Modified ammunition
It counts for every condition found on the said mobs. You will hit like a truck on bosses if you have allies.
Totally worth the trait. Best trait in game for nades.
works well with a celestial build because of the way nades work with it
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
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.
Heck, even in dungeons you’ll see 5+ conditions on a boss, giving you +10% damage. The trait is epic.
[TTBH] [HATE], Yak’s Bend(NA)
10 millimeter explosive tip caseless? Standard light armor piercing round?
Ziffy Snidehide, Zadie Hawkkin, Zannie Oakley, Zuulja
[ODIN],[NaCl] – Tarnished Coast
Modified ammu work with FT too? might stackin FT + modi ammu would be intresting. I roam with condi necro.
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~
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.
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)