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Armor 2.0 Mods and Affinities infographic: (Destiny)

by cheapLEY @, Sunday, October 06, 2019, 00:54 (1883 days ago)

Armor 2.0 seems cool. It has a major flaw in that there is no way to see all the mods you have in one place. You have to inspected every gear slot for armor of every elemental affinity to see what mods are available to you for each affinity.

Someone on reddit used light.gg to find the mods and made a handy infographic. This doesn't fix the core issue, in that you still don't know what mods you actually have without inspecting individual armor pieces, but it does help for planning builds by showing what mods are available in which affinities in general.

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Not sure I understand how some of this works...

by Claude Errera @, Sunday, October 06, 2019, 15:41 (1882 days ago) @ cheapLEY

Today, Banshee is selling a Fusion Rifle Scavenger mod, says 'Leg Armor Mod'.

However, after purchase, it doesn't show up as available on any Armor 2.0 legs EXCEPT exotics.

Huh?

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Not sure I understand how some of this works...

by bluerunner @, Music City, Sunday, October 06, 2019, 15:56 (1882 days ago) @ Claude Errera

It's a solar mod, right? Do you have any solar legendary legs?

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Not sure I understand how some of this works...

by cheapLEY @, Sunday, October 06, 2019, 15:56 (1882 days ago) @ Claude Errera

Today, Banshee is selling a Fusion Rifle Scavenger mod, says 'Leg Armor Mod'.

However, after purchase, it doesn't show up as available on any Armor 2.0 legs EXCEPT exotics.

Huh?

It's showing up on a bunch of my boots for me.

Are you sure you're looking at stuff with the correct elemental affinity?

Just in case there's any confusion--each piece of armor randomly rolls with an "affinity" for one of the three Destiny elements. Your Fusion Rifle Scavenger mod has a solar affinity, and is a mod for leg armor. That means you can only apply that mod to boots that rolled as Solar affinity boots. If it's arc or void, you just can't use that mod on those boots.

So mods are locked both to which armor slot they go on and the elemental affinity they require. Unflinching Hand Cannon Aim for example is a void mod that can only go on chest pieces.

There's no way in the game to see what mods you have in total. The only way to see your mods is to inspect the piece of armor for each slot individually, and manually check armor that is either solar, arc, or void affinities.

This chart helps in that you can at least see which mods are which affinities and are equipped on which armor slot. There's still no way to tell if you have those mods other than inspecting the armor and seeing if you have it available.

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Easier to read version.

by bluerunner @, Music City, Monday, October 07, 2019, 07:30 (1881 days ago) @ cheapLEY

Step 1: Choose your weapon to see which element.
Step 2: Choose your perk to see which armor piece.

[image]

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Easier to read version.

by stabbim @, Des Moines, IA, USA, Monday, October 07, 2019, 07:57 (1881 days ago) @ bluerunner

So if I'm reading this right, ALL the mods that are relevant to any given weapon type will always be tied to one specific energy affinity? That makes things much simpler and wasn't at all apparent to me in-game.

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Easier to read version.

by bluerunner @, Music City, Monday, October 07, 2019, 08:27 (1881 days ago) @ stabbim
edited by bluerunner, Monday, October 07, 2019, 08:36

So if I'm reading this right, ALL the mods that are relevant to any given weapon type will always be tied to one specific energy affinity? That makes things much simpler and wasn't at all apparent to me in-game.

That's correct. It's also the source of frustration with the system. For instance you can't run auto rifle and machine gun reload on the same arms. There are generic perks that don't have ties to an element, but it's less efficient use of available energy costs. Auto rifle reloader costs 2, but generic light arms loader costs 5.

Or more frustrating than cost, if I want to run shotgun and rocket launcher, there is no way to have ammo finders for both on my helmet.

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