Destiny 2 Do Ammo Finder Mods Stack
Charged with Light is ane of Destiny two's most complicated mechanics. This unique mechanic allows players to create builds centered around unique traits. Increased impairment, impairment resistance, and spawning constant Special ammo are only a few things these mods tin can do.
You can only obtain these mods from Banshee-44 currently, so you'll desire to be purchasing any mods he sells. With 38 Charged with Light mods, it can be somewhat tough figuring out how each one works and which ones are worth getting. That's what this guide is for. Nosotros'll give an in-depth look at every Charged with Light modernistic in Destiny 2, covering everything from its furnishings to any special mechanics it has.
Updated March 13th, 2022, by Charles Burgar: We've updated this buildcrafting source to include up-to-date values and information pertaining to every Charged with Lite modernistic. We've updated Protective Light to reflect contempo nerfs, added more info for certain entries, and nosotros've made a new table of contents to make navigating this commodity much easier.
Table Of Contents
Argent Ordnance
Argent Ordnance: While Charged with Light, readying or firing a Rocket Launcher grants it increased harm and reload speed. Damaging a combatant with a rocket consumes one stack of Charged with Light.
Affinity | Solar |
---|---|
Cost | v Energy |
Event | While Charged with Light, Rocket Launchers deal 20-40% increased impairment and reload faster. |
Consumes | x1 Charged with Light |
Stack Effect | One Modern: twenty% bonus damage |
2 Mods: 25% bonus impairment | |
3 Mods: 35% bonus damage | |
Four Mods: twoscore% bonus damage |
Silverish Ordnance does non stack with Weapons of Light, High-Free energy Burn, or other impairment buffs.
When you have Charged with Light stacks, a buffed named "Godslayer Warheads" will display on your screen. Damaging a target volition remove a stack of Charged with Light afterward i second. Rocket Launchers with multiple rockets in their tube, such equally Truth, can fire multiple rockets before the buff expires. While the buff is active, your Rocket Launcher will reload much faster besides. Damaging multiple targets while Godslayer Warheads is agile will just consume 1 stack of Charged with Light.
Render to Table of Contents
Blast Radius
Blast Radius: Become Charged with Light by rapidly defeating multiple combatants with Grenade Launchers or Rocket Launchers.
Affinity | Solar |
---|---|
Toll | three Energy |
Effect | Double kills with Grenade or Rocket Launchers grant Charged with Low-cal stacks. |
Grants | x1 Charged with Light |
Stack Outcome | Grants an additional Charged with Light stacks per mod |
Using 2 of these mods allows you to maintain Loftier-Energy Burn down using only a Grenade Launcher.
Return to Table of Contents
Charge Harvester
Charge Harvester: While you are not Charged with Light, any kill or aid has a minor cumulative chance to cause yous to go Charged with Light. -10 to the stat that governs your class power recharge charge per unit.
Analogousness | Void |
---|---|
Cost | three Energy |
Effect | Kills grant ~10% cumulative run a risk to become Charged with Lite. |
Hunter: -ten Mobility | |
Titan: -ten Resilience | |
Warlock: -10 Recovery | |
Grants | x1 Charged with Low-cal |
This mod only works while you accept no Charged with Light stacks. One time you obtain a stack, Charge Harvester won't grant farther stacks.
Return to Table of Contents
Charged Upwardly
Charged Up: Allows for i additional stack of Charged with Lite.
Analogousness | Solar |
---|---|
Cost | 2 Energy |
Effect | +1 Charged with Light stack cap |
Stack Effect | Increases your Charged with Light stack cap; maximum cap is 4. |
This modern stacks with Supercharged, giving you a maximum Charged with Light stack cap of five. Y'all cannot exceed x5 Charged with Light stacks, regardless of how many Supercharged and Charged Upwards mods yous take installed.
Return to Table of Contents
Empowered Terminate
Empowered Finish: Go Charged with Light past finishing a combatant, consuming 1-tenth of your Super energy.
Affinity | Universal |
---|---|
Price | 1 Energy |
Effect | Finishers grant x1 Charged with Light, consuming 10% Super energy |
Grants | x1 Charged with Light |
If you lot have other finisher mods that drain Super energy, Empowered Finisher stacks additively with them.
