible matches.

  3. Synergy with Weapons: Some mods work better with specific weapon types (e.g., hand cannons, shotguns). Ensure your mods enhance the strengths of your chosen weapons.

  4. Elemental Affinity: Take advantage of elemental mods that align with your subclass and weapon type, as they can provide additional bonuses and effects.

  5. Seasonal Changes: Stay updated on seasonal changes and meta shifts, as weapon mods can be adjusted for balance, impacting their effectiveness.

Recommended Weapon Mods:

  • Major Spec: Increases damage against powerful enemies, making it ideal for PvE activities like raids and Nightfalls.

  • Targeting Adjuster: Improves aim assist for precision weapons, enhancing your performance in PvP.

  • Rampage: Grants increased damage with each consecutive kill, perfect for aggressive playstyles in both PvE and PvP.

  • Swashbuckler: Similar to Rampage but rewards melee kills, making it great for close-range combat.

  • Quickdraw: Allows for faster weapon swapping, beneficial for fast-paced encounters.

Conclusion: Tailor your weapon mods to fit your preferred playstyle and the activities you participate in. Experiment with different combinations to find what works best for you, especially as the meta evolves with new updates.

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