Weapon modification calculations

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Gungnr
Posts: 17
Joined: Sat, 15. Apr 23, 04:04
x4

Weapon modification calculations

Post by Gungnr »

I have been rolling for weapon mod stats on both exceptional and basic weapon mods. Some stats do not seem to add up. Logic dictates that a positive percentage increases a statistic while negative decreases it. For stats like weapon cooling and reload, one would think a negative percentage is desired here as it would decrease cooling and reload times. In fact, many exceptional mods have negative percentage ranges for these stats, leading me to believe that is the desired range.

However, on the ship stats page, when rolling for reload stats, it looks like a positive percentage actually increases the burst and sustained weapon output values. Rerolling multiple times, I saw the outputs increase when the mod had similar damage value, but increased positive reload times. This leads me to believe the in-game calculation for some of these values is off. See screenshot.

https://imgur.com/a/ziSrP3j

Playing vanilla game, all DLC, latest game version on Steam.
Gungnr
Posts: 17
Joined: Sat, 15. Apr 23, 04:04
x4

Re: Weapon modification calculations

Post by Gungnr »

Further testing shows multiple inconsistencies with modifications:

1. Some basic "green" modifications have better stat ranges than exceptional "purple" ones
2. Some exceptional modifications have negative stats (logic would dictate Exceptional purple modifications are best in slot)
3. Enhanced "blue" modifications have worse stat ranges than green or purple modifications
4. Reassembling the modifications to "re-roll" the stats of a modification spends credits (as stated in the UI) but also uses X2 of the mid tier crafting material (not stated in the UI, nor any logical reason 2 are used up)

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