Render to Table of Contents
Free energy Converter
Energy Converter: While Charged with Light, using your grenade attack grants you Super energy, consuming all stacks of Charged with Low-cal. The more than stacks you lot have, the more energy you proceeds, up to a maximum of fifty% of your Super energy. -10 Subject area.
Analogousness | Void |
---|---|
Cost | four Energy |
Effect | Mod Issue: Throwing your grenade grants Super energy, consuming all stacks of Charged with Calorie-free. Just grants upwardly to the offset 50% of your Super. |
Stat Penalty: -ten Discipline | |
Consumes | All Charged with Light stacks |
Energy Converter will simply regenerate the first 50% of your Super bar. After you attain 50% Super energy, throwing a grenade will non consume Charged with Light stacks nor give Super energy. If you lot are just shy of 50%, Energy Converter will grant Super energy upwards to l%, consuming all Charged with Light stacks regardless of how much Super energy was given.
Obtaining multiple Charged with Light stacks makes this mod significantly better:
Super Returns Per Stack | |
---|---|
One Stack | five% |
Two Stacks | 10% |
Three Stacks | 15% |
Four Stacks | twenty% |
5 Stacks | 40% |
Render to Table of Contents
Extra Reserves: While Charged with Light, defeating combatants with Void damage grants a chance to driblet Special ammo, This consequence consumes all stacks of Charged with Light. The more stacks y'all have, the higher your chance of gaining the ammo drib. -10 Intellect.
Analogousness | Void |
---|---|
Cost | three Free energy |
Effect | Modernistic Issue: While Charged with Lite, Void kills tin can drop Special ammo. |
Stat Penalization: -10 Intellect | |
Consumes | All Charged with Light stacks |
Multiple Charged with Light stacks seem to massively increase the chance of Special ammo dropping, nearly guaranteeing a drop at x5 Charged with Light stacks. Whatsoever Void harm tin proc Extra Reserves, non but Void weapons.
Render to Table of Contents
Firepower
Firepower: While Charged with Light, regain a portion of your grenade free energy when y'all employ your grenade, consuming i stack of Charged with Low-cal.
Affinity | Solar |
---|---|
Cost | 4 Energy |
Event | While Charged with Low-cal, throwing your grenade grants xv-60% grenade energy. |
Consumes | x1 Charged with Light |
Stack Consequence | I Mod: 15% increased grenade regeneration |
Two Mods: thirty% increased grenade regeneration | |
Three Mods: 45% increased grenade regeneration | |
Iv Mods: 60% increased grenade regeneration |
The corporeality of grenade free energy provided is static, regardless of how many Charged with Low-cal stacks you have or your Discipline stat. The only way to modify it is to wear multiple Firepower mods. Wearing multiple Firepower mods does not increase the Charged with Light stacks consumed, only the amount of energy gained.
Return to Table of Contents
Heal Thyself
Heal Thyself: While you are Charged with Light, grenade concluding blows heal you and consume one stack of Charged with Light.
Analogousness | Solar |
---|---|
Price | 4 Energy |
Effect | While Charged with Low-cal, grenade kills heal 25-100% of your wellness and shields. |
Consumes | x1 Charged with Lite |
Stack Effect | 25% increased health recovered; caps at 100% |
Terminal blows from Stasis grenades are extremely inconsistent, equally shatter kills don't count as grenade last blows. Employ this mod with Light subclasses for meliorate results.
Render to Tabular array of Contents
Heavy Handed
Heavy Handed: While Charged with Light, regain half of your melee energy when you use a charged melee ability, consuming i stack of Charged with Low-cal.
Affinity | Arc |
---|---|
Toll | 7 Energy |
Effect | While Charged with Light, melee abilities refund 50% melee energy. |
Consumes | x1 Charged with Light |
Secondary Effect | While three or more enemies surround y'all, kills with Fusion Rifles, Shotguns, Sidearms, or Submachine Guns add together ammo for that weapon to your reserves. |
The ammo granted past the secondary effect is equivalent to an ammo finder brick, providing i shot straight to your reserves. Ammo gained this way is not affected by ammo finder mods. Using the same weapon category in ii slots will grant ammo to both weapons on kill, excluding Heavy weapons.
