Item mods: Difference between revisions

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{{disambig hatnote|This page describes item '''mods''', which are modifiers applied to equipment or items. For a more general usage of the term, refer to [[mods (disambiguation)]].
{{disambig hatnote|This page describes item '''mods''', which are modifiers applied to equipment or items. For a more general usage of the term, refer to [[mods (disambiguation)]].
}}
}}
Item mods, often referred to simply as "mods", represent enhancements or abilities that can be added to an item. Mods can either be added intentionally to an item with the [[Tinkering]] skills, or mods can appear spontaneously on an item as part of procedural item generation. Items are limited to a maximum of 3 mods in almost all cases.<ref>One rare but notable exception to the 3 mod limit is described on the [[extradimensional]] page.</ref>
Item mods, often referred to simply as "mods", represent enhancements or abilities that can be added to an item. Mods can either be added intentionally to an item with the [[Tinkering]] skills, or mods can appear spontaneously on an item as part of procedural item generation. Items are limited to a maximum of 3 mods in almost all cases.<ref>One rare but notable exception to the 3 mod limit is described on the [[extradimensional]] page.</ref> The [[gigantic]] mod is the primary exception, as it does not take up a modification 'slot'.{{Code Reference|namespace=XRL.World.Parts|class=ModGigantic|method=GetModificationSlotUsage}}


Relics have unique modifiers and a described separately. For more information about relics, refer to the [[Relic]]s page.
Relics have unique modifiers and a described separately. For more information about relics, refer to the [[Relic]]s page.
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== Mod Rarity ==
== Mod Rarity ==


Each mod has a rarity value of either Common, Uncommon, Rare, or Mega Rare. The rarity of the mod affects its weighted chance of appearing on procedurally generated items within the overall mod pool for that item. The rarities have the following weights.{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getBaseRarityWeight}}
Each mod has a rarity value of either Common, Uncommon, Rare, Rare 2 or Rare 3. The rarity of the mod affects its weighted chance of appearing on procedurally generated items within the overall mod pool for that item. The rarities have the following weights.{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getBaseRarityWeight}}<ref>The actual weights for mods by rarirty are 100000, 40000, 10500, 1500, and 150, but those numbers have been simplified to the highest common factor for this article.</ref>
   {| class="wikitable"
   {| class="wikitable"
   ! Rarity
   ! colspan="2" | Rarity
   ! Weight
   ! Weight
   |-
   |-
  | C
   | Common mods
   | Common mods
   | 2000
   | 2000
   |-
   |-
  | U
   | Uncommon mods
   | Uncommon mods
   | 800
   | 800
   |-
   |-
  | R
   | Rare mods
   | Rare mods
   | 240
   | 210
   |-
   |-
   | Mega Rare mods
   | R2
  | Rare 2 mods
  | 50
  |-
  | R3
  | Rare 3 mods
   | 3
   | 3
   |}
   |}


The actual percentage chance of a mod depends on the number of each rarity of mod in the overall pool of potentially applicable mods for an item. For example, in a pool of 3 common mods, 2 uncommon mods, 1 rare mod, and 1 mega rare mod, the total weight would be 7843 (2000+2000+2000+800+800+240+3) and the weighted percentages would be 76.5% common, 20% uncommon, 3.1% rare, and 0.4% mega rare. The exact pool of mods varies for each type of item, such as a grenade or a pair of boots.
The actual percentage chance of obtaining a particular mod depends on the rarity of each mod in the overall pool of potentially applicable mods for an item. For example, in a pool of 3 common mods, 2 uncommon mods, 1 rare mod, and 1 rare 3 mod, the total weight would be 7813 (2000+2000+2000+800+800+210+3) and the weighted percentage of obtaining mods of a specific rarity would be 76.6% common, 20.4% uncommon, 2.68% rare, and 0.03% rare 3. The exact pool of mods varies for each type of item, such as a grenade or a pair of boots.


In addition to rarity, some mods have a "Native Tier", which represents the lowest tier of item that the mod is likely to appear on. It is still possible for the mod to appear on lower-tier items, however the weighted chance of a mod appearing on items is significantly reduced for items below the mod's native tier. ('''Weight ÷ ((ModNativeTier - ItemTier) * 5)'''){{Code Reference|namespace=XRL.World|class=ModificationFactory|method=ApplyModifications|name=ApplyModifications}}{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getTierRarityWeight}}
In addition to rarity, some mods have a "Native Tier", which represents the lowest tier of item that the mod is likely to appear on. It is still possible for the mod to appear on lower-tier items, however the weighted chance of a mod appearing on items is significantly reduced for items below the mod's native tier. ('''Weight ÷ ((ModNativeTier - ItemTier) * 5)'''){{Code Reference|namespace=XRL.World|class=ModificationFactory|method=ApplyModifications|name=ApplyModifications}}{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getTierRarityWeight}}
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=== Tech Wall Mods ===
=== Tech Wall Mods ===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Tech Wall'|order by=Name ASC}}
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Tech Wall'|order by=Name ASC}}
== Tinkerable Mods ==
Several, but not all mods can be added to their appropriate items if they have learned it with a data disk. The cost of such modification is the highest(right-most) bit of the mod, and the tier of the item to be modded. For example, modding a {{favilink|fullerite plate mail}} to be flexiweaved would cost {{bits|25}}: flexiweaved costs {{bits|2}}, and fullerite plate mail is tier 5 armor. For any additional modification already on the item, the cost based on the tier will increase by 1. If the flexiweaved fullerite plate mail was further modded to add wooly, it would cost {{bits|26}}: wooly costs {{bits|2}}, and the tier of the plate is 5 plus 1 from the flexiweaved mod.
=== Tinker I ===
{{Mods that can be learned with|Tinker I}}
=== Tinker II ===
{{Mods that can be learned with|Tinker II}}
=== Tinker III ===
{{Mods that can be learned with|Tinker III}}


{{references|2.0.201.114}}
{{references|2.0.201.114}}
{{Mechanics Navbox}}[[Category:Mechanics]]
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