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!
MS Debuff 50%(+2%)
One of the rarer “DPS” handgun, the digimind for M1911 does give her a much more unique role.
For M1911, her kit is all about initial damage control. Being able to take out a low number of squishy enemies along with slowing them down, her most common usage tends to be that of a pseudo-RoF buffer with one of the only few viable defensive options against Hydras. By penalizing Hydra’s abyssmal movement and attack speed more, she’s able to slow them down by a lot and buy much needed time for your RFs to dispatch them, while her MOD2 skill can assist in taking down weak escorts such as unarmored Cyclops.
Another common usage for her is simply to stack FP tiles for her initial DPS in a 5 HG team against weak mobs, which you’d probably use quite often if you’ve modded her in boss bullying scenarios (Ch 1 to Ch 6). Aside from that, her DPS isn’t particularly amazing in most cases either due to the sheer number of mobs you have to deal with or simply the fact that her low FP stat as a HG can’t do much. Think of her as assistance rather than over investing in her in setups where you’d be using her, unless your Fairies and gears are well invested enough to obliterate enemies with her MOD2 skill.
For most cases, you can stop at MOD2 with M1911. MOD3 is fine as well, as her SPEQ does play pretty well in her favor. Just bear in mind the cost as well. Optional to have.
Rate of Fire 15%(+5%)
G36’s Mod plays heavily on her strength of buffing offtanks while maintaining superior FP on her own side, making her a pretty amazing general use AR all around. She gets a much needed upgrade on her first skill, matching that of G41, while also receiving amazing utility via her Mod2 skill.
Her MOD2 skill revolves around mainly supporting the frontline, while giving herself a pretty neat amount of RoF. Her MOD2 skills has a slight hint of TAR-21‘s and ART556‘s, but with a much better uptime, with an FP buff and a similar uptime on RoF (even though it’s lower in value). The combination of her tiles paired with the evasion buff for the frontline however comes into play very often. Having almost everything covered for your frontline off-tank aside from ACC, G36 provides great buffs for SMGs such as SR3-MP or JS9. 25% EVA, while not very high, is pretty good considering that you’re bringing 2 DPS (G36 Mod + off-tank) which synergize with each other well, as compared to having to bring something like G11 + SR3-MP + HG/ACC buffing AR. In addition, she does have the benefit of buffing the main tank, further increasing the surivability of the team.
Unlike MDR, she doesn’t neglect her own DPS either while providing the EVA buff for SMGs as an offtank buffer AR. She also offers much more versatility with the pure simplicity and effectiveness of FP/RoF as compared to G11, who focuses on bursting with multiple shots, occasionally having issues with higher armor targets.
However, G36 Mod suffers having 75 RoF till level 120 which brings her up to 76. While they don’t differ when buffless, most off-tank RoF tiles that buffs AR can’t be fully utilized with 75 RoF. An example would be SR3-MP and Vector’s tiles. With 75 RoF, she’d require 19% to go from 19 frames ot 16 frames and 26% to go to 15 frames. With 76 however, she only needs 18% and 24% respectively. Minmaxers should take note of this aspect when upgrading G36.
Overall, she earns a “Recommended” status. The utility and versatility of her Mod is pretty good in majority of the circumstances ARSMG are used in and she doesn’t have any noticeable flaws, but she doesn’t bring anything entirely too new to the team either.
Reduce Skill CD by 15%(+3%)
The War Goddess is back, packing a much more devastating firepower than ever.
M14 Mod plays on all her strength and elevates them to a much higher level, resulting in her raw DPS exceeding even that of WA2000 / Lee, who are both are frequently regarded as the top 2 DPS RFs. Her Mod2 skill is pretty simple to understand, which pretty much adds a 1.1x multiplier for 6s to all her attacks in a 100% crit rate + no AP penalty scenario. Being a damage buffing RF also means that the common AP penalty issue isn’t that big even if you don’t have enough AP to fully pierce. Oh right, she gets even more RoF with her Mod. As if her base RoF wasn’t ridiculous enough.
Surprisingly enough, her MOD3 equip isn’t as terrible as it seems. The added accuracy is pretty neat, considering her accuracy is on the lower end of the spectrum among RFs. Feel free to invest in her SPEQ if you have the resources, otherwise it’s rather optional.With many shikikans having a M14 levelled already from their early game, it wouldn’t be that big of an investment as compared to modding T-Dolls that are terrible pre-mod and great post-mod, since you wouldn’t have to start from scratch. While not bringing anything new with her MOD2 skill, she does surpass all existing options in DPS RF category, while being a 3* > 4* Mod also means that it wouldn’t be that painful on your resources. Until R93 comes along, M14 would be your go-to RF for general usage. Even then, R93 requires a charge-up time to get her RoF stacks (which she loses if she switches target) , while M14 can just pump out all her shots. Recommended.
Don’t let the shiny new exotic red rarity border fool you; NTW is just as situational and niche as before.
Her new 6* mod combos on her ability to deliver high damage shots by rewarding players who are able to get the kill shot by allowing additional lower-powered shots to be fired, continuing the pain train. Her MOD skill further improves this functionality, by increasing her outbound damage from all sources against enemies with more than 50% of their health remaining.
While this sounds extremely cool and all, the practical usability of her mechanic leaves upgrading her a situational choice as other bamboo-esque effects (read Carcano M91/38) do the same job without the need for all this investment (10 Fire Control Cores which are equivalent to either 5 months of expedition or an entire story event). The additional shots can also miss, gutting your expectation of a dead enemy and can mean the difference between winning and losing the fight. Thankfully, not many of these fights exist.
