Crit Rate 32%(+2%)
An upgrade befitting the protagonist, M4A1’s Mod is truly game breaking.
The marking aspect of her mod is pretty simple, it provides pretty neat synergy with AR15’s extra shot and somewhat negligible benefits with SOP’s. The craziest part of her mod comes from the 2nd aspect, where she goes full Jupiter Cannon on enemies when there’s only 3 friendlies on the field, including M4A1.
The damage increased is multiplied onto the damage buff from Damage Focus T, which is ridiculous. Add on the fact that it can never miss on its main shot, M4A1 becomes a terrifying opponent for all SF scums. However, only the splash is affected by crits and accuracy check, so do keep that in mind.
A common setup for a M4A1 Cannon team usually includes a RF targetting the backline, while M4A1 decimates the frontline entirely. Depending on what DPS you’re pairing M4A1 MOD with, the HG supports will be pretty different. For example, a common IWS M4A1 double Jupiter setup includs SAA MOD, Calico and Mk23 (Later on replaced by P22) or Stechkin, depending on which buffs are needed more.. Setups with M200 would swap out Calico for a more damage oriented buffing HG, while a setup with Grape could be more RoF focused. You can then retreat 2 of the HG after all their skills procc, then manually activating M4A1’s skill after.
M4A1’s MOD3 armor also unlocks many new farming compositions where she can become both the tank and the DPS. This includes 10-4e and 11-6 setups, where M4A1 sits at the front, taking damage while getting buffed by 2 HG.
Overall, there’s absolutely no reason you shouldn’t be modding M4A1 (unless you’re adding restrictions on your playthrough). Giving her a “highly recommended” status would be underplaying her unique but frequently used role and all the dynamics she provides with her mod. M4A1 earns herself an “absolute must” for modding. MOD2 will function nicely but MOD3 opens up many farming team options.
Assault Focus T: Increase self rate of fire by 50% for 15s.
Rate of Fire 10%
Evasion 15% (+2%)
By far the only AR that can cap her own RoF aside from SAR-21 and AUG, AR-15 mod turns a beast into well, an even more dangerous one.
Her special equipment at MOD3 allows her to ignore any other secondary accessory, along with boosting her overall damage. Without the penalty, AR-15 just nicely hits the 116 RoF cap. When paired with M4A1 with her Mod2 skll, AR-15’s bossing capabiltiies shoot through the roof, becoming one of the best sustained DPS in the game without being held back by uptime. Due to her MOD2 skill being essentially a 2nd shot but but with 10%/20% boosted damage, she becomes an insane counter towards anything with upper damage limit (Nyto holograms).
With her tiles being able to hit the main tank SMG from anywhere in the backline, it’s pretty clear that AR-15 only needs to be buffed with FP/crit damage. Her double scope perk also allows her to serve as a pseduo-night AR, gaining access to crit damage goodies from Fairies. However, her MOD2 skill proves to be barely any use against heavily armored enemies. Her raw stats and DPS before, without her MOD2 skill, still proves to be at an insane level, but do keep in mind her drawbacks.
Overall, AR-15 is a must mod for her overwhelming sustained DPS, which you’d see more use for later on. Highly recommended to MOD2 at minimum. Though her MOD3 equipment and stat gains are definitely recommended especially if you have her oathed!