Render to Table of Contents
Loftier-Free energy Fire
Loftier-Energy Fire: While Charged with Low-cal, gain a bonus to weapon damage. Each defeated combatant consumes one stack of Charged with Light.
Affinity | Universal |
---|---|
Cost | 4 Energy |
Event | While Charged with Lite, your weapon deal xx% increased damage. |
Consumes | x1 Charged with Low-cal on kill |
High-Energy Fire does non stack with Weapons of Calorie-free, Well of Radiance, or other damage buffs.
This modernistic works against Guardians in PvP environments and stacks with weapon damage perks and the Radiant buff from Solar.
Return to Table of Contents
Kindling The Flame
Kindling the Flame: While Charged with Light, reviving a downed Guardian gives you a burst of healing, consuming one stack of Charged with Light.
Affinity | Solar |
---|---|
Cost | ii Free energy |
Effect | While Charged with Light, reviving a downed Guardian heals you lot for 25-100%. |
Consumes | x1 Charged with Light |
Stack Effect | One Mod: 25% increased healing |
2 Mods: l% increased healing | |
3 Mods: 75% increased healing | |
Iv Mods: 100% increased healing |
Excess healing does not create an overshield.
Return to Table of Contents
Lucent Blade
Lucent Blade: While Charged with Light, dealing damage with a sword gives you bonus Sword damage for five seconds, consuming one stack of Charged with Light.
Affinity | Arc |
---|---|
Cost | 4 Energy |
Consequence | While Charged with Light, striking an enemy with your Sword grants a 35% damage buff for v seconds. |
Consumes | x1 Charged with Light |
Secondary Event | Greatly increases the charge rate for your equipped Swords. |
Lucent Blade does not stack with Weapons of Calorie-free, Well of Radiance, or other damage buffs
Accuse rate refers to your Sword's Guard free energy, allowing you to heavy set on enemies and deflect enemy projectiles. The accuse rate increase is immense.
Return to Table of Contents
Powerful Friends
Powerful Friends: When you become Charged with Light, nearby allies also become Charged with Light, if they are not already.
Affinity | Arc |
---|---|
Cost | 4 Energy |
Effect | When yous get Charged with Light, nearby allies also go Charged with Light. |
Grants | x1 Charged with Light |
Secondary Event | +twenty Mobility |
A common strategy for PvP builds is to utilise Powerful Friends and Radiant Light together, granting +twenty Mobility and +20 Force to your build for fiddling investment. Should an marry be using Powerful Friends when you become Charged with Lite, you'll gain x2 Charged with Light instead of just one stack.
Return to Table of Contents
Precisely Charged
Precisely Charged: Become Charged with Lite by getting multiple rapid precision final blows with Linear Fusion Rifles or Sniper Rifles. -10 Discipline.
Affinity | Void |
---|---|
Cost | 1 Free energy |
Effect | Mod Effect: Precision double kills from Sniper Rifles or Linear Fusion Rifles grant one Charged with Lite stack. |
Stat Penalty: -10 Discipline. | |
Grants | x1 Charged with Light |
To receive the Charged with Light stacks, you'll need to country 2 precision final blows in a very brusque flow.
Return to Table of Contents
Precision Charge
Precision Charge: Become Charged with Light past quickly defeating combatants with precision kills from Bows, Hand Cannons, and Lookout Rifles. -x Strength.
Affinity | Void |
---|---|
Cost | 2 Free energy |
Effect | Mod Effect: Precision multikills from Bows, Hand Cannons, or Scout Rifles grant one Charged with Light stack. |
Stat Penalty: -10 Discipline | |
Grants | x1 Charged with Light |
Y'all'll need to state around three kills in quick succession with the weapons listed to proceeds a Charged with Light stack. Since Mitt Cannons are meta in Destiny'south Crucible, this mod is a solid choice for PvP.
Return to Table of Contents
Protective Low-cal
Protective Lite: While Charged with Low-cal, you gain significant harm resistance against combatants when your shields are destroyed. This issue consumes all stacks of Charged with Light. The more stacks consumed, the longer the damage resistance lasts.-10 Strength.
