1: Valkadyn seemed to have the same issue as all the SMGs (rapid fire auto rifle) and showed no real benefit from the mods. Surprisingly the SMGs do not really benefit from the counterbalance mods and that is because they fire so many bullets so fast. I can vouch for Energy Counterbalance & Coldheart, that combo makes Calus much easier for me as I spend less time adjusting my aim and more time hitting criticals. The kinetic counterbalance mods go to the chest and hunter cloak and the energy counterbalance mods go to the arms, legs and hunter cloak. The most popular perk will fill its bar, and each perk under that will illustrate how popular it is relative to the most popular. For clarity Titans and Warlocks can have a maximum of 1 kinetic (chest) and 2 energy counterbalance mods (arms and legs), respectively. Precision frames get no real benefit from the mods as the two affect the exact same thing. Until Bungie modifies the API files to 100% accurately display which masterwork stats are possible on Kinetic and energy versions work totally separate from each others, they are different mods after all. If you are more of a body shot hitter or you rely on close quarters combat, the mods provide no real value to you. Given all these factors that affect your ability to effectively hit targets, it is hard to give a generic answer that applies to every gun in the game. There are some min and max values that the horizontal recoil can have and by using the counterbalance mods you can reduce the max value. A: The perks outside of the boxes are a fixed, "curated" roll from Bungie. Furthermore, Bungie has also hinted that they intend to "re-issue" certain weapons/armor in the future, thus giving them another 12 months in the sun. take notes how far right the reticle first goes. Thanks for putting this together, clearly a lot of thought and time went into making this. This obviously isn't accurate, as Blast Radius isn't applicable to, say, Auto Rifles. But I haven't tried it without it personally to notice any real differ3nce. The less accurate your gun is, the bigger the circle around the hit point is where the bullets can land. without taken mods, 2 … The third mod slot is there to give you more options than anything else. Some sidearms do noticeably benefit from 1 counterbalance mod (Drang for example) but given their range, the benefit is not that great. The more people that allow full access to their inventory, the more weapons we'll be able to detect, and the more comprehensive the statistics that fall out of that will be. I even found a bug during the process. corrected a faulty statement that the horizontal randomness is always evenly distributed between left and right, this holds true only for SMGs and at least for Valkadyn (rapid fire auto rifle), added a missing section for stacking of counterbalance mods, fixed some typos, improved formatting and modified some sentences to be more clear and exact, apparently there is some aim assist on KB&M too, thx u/lonbordin. Thanks. Beyond that, gear from the Last Wish and Garden of Salvation raids will play by different rules than standard armor and weapons, though Bungie has not been fully clear on what those rules will be. Bungie has stated that exotics will not sunset. This video is unavailable. Press J to jump to the feed. Very informative. A: The best way for everyone to help make this tool more accurate / complete is to update your Bungie.net privacy settings to allow API tools to view your non-equipped inventory. Hand cannons do not also benefit from the mod as they have massive reticle offset. We apply them to our chestpiece instead. Hand cannons do not also benefit from the mod as they have massive reticle offset. A: As part of this feature, we are now tracking all active players using the Bungie API, not just those who have signed in on light.gg.