TU11 theory regarding gear mods: worth keeping more than three of each type?

Question

So now that gear mod slots are universal, is there any reason to have more than three of each type of mod? Like, keep my three highest CHC mods, three highest CHD mods, three highest Skill Haste mods, etc? I figure that these can be used interchangably between loadouts, and that I only need three of each type.

Posted Sep 24, 2020, 8:47 PM UTC

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Syangeist•

Only need to keep more then 3 of each if you plan on having multiple characters. If you only have 1 character now though, I would still keep any mods that are near max roll for the chance you may make additional characters.

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-The_Soldier-•

So, potentially you could have as many as 6 gear mod slots if you use an Improvised Holster, Kneepads, and Gloves, as those now how mod slots (in lieu of no brand bonus). However, you do have to craft those, so rolls are going to be completely random and on the low end.

Most normal builds will only have 3 (or possibly 4) mod slots, so you won't really need more than that.

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[deleted]

1