Modified ammunition

Modified ammunition

in Engineer

Posted by: Coenraad.8302

Coenraad.8302

Does modified ammo only count for your own conditions or every condition? Since in instances and LA there often are a ton of conditions on a mob wich would make it quite strong.

Modified ammunition

in Engineer

Posted by: MrForz.1953

MrForz.1953

It counts for every condition found on the said mobs. You will hit like a truck on bosses if you have allies.

Disgruntled Charr Engineer and Thief – Jade Quarry.

Modified ammunition

in Engineer

Posted by: FreekPalmer.2839

FreekPalmer.2839

Totally worth the trait. Best trait in game for nades.
works well with a celestial build because of the way nades work with it

Zipp Tinker
https://www.youtube.com/zipptinker
For my latest Videos and Builds

Modified ammunition

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Posted by: Coenraad.8302

Coenraad.8302

Allright, that makes it quite epic then. That changes my plan a bit.
I can’t wait to try it in LA. With 15 conditions on some bosses you get 30% That’s so awesome.

Thanks guys

Modified ammunition

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Posted by: Sins.4782

Sins.4782

I believe the maximum is 12 unique conditions for +24% damage, which you’ll only find on world bosses or champions being zerged down. It’s definitely an amazing trait for group content.

Modified ammunition

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Posted by: Seras.5702

Seras.5702

Heck, even in dungeons you’ll see 5+ conditions on a boss, giving you +10% damage. The trait is epic.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

Modified ammunition

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Posted by: WyldKat.4712

WyldKat.4712

10 millimeter explosive tip caseless? Standard light armor piercing round?

Zestee, Cryptician Zetti, Zissi The Jack, Zi Mao,
Ziffy Snidehide, Zadie Hawkkin, Zannie Oakley, Zuulja
[ODIN],[NaCl] – Tarnished Coast

Modified ammunition

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Posted by: ikiturso.4026

ikiturso.4026

Modified ammu work with FT too? might stackin FT + modi ammu would be intresting. I roam with condi necro.

Modified ammunition

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Posted by: Bloodgruve.6038

Bloodgruve.6038

I’ve been running FT with Modified Ammo in the LA invasion. It works quite well, showing some decent numbers. Bombs do more damage but if you really want to run FT somewhere then this is the place to do it. Its a viable setup here as mobs can go down very fast and FT can get some aoe dmg down almost instantly.

Pairs very well with Necros and other Grenade Engi’s.

I really wish they’d bump up FT auto damage to be competitive though.

Blood~

“Real knowledge is to know the extent of one’s ignorance”

Modified ammunition

in Engineer

Posted by: Coenraad.8302

Coenraad.8302

I allways run FT using rifle only for the 2-3-5 skills when needed. Other then that it’s ft all the way with shrapnelmine and that purple elixir.

Modified ammunition

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Posted by: Coenraad.8302

Coenraad.8302

I just did that new LA thing and i am starting to doubt that moddified ammo works for the FT. It seems that the #1 skil from the rifle does increase in damage but i am honestly not so sure the FT does.

Edit: just found these patch notes from desember ’ 13 Seems like it works with FT

Engineer:
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow Swiftness to be maintained more reasonably without having to constantly be swapping between Kits. This change will also bring down the total up time for Vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.
•Explosives V – Incendiary Powder. Moved to Master tier.
•Explosives VI – Exploit Weakness. Increased the health threshold from 25% to 50%
•Explosives IX – Accelerant packed turrets. Moved to Adept tier.
•Firearms XI – Modified Ammunition. This trait now works regardless of equipped weapon.
•Inventions V – Energized Armor. Increased conversion from 5% to 7%.
•Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. * Decreased interval from 10s to 3s.
•Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.
•Alchemy V – Blood Injection. Increased conversion from 5% to 7%.
•Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
•Tools VI – Speedy Kits. Increased Swiftness duration to 10s. This effect can now only trigger once every 10 seconds.
•Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25 seconds to 15 seconds.

(edited by Coenraad.8302)