Weapon Building Guide
By RexNoctis.
In this guide I just want to explain the basics of how to mod your weapon in The First Descendant (TFD). Im not gonna go into specific more nieche builds like gley etc.
This guide is mainly for beginners who want to understand the mod system and the way the weapon stats get affected by them. So lets get into it!
Click to enlarge…
First of the most important to mention is that that pretty much all mods work of your weapons BASE stats.
Those base stats are fixed to your weapon at that level and cannot be changed. Your weapon sub stats and passive effects also work of said weapon base stats.
The next thing of importance is that the mods you apply to your weapon are multiplicative and will increase your base stats by said % amount. That means if you have 10.000 base attack and a mod gives 50% attack you will have 15.000attack after mods.
This is the reason why a LOT of “purple” weapons are outperforming “ultimate” weapons because their base stats are so much higher that the mods have more value on them.
(In the applied value section in the modding screen you can see the total sum of your mods applied to your weapon).
Next thing will be the difference between mod categories.
Generally speaking the blue mods are your biggest raw stat increase without drawbacks or other features.
Usually on most weapons you want to go for a variety of mods that will also scale with each other.
Firerate is very good but worthless on its own because your single bullet dmg will be very low, which just makes you consume a lot more ammo.
When looking for a weapon that you want to build its important that you factor in what mods youre going to be able to apply to it.
For most general rounds weapons you want a mix of mods that look something like this.
Starting of With attack buffs when youre beginning to build a weapon is usually the best thing to go for.
The “action and reaction” mod is probably the singlehandedly best mod in the game because it barely affects recoil and you get a TON of attack from it. Aftergetting some attack buffs you can start getting firerate, and magazine capacity as well.
If your weapon has decent crit stats you can also go for crit rate and crit dmg mods at this point.
The blue mods are generally your best friend in the “general rounds” weapon category.
They increase stats by a large amount and they dont decrease others like certain purple mods.
And your “general rounds” weapon type is supposed to be one that you want to be able to use for every possible scenario
Good weapons for beginners which will get you through pretty much the whole game without the need to invest a lot of time into something else are the “Tamer”, “Eternal Willpower” and the “Thunder Cage”.
Note: Its important the mention here that not all weapons in the game are viable to build CRIT on. If you have a weapon like the “python” which has a base crit rate of 5% your mods will only increase it by a tiny amount. so little that using any other mod on it is just much more effective.
I hope this was helpful to you!
wouldnt ele enhance be a better choice than mag cap after atk+fr since its free dmg(before even taking into account ele weaknesses) a setup like that is more than enough to comfortably clear campaign + start in hard mode/hard executioner