Nuke Codes (Week: 1st Sep -8th Sep 2024 (20:00))
Alpha: 34959739
Bravo: 33701503
Charlie: 98469385
Nuke Codes
Week: 1st Sep -8th Sep 2024 (20:00)
Alpha:
34959739
Bravo:
33701503
Charlie:
98469385
Season 18: "Milepost Zero: Country Roads"     Start: 3rd Sep 2024 10:00 Articles about the season

Legendary Crafting Guide - Choose any effect (Patch 54 / Milepost Zero)

Legendary Crafting Guide - Choose any effect (Patch 54 / Milepost Zero)

[Update 2nd Sept 2024] Final info and amounts for crafting
[Update 15th Aug 2024] Info about converting legendary cores
[Update 19th July 2024] Particles removed, Scrip needed, legendary modules from events
[Update 12th July 2024] Cost for new legendary stars adjusted to PTS update

On the current PTS called "Milepost Zero" there are fundamental changes to the production of legendary weapons and armor. "Rolling" now works a little differently than before. And you have much more influence on the result. This system is available from 3rd september 2024 in the live version.

Update: Legendary Cores will be converted to Scrip

Developer "hydraskillz" from Bethesda revealed in the PTS section of the Bethesda Discord what will happen to your collected legendary cores on September 3rd, 2024. All legendary cores will be converted to legendary scrip 1:1 and the scrip limit will be raised to 11.000. The reason is an existing limit of legendary cores of 5k and an existing limit of legendary scrip of 6k. During the conversion, both should therefore be able to be credited together to a maximum.

Update: Legendary Modules are now Event Rewards

Previously, legendary modules were only available on expeditions and in exchange for legendary scrip from the legendary Purveyor. Now the legendary modules are needed in larger quantities to produce legendary effects and are now a reward from public events. Instead of legendary cores, you now receive legendary modules, e.g. 5 legendary modules from Encryptid, 2 from the Queen.

The legendary modules are now also a junk item, only weight 0.15 (0.04 with pack rat perk) and can therefore be stored in the scrapbox or reduced in weight with perks. If you die, you do not drop the modules.

Legendary Modules are now Junk Items
Legendary Modules are now Junk Items

Crafting of new legendary effects or "rolling"

Crafting the first legendary effect is still RNG gambling per star. If you craft or find a new weapon, you can make it legendary at the weapon workbench. You "roll" the first star for 5 legendary modules, the 2nd star for 10, and the 3rd star for 15. These items are still tradeable (if they were without stars).

The legendary cores are no longer necessary for crafting

Basically, the production of a new legendary weapon is now much more expensive than before. But the interesting part comes in the next step.

Add random legendary Effects

 

Changing individual legendary effects

Unlike before, you can now select the desired effect for each star, but there are a few hurdles. To create a certain effect, you need the effect as a "Legendary Mod". For example, a "Vampire's" mod. But the mod alone is not enough, you also need legendary scrip.

Legendary Shard (Vampire`s)
Legendary Shard (Vampire`s)

If you want to change a weapon from "Mutant's" to "Vampire's", for the first attempt you need 10 legendary scrip and 1 "Vampire's" mod. The costs increase with each subsequent change to the effects: 10/15/25/45/70 etc. From the 20th change on, mounting a mod costs 1000 legendary scrip. So it makes little sense to change a weapon or armor multiple times.

Disadvantage: After you have changed a legendary effect yourself, the item can no longer be traded or droppped, except to the stashbox.

Modification of specific legendary effects

 

Where do you get the legendary mods?

You get the legendary mods by scrapping legendary weapons or armor.

Every time you scrap legendary items at a workbench, you get:

  • normal scrap
  • legendary scrip (4 legendary scrip for a 3 Star Weapon, 2 for 2 Stars, 1 for 1 Star)
  • the opportunity to learn mods (as usual)
  • 1.5% chance of getting a legendary mod with an effect of the scrapped weapon
    Applies once per star, so a 3 star weapon/armor has 3x 1% chance.
  • 1% chance of learning the plan for a legendary mod
    Chance only applies once per item, no matter how many stars.

The more stars a weapon or armor has, the higher the chance of getting one of the effects as a mod.

Example: In the first Nuka Knights video on the topic, I scrapped 10 weapons and got 1 shard. In further attempts, I scrapped 10 again and got nothing. So the chances of getting the legendary mods are not very high.

The cost of crafting a 1/2/3 star mod is then 15/30/60 legendary modules (plus another ingredient) at the tinker workbench.

Scrapping a legendary Weapon at a Workbench
Scrapping a legendary Weapon at a Workbench
Legendary Mods at a Tinker Workbench
Legendary Mods at a Tinker Workbench
Legendary Unyielding Mod Crafting with X-Cell
Legendary Unyielding Mod Crafting with X-Cell

An overview of all legendary Mods and all additional ingredients for crafting can be found here:
[Legendary Mods: All Descriptions and Usages

Legendary Mods

Legendary Mods are tradable and can be dropped. Legendary mods can also be sold in your vending machine. On death you do not drop them.

The legendary Mod for legendary crafting will probably be particularly popular in the trading market once this function goes live. No one needs to trade the perfect weapon anymore. Anyone can turn a good weapon or armor into a godroll version.

More options for legendary effects

Bethesda has already mentioned in the PTS patch notes that the rules for legendary effects are being relaxed. And some combinations that were "legacy" for a while should be possible again. e.g. quad crossbow or a pepper shaker with exploding bullets.

Also the exploding projectiles on energy weapons are back. But not in the former contition. They are balanced to +20% bonus damage now, regardless of the amount of projectiles. On flamers, plasma flamers and the gatling plasma beam splitter the explosive effect does not work.

See also on Youtube: [PTS] Explosive Energy Weapons Test

Quad Explosive Pepper Shaker
Quad Explosive Pepper Shaker

Conclusion

This fundamental change brings completely new possibilities into the game and now also offers players who have had no luck with the game's RNG rewards the opportunity to get the perfect equipment without having to trade a lot.

The problem now is, of course, that it could become too easy to get "god rolls" and long-term motivation could suffer. For most veterans, this is precisely what keeps them hoping for new good rewards.

What do you think of this system? Feel free to write in the comments.

 

See also: PTS Patchnotes "Milepost Zero"

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