Analogousness | Void |
---|---|
Cost | two Energy |
Effect | Mod Effect: While Charged with Low-cal, gain 10% harm resistance for five-20 seconds when your shields break. |
Stat Penalty: -10 Strength | |
Consumes | All Charged with Light stacks |
Significant damage resistance is misleading. This mod only grants 10% harm resistance while agile. For comparison, chest DR mods requite 25%, and Well of Tenacity grants 50%. It also no longer extends the duration of more powerful DR sources every bit of The Witch Queen expansion.
Protective Light's damage resistance carries over to your shields if they regenerate. If your shields intermission again when Protective Light is active, its elapsing will reset. The duration is based on how many Charged with Lite stacks are consumed. The exact values are listed below:
Protective Light Stack Duration | |
---|---|
1 Stack | 5 seconds |
Two Stacks | 10 seconds |
Three Stacks | 12 seconds |
Four Stacks | 15 seconds |
5 Stacks | 20 seconds |
Return to Table of Contents
Quick Charge
Quick Charge: Become Charged with Low-cal by rapidly defeating multiple combatants with Fusion Rifles or Shotguns.
Analogousness | Arc |
---|---|
Cost | 5 Free energy |
Effect | Double kills with Fusion Rifles or Shotguns grant i stack of Charged with Light. |
Grants | x1 Charged with Light |
Secondary Effect | Greatly increases the fix speed of Fusion Rifles, Shotguns, Submachine Guns, and Swords. |
The ready speed bonus from Quick Charge is slightly weaker than a dexterity mod on your artillery, granting around +25 handling with no additional scalars. This effect does stack with dexterity mods and handling-boosting Exotics.
Render to Tabular array of Contents
Radiant Light
Radiant Light: Casting your Super causes nearby allies to become Charged with Low-cal.
Affinity | 3 Energy |
---|---|
Cost | 3 Energy |
Effect | Casting your Super makes nearby allies become Charged with Lite |
Gives | x1 Charged with Light |
Secondary Consequence | +twenty Strength |
Radiant Low-cal has splendid synergy with Powerful Friends, allowing any build to obtain +20 Mobility and Force for little effort.
Return to Table of Contents
Reactive Pulse
Reactive Pulse: While Charged with Light, when you lot take damage while surrounded past combatants, you emit a burst of damaging Arc energy, consuming one stack of Charged with Light.
Affinity | Arc |
---|---|
Cost | 3 Free energy |
Effect | While Charged with Light, taking harm while surrounded releasing chain lightning. |
Consumes | x1 Charged with Light |
Secondary Issue | Proceeds a powerful overshield while performing your finisher. |
Reactive Pulse no longer activates Arc-based furnishings, such as Crown of Storm's Conduction Tines or Trinity Ghoul'southward Exotic perk. The lightning impairment is lackluster, incapable of killing Thrall that lucifer your Ability level. Nonetheless, most enemies hit by Reactive Pulse's AoE blast volition exist staggered for a few seconds.
The secondary effect grants a 100-signal overshield while you're performing a finisher. The overshield lasts for a second after the finisher ends.
Return to Table of Contents
Shield Break Charge
Shield Pause Accuse : Become Charged with Light by breaking a combatant shield with the matching energy blazon.
Affinity | Universal |
---|---|
Cost | 1 Free energy |
Effect | Go Charged with Calorie-free past breaking a shield with a matching harm type |
Grants | x1 Charged with Light |
Shield Break Charge only works against PvE enemies.
Render to Table of Contents
Stacks On Stacks
Stacks on Stacks: Proceeds an actress stack of Charged with Low-cal for every stack you gain. -10 Recovery.
Affinity | Void |
---|---|
Cost | iv Energy |
Effect | Mod Upshot: Proceeds twice as many Charged with Low-cal stacks equally normal. |
Stat Penalty: -10 Recovery |
Stacks on Stacks works with every mod that grants Charged with Light, some notable being Radiant Light to Taking Charge. This modernistic has a powerful interaction with Elemental Accuse. If y'all catch an elemental well that matches your subclass element, Stacks on Stacks volition grant four Charged with Light stacks, not iii.
Render to Table of Contents
Striking Light
Hit Calorie-free: While Charged with Lite, defeating combatants with melee damage and Swords spawns one Orb of Power for your allies and consumes one stack of Charged with Light.
