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Armor Stats
Introduction
Welcome to my first guide: armor stats! I'll be going over each stat, how it affects your gameplay, how stat numbers work, and what to look for in your armor drops.
Stat Definitions
Mobility determines how fast you move when walking and sprinting, how high you can jump, and how much extra boost your double jump gives you.
Resilience determines how much damage you can take before dying, as well as how much damage you take when breaking out of a Stasis freeze.
Recovery determines how fast your health regenerates, as well as how long it takes after taking damage to begin regenerating.
Discipline determines how long it takes your grenade to recharge.
Intellect determines how long it takes your Super to recharge.
Strength determines how long it takes your melee ability to recharge.
Note - Class Stats
Each class (Warlock, Hunter, Titan) has a Class Stat that will determine how long it takes your Rift, Dodge, or Barricade to charge. For Warlocks, Recovery, for Hunters, Mobility, and for Titans, Resilience. With this in mind, you should always pick your respective class stat to boost as much as possible.
Stat Numbers
When opening your character screen, you will see your Stat numbers to the right of your Guardian. Individual stats increase at intervals of 10 up to 100, where any value above 100 has no effect. With this in mind, it is ideal to aim for 100 as close as you can with your focused stats.
When inspecting a piece of armor, you will see the armor's stat numbers in the bottom right of your screen. Below is an example.
Some will say you should only consider keeping a piece of armor if the Total is >60, however I believe the piece's stat distribution is much more important. This armor piece is equipped on my Warlock, and as you can see, the two highest stats I have are Recovery and Intellect. (Side note - This armor piece has a +10 to Intellect due to an armor mod, as well as a Masterwork, adding +22 to the base drop.)
In my opinion, you should pick two stats to focus - your Class Stat, and one to suit your personal needs. For example, I chose Recovery as my Class Stat and Intellect as my secondary, since I tend to use my Super a lot in my gameplay. Any other Warlocks out there could choose any other stat to better suit their needs.
All that being said, I would be on the lookout for stat distributions that look like the attached image, with one or two stats standing out among the rest, those being the stats you want to focus. Use General Armor Mods to further increase an armor's stats and dont be afraid to try new stat combinations and styles of gameplay! Thanks for reading!
~A
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Armor Mods and Affinities
Introduction
Welcome to my first guide, Armor Mods and Affinities! In this guide, I'll be going over mod types and armor/mod affinities. Hope you enjoy!
Overview
Armor Mods modify your gameplay experience with a wide variety of effects. Each mod has an associated Energy Cost that determines whether or not you can slot a given mod into your armor. Each piece of armor will drop with an Energy Level between 1 and 10, and can be upgraded up to Level 10, where it is referred to as a Masterwork. Levelling up and masterworking items costs Glimmer, Legendary Shards, Enhancement Cores, Enhancement Prisms, and Ascendant Shards, the cost rising as you level up a given item.
Any given Legendary armor piece will have 4 mod sockets (with the exception of Raid Armor, which has 5, including a Raid Mod), 1 General, 2 Piece-specific (Head, arms, chest, legs, or class), and 1 Combat Style.
Mods can be purchased from Ada-1 and Banshee-44 in the Tower, or earned from decrypting Engrams.
Armor affinities determine which mods an armor piece will accept. There are currently four affinities: Arc, Void, Solar, and Stasis. For example, Hands-On, an Arc Head Mod, can only be equipped on a helmet with an Arc Affinity, and so on.
Mod Types
General
General armor mods will increase a given stat of the armor piece; Mobility, Resilience, Recovery, Discipline, Intellect, or Strength. There are Regular and Minor versions of each general mod, with the regular version adding +10 to its respective stat, and the minor version adding +5.
Piece-Specific
Head Mods
Ammo Finder mods increase your chance of finding ammo for your equipped weapons. For example, Fusion Rifle Ammo Finder will increase your chance of finding special ammo while you have a Fusion Rifle equipped. Primary weapon kills (especially Exotic-rarity weapons) will give a higher chance. You can also slot two of the same Ammo Finder mod to further increase your chances of finding ammo. Slotting multiple copies of the same mod will be referred to as stacking in this guide.
Targeting mods will increase the aim-down-sight (or ADS) speed, target acquisition, and accuracy of a certain weapon type. Stackable.
Arm Mods
Loader mods increase the reload speed of a certain weapon type. Stackable.
Dexterity mods increase ready and stow speeds, or how fast you can pull a gun out and put it away, for a certain weapon type. Stackable.
Chest Mods
Resistance mods will decrease incoming damage from different sources. Includes Concussive Dampener, which decreases incoming Area of Effect (or AoE) damage from all sources. Stackable.
Reserves mods will increase how much ammo you can carry of a given weapon type. Stackable.
Unflinching mods will reduce how much you flinch when shot while ADS-ing a given weapon type. Stackable.
Legs Mods
Holster mods gradually reload certain stowed weapons over time. Stackable, but the second Holster mod will act like a Loader mod, reducing the time it takes to fully reload.
Scavenger mods increase how much ammo is gained from ammo bricks you collect. Stackable.
Class Item Mods
Finisher mods will give special effects when you defeat an enemy with your finisher.
Raid Mods
Raid Mods can only be slotted in the Raid Socket of armor acquired from Raids, and have effects that are only active while playing a given raid. For example, you can acquire the armor set from Garden of Salvation, and slot mods in the raid socket that only have an effect while you are playing Garden of Salvation with the armor piece equipped.
Elemental Mods
Elemental mods are specific to armor with matching affinity, and have unique effects. There are elemental mods for Piece-Specific and Combat Style sockets, as well as Raid sockets.
Combat Style
Combat Style mods are where the fun begins. There are 3 main combat styles: Warmind Cells, Charged With Light, and Elemental Wells.
Warmind Cells are spawned when defeating an enemy with an IKELOS or Seventh-Seraph weapon while you have a Warmind Cell mod equipped (with the exception of Wrath of Rasputin, which has a chance to spawn a cell on Solar Splash Damage kills). They can have many different effects, such as weakening nearby enemies, exploding when shot, or even launching enemies into the air.
Charged With Light typically requires 2 mods to be equipped, one to generate Charged With Light stacks, and one to consume them. Like Warmind Cells, you can do a lot with Charged With Light, such as increasing weapon damage, emitting a burst of Arc energy when damaged, or granting you Super energy.
Elemental Wells are spawned at the feet of enemies you defeat, and at base, grant ability energy when collected. Additional Elemental Well mods can increase how much energy you gain, make wells track to you, or make your melee deal increased damage.
Combat Style mods are very varied in their effects, so try out as many as you can to see what suits you best!
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