Update 2:
Finally got around to adding Titan Barricade timers and it's actually pretty impressive.
Update 1:
Added Warlocks in as well as Minor Spec weapon Mod. Haven't done Super Mods on Warlocks or anything on Titans yet.
Note: Grenade Timers seem to be universally accurate.
The Melee Abilities for Hunters were timed using Knife Trick. Throwable melees usually have longer timers. Will test later on when I have the glimmer and time.
This thread will be updated as I continue to play and experiment. All timers should be at least within 1 second. I will be double checking these when I have time to spare.
Hunter/ Warlock/ Titan
Super Mods
None= 5:00
1x= 4:39
2x= 4:18
3x= 4:00
4x= 3:45
5x= 3:32
Ordnance
None= 1:22
1x= 1:05
2x= :52
3x= :43
4x= :38
5x= :33
Paragon
None= :25/ 1:23/ 35
1x= :19/ 1:05/ 30
2x= :16/ :52/ 24
3x= :13.5/ :44/ 20
4x= :12/ :38/ 18
5x= :10/ :33/ 15
Impact
None= 1:37/ 1:22
1x= 1:14/ :1:04
2x= 1:00/ :52
3x= :51/ :43
4x= :45/ :37
5x= :37/ :33
Minor Spec (First is without/Second is with)
180 Archetype Scout
Precision 1248/1345
Non Precision 390/420
110 Archetype HC
Precision 3463/3732
Non Precision 962/1036
English
#destiny2
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1 Replyso 10 seconds on a hunter dodge with x5 mods? if thats the case i can already imagine what time I would have with the Distribution perk on (perk allows all energy to class,grenade,and melee on using class ability)
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1 ReplyTranscendent mods seem to help a bit too...not sure how much, but I swapped all my curses out and I don't die quite as much meow.
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2 RepliesThank you. Curious about riven mods and transcendant mods also. What's the buff/penalty on those? Really appreciate these stats.
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2 RepliesEdited by DeathPony07: 9/22/2018 3:01:33 AMIntellect/Discipline/Strength should have never been removed from the game.
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5 RepliesThanks man, those friggin youtubers have let me down with regard to this. I thought for sure Houndish or Datto would be all over this crap. Appreciate ya! I can start applying some mods finally.
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1 Replysuper recharge with hallowfire heart and youve got yourself a menace.
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1 ReplyTheres a mod on gemini jesters that reduce class ability cooldown when you use a class ability idk how much it helps but with only 3 paragon mods it felt about 10 seconds
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9 RepliesThe diminishing returns is no where near what it was in the old mod system. You're pretty much free to stack away now. I'd say 2 super mods, 2 grenade mods, then whatever you want for the 5th.
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Good info.
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Thanks for this. I’ll be on the lookout for more of these mods.
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7 RepliesThis post is amazing. I can't wait to see data from other classes and from more mods. I got a mod in the raid called "taken barrier": If a Taken enemy damages you take 20% less from Taken damage for 10 seconds. So if I use five of these... will it be 100% or 50 seconds?
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3 RepliesEdited by sXeth: 9/20/2018 11:34:04 PMThe amount provided by each mod might a better indicator of effectiveness that the overall clock times, given that rarely is anyone passively sitting around for 5 minutes to build super. IE: 1st Super Mod = -21 seconds 2nd Super Mod = -21 seconds 3rd Super Mod = -18 seconds 4th = -15 Seconds 5th = -13 Seconds. (Or the percentage math, but thats more involved then I'm up for while cooking food on the side)
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3 RepliesI'm curious what these times are on Warlocks (if different at all)
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