Affinity | Arc |
---|---|
Price | five Energy |
Consequence | While Charged with Light, melee and Sword kills spawn an Orb of Power for allies. |
Consumes | x1 Charged with Calorie-free |
Secondary Effect | Gain 25% harm resistance against combatants while sprinting. |
The Orb of Power from Striking Light merely spawns for your allies and is equivalent to a weak Orb of Power (those spawned from helmet mods). This mod'south secondary issue grants 25% harm resistance while sprinting, although this effect only works against PvE enemies.
Render to Table of Contents
Supercharged
Supercharged: Yous can have 2 additional stacks of Charged with Calorie-free, up to a maximum of 5.
Affinity | Solar |
---|---|
Costs | 5 Energy |
Effect | +ii to your Charged with Light stack cap |
Stack Effect | Increases your Charged with Light cap to five; more two Supercharged mods do nothing |
With Supercharged equipped, your maximum Charged with Light cap can attain 5. Since one Supercharged mod increased your cap from two to 4, information technology'south recommended that y'all pair this modernistic with Charged Up instead of a second Supercharged mod.
Render to Tabular array of Contents
Surprise Assail
Surprise Set on: While Charged with Light, reloading or readying a Sidearm volition consume all stacks of Charged with Low-cal and convert them into stacks of a major damage buff, which are depleted every bit you damage combatants with that Sidearm. -ten Intellect
Affinity | Void |
---|---|
Price | ane Energy |
Result | While Charged with Light, proceeds a 40% (35% in PvP) damage increase to Sidearms after reloading or readying them. The vitrify lasts for a variable number of shots. |
-10 Intellect | |
Consumes | All Charged with Light stacks |
Surprise Assault does not stack with High-Energy Fire, Well of Radiance, or other damage buffs.
The Witch Queen expansion buffed this mod without any patch notes declaring such. Surprise Assail at present gives a xl% damage vitrify to sidearms in PvE, from 35%. Information technology even so gives a 35% damage buff in the Crucible.
After yous reload or ready a Sidearm, the "Charged Magazine" buff appears, displaying how many rounds you have that will bargain increased damage. This buff is only consumed when you hit a target; missing bullets don't consume Charged Mag stacks. You cannot refresh this buff until you lose all Charged Magazine stacks, either by swapping your weapon or using all overcharged bullets.
Each Charged with Low-cal stack grants five stacks of Charged Magazine, upwardly to a cap of 25.
Return to Table of Contents
Sustained Charge
Sustained Accuse: Get Charged with Light by rapidly defeating combatants with Auto Rifles, Trace Rifles, or Machine Guns. Boosted copies of this mod increment the time allowed betwixt combatants that are defeated.
Affinity | Solar |
---|---|
Price | 4 Energy |
Grants | x1 Charged with Light |
Stack Event | +ane seconds immune between kills |
Y'all'll need to land around four rapid kills to actuate Sustained Charge. Copies of this mod allow for more time between each kill.
Return to Table of Contents
Swift Charge
Swift Charge: Become Charged with Light by rapidly defeating combatants with Pulse Rifles, Sidearms, or Submachine Guns.
Analogousness | Arc |
---|---|
Cost | 5 Energy |
Grants | x1 Charged with Light |
Secondary Effect | Pulse Burglarize final blows in PvE can drop Special ammo for allies |
Similar to Sustained Charge, yous'll need around four rapid kills to obtain a stack of Charged with Light.
Return to Table of Contents
Taking Charge
Taking Charge: Become Charged with Light by picking upwards Orbs of Power.
Affinity | Universal |
---|---|
Cost | 3 Energy |
Effect | Orbs of Ability grant x1 Charged with Low-cal |
Grants | x1 Charged with Light |
This is easily the all-time means of condign Charged with Lite in Destiny 2. Orbs of Power generated from helmet mods tin can activate Taking Accuse.
Return to Tabular array of Contents
Destiny 2 Do Ammo Finder Mods Stack,
Source: https://www.thegamer.com/destiny-2-all-charged-with-light-mods-explained/
Posted by: taylortheyeasion.blogspot.com
0 Response to "Destiny 2 Do Ammo Finder Mods Stack"
Post a Comment