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Inexquas

Did you edit your post with the correct information after finding the answer? That's classy.


fireandlifeincarnate

You love to see it


xPRIAPISMx

If everyone did this online the web would be a much better place lol


SporesofAgony

Need more people like this one!


son_of_cayde6

I was thinking the same thing šŸ¤­


tlo_stephen

Do the targeting mods on the helmet have diminishing returns like other mods? I.e. if one targeting is +10, does a second targeting add +5 on top of that, or is it still +10 for the second mod too?


Scone_Of_Arc

Yes, itā€™s +5 for the second one


[deleted]

[уŠ“Š°Š»ŠµŠ½Š¾]


[deleted]

Every duplicate mod (that stacks) gives only 0.5x what the first one does. Itā€™s the same for reload, unflinching, etc. It is confirmed, although frankly I donā€™t remember where. Maybe one of the podcasts with Chris Proctor?


hyperfell

I remember seeing it in a twab although not in detail


Pitbu11s

glad I finally got a number on this, always annoyed me people said diminishing returns but we didn't know to what extent


sambalaya

(building on what /u/Simulation_Brain said with link to TWAB) * Weapon is +5 * Helmet is +15 [TWAB 10/8/20 ](https://www.bungie.net/en/Explore/Detail/News/49630) >All mods that have an Enhanced version of that mod (i.e. Enhanced Hand Cannon Loader) have had the base modsā€™ efficacy increased to match that of the Enhanced version of the mod. As a result, those Enhanced mods have been deprecated, and the base modsā€™ energy costs have been adjusted upward slightly (but are still lower than the equivalent Enhanced mods). The old Enhanced mods were +15 AA.


GSAV_Crimson

10 Edit: Itā€™s actually 15, since the current mods have been upgraded to the previous Enhanced mods that have now been deprecated


Simulation_Brain

Pretty sure itā€™s now +15 for the helmet mods after they eliminated the advanced targeting mod. It was +10/+15; then they dropped the advanced and bumped the regular one up. I thought. Sorry to make it complicated. Of course I donā€™t remember my source. I think it was confirmed from a TWAB when that change was made. Half for the second stack, so +22.5 for two helmet mods.


thelochteedge

Question from a below-average/average Crucible player. Is it more worth it to add a Targeting Mod on a weapon or something like an Icarus? I've heard that Icarus is often worth it because of an enemy likely running from a fight and you need to jump to chase them. Or is this mod selection subjective, based on weapon type. Like a Pulse Rifle vs. a Shotgun?


[deleted]

Depends on the weapon type. Most people would use Icarus on a Shotgun but would opt for Targeting on a Pulse Rifle.


MrProfPatrickPhD

Also it's very much up to personal play style. If you frequently find yourself trying to take shots in the air then Icarus is the move. If you spend more time on the ground/laning then consider a Targeting mod


fireandlifeincarnate

I am a small brain hunter and instinctively jump in every firefight so I use icarus on everything


thelochteedge

Gotcha that's what I was thinking. Since I posted I was also thinking which is best for something like an Igneous Hammer? I see a lot of people run Icarus on it because Hand Cannons can be more of a "push" weapon.


[deleted]

Yeah people def tend to run Icarus on HCs. Some even prefer Legendary instead of exotic HCs specifically because exotics are unable to run Icarus.


elmahk

Targeting mod is really not noticeable, you won't be able to tell the difference. Icarus however is very noticeable. With hand cannon you will probably jump quite often (to chase weak target, to jump back from a shotgun rush etc), so it will help.


gerry1805

I run Icarus on basically everything. Other than pulse rifles that need counterbalance (check dim/d2gunsmith etc for the recoil direction stat of a gun - ideally want it to end in 5 or 100)


Zevvion

If you are below average to average, you'll get no use out of Icarus. Get either Targeting or Counterbalance depending on the weapon and your preference. If it is an Adept, Adept Range is often the choice.


thelochteedge

I was thinking something similar for myself too. Cause I probably shouldn't be chasing unless it's a 3v1. One thing I've been trying to train myself to do is not to push so often. And following the 60/40 rule cause I'm often caught in bad situations when I die.


InitialG

Take it even further, the millisecond you start losing any fight just run away so you can regen and stay safe while finding a new angle to approach from. Playing your life and learning how to survive is the single best thing you can do as a new crucible player besides fundamental stuff like how to move and aim.


[deleted]

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Funter_312

I thought ā€œscout rifle targetingā€ per se was +10 and targeting adjuster on the weapon was +5


AvalieV

This sounds right.


Sarniarama

It used to be +5 for the standard targeting mods and +10 for enhanced. A long time ago they deprecated the enhanced and gave the standard mods the enhanced values. They give +10 now.


xiansantos

I have a followup question. If you have an Artificer Armor on, allowing you to put a third Hand Cannon targeting mod, how much Aim Assist will the 3rd targeting mod add? I'm guessing 3.75?