She has the most FP out of any rifle when using a max enhanced SPEQ along with her 190+ affection bonus. This makes her extremely useful for Data Ranking leaderboard, and helps in scaling that will often mean you continue to kill enemies to fuel her secondary skill.
Anti-Personnel Grenade: Launches a grenade that deals 15x damage to enemies within a radius of 1.5 unit..
New Skill: Hysterical Circus
Her Anti-Personnel Grenade splits into 3 smaller greandes on explosion (Prioritizes enemies marked with the Seal of the Avenger – M4A1 MOD’s skill). Each grenade deals 70% of the damage to enemies within a radius of 1 unit and does an extra 15% damage to the enemies marked by Seal of the Avenger.
New Unique Equipment: Dinergate Ro
Max stats: +12 Damage/+12 Accuracy/-2 Rate of Fire
Toppest of doggos, SOPMOD comes blazing into the potential MOD upgrade train like an unstoppable ball of wrecked SF parts, quite literally.
While already boasting quite high base stats from pre-mod, her Neural Upgrade ups this higher by increasing her FP, ROF, and ACC across the board. Her skill also gets a sizeable boost, from a 12x multiplier to a 15x.
What is quite possibly the most anticipated upgrade to her kit is her Skill2 which improves the lethality and effective coverage of her skill once it goes off. Most grenadiers that launch a single nade suffer from the potential aiming difficulties when launching it into a swarm; sometimes it hits spectacularly and wipes the whole mob while sometimes it hits someone not even looking at you and just obliterating that corner from the planet. SOPMOD’s Skill2 helps alleviate this by creating 3 additional smaller nades that hit nearby enemies with smaller but still impactful damage, helping to finish off stragglers after the nade. SOPMOD usually isn’t used with M4A1 but her smaller grenades prioritise those marked by M4A1’s attacks.
Her MOD3 is perhaps also a bit better than other doll mods if given a closer look. In addition to base stat increases, SOPMOD’s base critical strike chance is also increased from 20% to 30%. This makes one of three ARs that share this trait, with AUG and RFB the only others. SOPMOD’s speq is also worthy of mention; it is a juiced up EOT and will see quite a bit of use if it isn’t replaced by a PEQ for night missions. It doesn’t have the much more severe ROF penalty granted (taketh?) by a normal EOT and so it is much easier to buff a bit of ROF for SOPMOD to hit insane pre-skill damage. Regardless, with her 190+ affection and speq, she has pre-skill damage on par with the weaker self-buffers such as the Type-sisters.
She is recommended to upgrade. MOD2 is a stopping point for her to get her cluster nades, and MOD3 is a worthy consideration if you feel the need.
Max stats: +25% Crit Rate/+15 Evasion
UMP45’s mod, the result of her [REDACTED] in Singularity. What could possibly improve what is considered a staple in ARSMGs for quick battles? Unfortunately nothing much.
Her MOD1 is really where all the juicy benefits are; she gets an improvement in her health (up to 40 more), an additional 2% FP on her tiles, and a skill upgrade for a stronger smoke. This is really the only worthwhile benefit she gets for the investment.
Her MOD2 grants her an additional effect on her smoke. Enemies that are affected by this take damage whenever they fire. It sounds really great, but notice how the smoke also reduces their ROF? It is pretty unsynergistic and the damage dealt by the smoke is insignificant in the grand scheme of things.
Her MOD3 grants her a new costume and her SPEQ, which after closer inspection you will realize is a glorified suppressor. Indeed, all this investment for not much of an upgrade.
For players who want to upgrade UMP45, it is recommended to only bring her to MOD1 and to give the fragments to someone who is more deserving of the investment.
Max stats: +6 Damage/+3 Accuracy/+37 Evasion
IDW gets herself (quite literally) an upgrade. You know how IDW is not that great before the upgrade, due to her health problems, skill problems, and tile problems? Well, no more will you guys fear because her upgrade changes absolutely nothing about any of these problems so she pretty much just gets a visual upgrade instead of a useful one!
IDW’s upgrade gives her some health, and adds a completely new tile buff to her repertoire. In addition to her %evasion tile, she now gets a bonus %crit chance tile that proceeds to…not do very much in the grand scheme of things. 20% is not a lot of incentive to actually upgrade her since other usable and more common dolls like UMP45 (cough) gives the crit chance in addition to another cool buff. The evasion is just a non-factor; how many times can you count that you would need to retreat your frontline (bar M4A1 cannon memes) that the evasion buff is appreciated for your ARs?
So back to discussing how her upgrade solves none of her problems. She has a paltry amount of health (770!) at max level which is universally regarded as “pretty bad” and so shes one of those units that rely on dodging almost entirely for their defense. You might as well run MP7/RO635. We can get to the second part and main point of IDW campaigners, which is how her Skill2 is offensive based and would maybe suit her in a new role. It doesn’t. Sure the skill gives her a DPS advantage over her non-modded state, however she then has to compete against other similar dolls such as SR-3MP/Honey Badger and will get outpaced very rapidly against them. In addition, any bonus damage she outputs because of her skill is worth nowhere near the trade-off her tiles provide.
Her MOD speq, has the opposite effect of what they were trying to do with the mod itself. The speq reduces her damage and functions almost entirely like a T-exo. So it’s defensively minded right? Why invest in IDW when the endgoal is to get a T-exo that actively goes against what her Skill2 attempts to do?
She is not a recommended candidate to put fragments into. If you’re going to invest in IDW for the memes, it’s your funeral.