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All the Modifications

xrazamaxxrazamax Posts: 979 Arc User
I need help documenting the mods available in CO.

I've started to lay the groundwork for ALL MODS in the Champions Wiki mods page as you can see here. I do not have all the information that I need and perhaps there are things I have not consider need documentation. Therefore, I am seeking the help of the community. Currently I need:
  • Stats for all the ranks of all the Offense, Defense, and Utility Mods
  • Where to get the mods (beside vendors)
  • Where to get the mods including vendors.
  • What gears accept which mod types (especially secondary gears)
  • Vehicle mods stats
  • Images of mods if possible.
  • Bonus: Different types of Investigation nodes and where to find them.

Comments

  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    Yeah, I threw in what data I had when I was working on it. :/ I might help out some more if I find the time.

    I tweaked this one: http://www.championswiki.com/index.php?title=Template:UtilityCoreTable Unfortunately the background colors went insane when I alphabetized it.
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  • xrazamaxxrazamax Posts: 979 Arc User
    Unfortunately, without using CSS we can't auto color rows :\

    Thanks for all that info though! If anyone has more "Where to find them" information on mods, then please post it so I can add it to the wiki!
  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    Maybe change the way it uses colors? Most of the rows really don't need them. Is it possible to add separators instead?
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    Critical, Offense, Healing, and Superstat cores are identical to Gamblers, Impact, Growth, Sentinel in an offense slot. I believe there's defense and utility equivalents as well (not on your table) from the GCR vendor, but I don't remember their names.
  • xrazamaxxrazamax Posts: 979 Arc User
    edited March 2018

    Critical, Offense, Healing, and Superstat cores are identical to Gamblers, Impact, Growth, Sentinel in an offense slot. I believe there's defense and utility equivalents as well (not on your table) from the GCR vendor, but I don't remember their names.

    No idea why I didn't consider to look at those other mods before. Thanks! Updated the table, may take a bit to show up though.

  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    part of the data I uploaded came from looking in the GCR store.
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  • redcastle56redcastle56 Posts: 135 Arc User
    Would be nice if you could also run through the high end gear to list how many and what types of slots are in each. Some gear lists it, other just tells you in can be slotted but not how many. Some of us more rookie players could use the info.
  • xrazamaxxrazamax Posts: 979 Arc User

    Would be nice if you could also run through the high end gear to list how many and what types of slots are in each. Some gear lists it, other just tells you in can be slotted but not how many. Some of us more rookie players could use the info.

    This is on my soon to do list. Again, help is appreciated. If people post stats to gear I can more quickly upload the info to the wiki.

  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    edited March 2018
    It's not complicated really. I was thinking about it, but most pieces basically have the same slots. The problem is that you need to have pieces of gear to see what it has for slots, and thus why people would look it up on the wiki....
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  • xrazamaxxrazamax Posts: 979 Arc User

    It's not complicated really. I was thinking about it, but most pieces basically have the same slots. The problem is that you need to have pieces of gear to see what it has for slots, and thus why people would look it up on the wiki....

    Pretty much. That is why I might tackle it soon. Powers take a loooong time to get done, there are tons of them, and meanwhile other pages that people need go un-implemented.

  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    I think the only r4ason why i didn't document gear slots already is that I hadn't decided to do it individually or blanket category.
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  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    Soo... Green Holiday Cracker gives:
    Clarence's Machinery
    Survive the Elements
    Ice Block
    Chilling Defense
    Icy Grasp
    Cold Front
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  • baelogventurebaelogventure Posts: 520 Arc User
    This is what I've managed to scrape up from all the Vehicle Mods in my bank, this is by no means a complete list.

    Support Systems
    Allied Targeting 1: +10% Bonus Healing
    Allied Targeting 4: +12%, +15 Max Energy
    Allied Targeting 5: +13%, +20
    Allied Targeting 6: +14%, +25, +51 Cooldown Reduction

    Flight Computer 2: +10 Top Speed
    Flight Computer 3: +12, +51
    Flight Computer 4: +12, +54
    Flight Computer 5: +13, +59
    Flight Computer 6: +14, +61, +51 Avoidance

    Hull Scanner 1: -10% target resistance
    Hull Scanner 2: -12%
    Hull Scanner 3: -14%, +10% Damage Bonus
    Hull Scanner 4: -16%, +10%
    Hull Scanner 5: -20%, +12%
    Hull Scanner 7: -26%, +13%, +54 Cost Discount

    Onboard AI 1: +10% Damage Bonus
    Onboard AI 2: +10%
    Onboard AI 3: +12%, +10% Damage Resist
    Onboard AI 4: +12%, +10%
    Onboard AI 5: +13%, +12%
    Onboard AI 6: +14%, +12%, +51 Crit Strike

    Target Lock 1: +10% Speed Charge
    Target Lock 2: +10%
    Target Lock 3: +12%, +10 Top Speed
    Target Lock 4: +12%, +10
    Target Lock 5: +13%, +12
    Target Lock 6: +14%, +12, +51 Avoidance

    Telemetry 2: +54 Crit Strike
    Telemetry 3: +59, +51 Avoidance
    Telemetry 4: +61, +54
    Telemetry 5: +66, +59
    Telemetry 6: +69, +61, +51 Crit Severity

    Weapon Diagnostics 1: +10% Speed Charge
    Weapon Diagnostics 4: +12%, +54 Cost Discount
    Weapon Diagnostics 5: +13%, +59
    Weapon Diagnostics 6: +14%, +61, +51 Cooldown Reduction
    Weapon Diagnostics 7: +14%, +66, +54 Cooldown Reduction



    Defense Systems
    Energy Dispersion 1: +10% Bonus healing
    Energy Dispersion 2: +10%
    Energy Dispersion 4: +12%, +10% Bonus Damage
    Energy Dispersion 5: +13%, +12%
    Energy Dispersion 6: +14%, +12%, +10 Max Energy
    Energy Dispersion 7: +14%, +13%, +15

    Hull Plating 3: +12% Resistance, +80 Health Points
    Hull Plating 4: +12%, +84
    Hull Plating 5: +13%, +92
    Hull Plating 6: +14%, +96, +10% Bonus Healing

    Lightweight Materials 3: +59 Dodge Chance, +10 Top Speed
    Lightweight Materials 4: +61, +10
    Lightweight Materials 5: +66, +12
    Lightweight Materials 6: +69, +12, +10% Resistance

    Nanite Booster 1: +80 Health Points
    Nanite Booster 2: +84
    Nanite Booster 3: +92, +51 Dodge Chance
    Nanite Booster 4: +96, +54
    Nanite Booster 5: +104, +59
    Nanite Booster 6: +108, +61, +10 Top Speed

    Reinforced Coating 1: +10% Resistance
    Reinforced Coating 3: +12%, +10 Max Energy
    Reinforced Coating 4: +12%, +15
    Reinforced Coating 5: +13%, +20
    Reinforced Coating 6: +14%, +25, +51 Avoidance

    Teflon Coating 1: +51 Avoidance
    Teflon Coating 3: +59, +10 Max Energy
    Teflon Coating 4: +61, +15
    Teflon Coating 5: +66, +20
    Teflon Coating 6: +69, +25, +51 Dodge Chance

    Reconstructive Biosteel 1: +0.2 Energy per second
    Reconstructive Biosteel 2: +0.4
    Reconstructive Biosteel 3: +0.6, +80 Health Points
    Reconstructive Biosteel 4: +0.8, +84
    Reconstructive Biosteel 5: +1, +92
    Reconstructive Biosteel 7: +1.4, +104, +10% Damage Resistance


    I might have some more kicking around other characters, but this was only on my main.
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