Being a Zane main with the main Zane (err… Zain? Mane? Whatever), I’ve been collecting class mod info with a view to piecing together builds. The list below is ordered alphabetically by mod name. Standard mods are listed first, legendary mods in a separate section at the end. I’ve included the ‘special’ skill details (in italics) for legendary mods too.
Apologies that the formatting isn’t very pretty, but I might look into that after I’ve posted the raw info. If you have any info to add, comments, suggestions, or (gasp) corrections, by all means fire away!
EDIT: Updated to fix typos and add some pretty colours.
here is a curious question are passives full randomized? or like bl2 set coms have set randomized passives. for example trouble maker or rouser can both spawn with +5 playing dirty, if so and if all passives were randomized you could have literally same com with different names.
Having looked at quite a few CMODs now, it does seem that the various passive buffs (eg. ‘pistol damage’) can be found across all sorts. Maybe they’re weighted more heavily for some than others, but they do seem pretty random to me?
If you mean the skill bonuses, I guess it’s possible two lower level CMODs could have the same skill(s) too?
EG. I mean, a white level BL2 ‘Killer’ CMOD (for Zero) could have a skill buff to just ‘Killer’, as could a white level ‘Professional’, I think?
As you say, if skills are shared, and passives fully randomised from a global pool, you could indeed end up with two identical CMODs (just with different names).
yes but they would have different passives in bl2. but in bl3 i have not seen that pattern yet.
so yes you got me right -)) it would make no sense to have identical coms with different names, therefore we might hope that a set of passives is assigned to a com. so we can hunt down a particular one. lets say if i want pistol dmg and troublemaker has it in it’s randomizer i could hunt that and maybe it never gets sniper buff but the rouser does so i could fit my class mods with both +5 in playing dirty but one for monocle and other for unforgiven or whatever i might use.
Me neither. More research is required, but anecdotally, it does seem that the passives come from a random global pool of some sort.
Edited to add: Totally hearing you on that second paragraph too. If CMODs had a limited pool of passives by type, it would make farming/finding them much easier.
I’d really like to compile some COMs to generate a comprehensive overview of all skill buffs and their impact on the class mod title, do you intend the same with that post?
Eventually, yes. Adding prefix information, and possibly CMOD specific passives (if they exist) would be the aim, hopefully formatted up in an easy to digest table of some sort.
It’d be great to have a comprehensive Zane CMOD resource in here.
At this stage however, it’s still an information gathering exercise. I’m doing that manually, in-game (as opposed to any sort of game file analysis), so it’s likely to be a bit slow I’m afraid.
If people contribute information, I’m more than happy to add it though.
I’m blaming all the skag blood that keeps gunking up this ECHO screen, but my reading comprehension probably needs some work right now too.
I’ll add those extra bits in shortly at any rate. Thanks so much for your time, and the gentle bump to point out what I missed. Very much appreciate the offer to help also, you’re a superstar!
At this stage, I’m thinking the loose process for building this thread will go something like this:
Confirm/add all of Zane’s CMODs and related skills
Determine and add relevant prefixes
Ascertain if any passives are CMOD specific
Add passive details for each mod if applicable
Add CMOD images if it doesn’t make the OP too long and/or awkward to read the info.
When I next get a moment, I’ll see about collating what we have now into a table format of some sort, leaving spaces for the missing information.
EDIT: Those changes have now been added. That is again!
Wow… Okay. So with 100% reduction, I assume that would mean Zane couldn’t be frozen, and lose any movement speed buffs as a result? Not to mention avoiding the other status effects too. Interesting…
Thanks very much for the info @Sinter! I’ve added it to the main post now too.