Modification (weapons and armor)
Will To Live Online has the ability to modify weapons and armor. Such modification can significantly enhance some parameters, but, as a rule, at the expense of others. Below is a detailed analysis of what is required for this and how the modification principle itself works.
Weapon
The process of creating a really good weapon in the game is complicated, so its cost is quite high. First, you need to craft a “blank” on a CNC machine, and then apply modification kits to it. If you’re lucky, you’ll get a really high-quality weapon, but the whole process requires attention.
To produce a “blank”, you need a V4 module, which can be dropped from robots in the Drone Arena or bought from other players. Modules V1, V2 and V3 are not suitable for crafting a good “blank” – they are used for other purposes, such as quests, creating drones and weapons for sale to a merchant or for disassembling into parts.
Although the V4 module is rare, its presence does not guarantee success in creating a good “blank”. It is important that the parameters of the resulting “blank” comply with the standards (indicated in the table below). If they differ significantly, it is better to sell the barrel to a merchant, since further improvement will be pointless.
Once the “blank” is created, you can start upgrading it using modification kits. To create them, you will need blueprints that drop from drops and at the end of events, as well as parts that can only be obtained by disassembling weapons. Please note that the chance of successfully using a modification kit is low, and if unsuccessful, the weapon will be broken. To repair, you will need a “Master Repair Kit” (sold for a donation), so it is worth purchasing several belts in advance and creating several modification kits.
The sequence of using the kits depends on what the weapon is intended for – PVP or PVE. Usually, 2 wear is applied first, and then damage. For PVP, the main focus is on accuracy (so that the bullet flies exactly to the target) and damage (so that it is maximum). For PVE, damage and durability are important (so that the weapon does not break during long-term farming of mobs).
However, these recommendations are general in nature and much depends on the specific barrel and playing style.
Drawings | Details | Modification kits | Effects of modification | |||||||||
Accuracy | Damage | Strength | Accuracy | Damage | Strength | Accuracy | Damage | Strength | Accuracy | Damage | Strength | |
Pistols | Damage: -4%…-7% Accuracy:+20%…+40% Wear resistance:-25%…-50% | Damage: +10%…+12% Accuracy:-20%…-40% Wear resistance:-25%...-50% | Wear resistance:+20%…+40% | |||||||||
Assault Rifles | ||||||||||||
Sniper rifles | ||||||||||||
Shotguns | ||||||||||||
Submachine guns |
Crafting and upgrading weapons
The table below showsdry calculationwhat the weapon can be like after modification. The damage range is specified – from minimum to maximum, depending on the success of the result. Conventionally, a good barrel is considered to be from the middle of the range and above. Anything below the middle can be safely classified as outright junk.
Designation | Base weapon damage | How much will be the bonus from 1 box on damage? | What will the barrel look like after successfully using 1 damage modification box? | How much will be the bonus when creating craft weapons with the V4 module | What will the barrel look like when crafted from the V4 module? | What kind of barrel will come out of the V4 module + 1 damage modification box |
Number of modifications | M2 | M3 | M6 | |||
% increase | +10%…+12% | +10%…+12% | +17%…+22% | +17%…+22% | +28,6%…+36,7% | |
L96A1 | 800 – 1200 | 80…96 – 120…144 | 880…896 – 1320…1344 | 136…176 – 204…264 | 936…976 – 1404…1464 | 1030…1093 – 1544…1641 |
MSR-10 | 300 – 500 | 30…36 – 50…60 | 330…336 – 550…560 | 51…66 – 85…110 | 351…366 – 585…610 | 836…410 – 644…683 |
Vepr-12 | 350 – 550 | 35…42 – 55…66 | 385…392 – 605…616 | 60…77 – 94…121 | 410…427 – 644…671 | 451…478 – 708…752 |
WSC PDW | 210 – 340 | 21…25 – 34…41 | 231…235 – 374…381 | 36…46 – 58…75 | 246…256 – 398…415 | 271…287 – 438…465 |
MSR-12 | 423 – 630 | 42…51 – 63…76 | 465…474 – 693…706 | 66…88 – 102…132 | 489…511 – 732…762 | 538…572 – 805…853 |
Table showing the parameters (damage) withthe best preparations, for subsequent modification of weapons (according to the recommendations of players):
Designation | % | M3 | M6 | M9 |
L96A1 | 35,4% | 976-1451 | 1093-1625 | 1052-1578 |
MSR-10 | 35,2% | 366-604 | 410-676 | 393-656 |
Vepr-12 | 35,5% | 427-665 | 478-745 | 459-721 |
WSC PDW | 35,3% | 257-411 | 288-460 | 276-446 |
MSR-12 | 35,3% | 488-725 *524-774 | 547-812 | 524-787 |
How to get the maximum damage bonus of 22% while still maintaining the overall bonus of 20.9% so you can use the damage mod set:
Basic MSR-10 | 300-500 |
M3 17%-17% (17%) | 351-585 |
M3 22%-22% (22%) | 366-610 |
M3 19.8%-22% (20.9%) | 359.4-610 |
M3 20.9%-20.9% (20.9%) | 362.7-604.5 |
M3 22%-19.8% (20.9%) | 366-599 |
*MSR-10. Best workpiece – 20.6%
Improved M2 barrels
To modify “passable” weapons, it is recommended to use weapons from slot machines or knocked out from bosses, since they already have the M2 modification. At the same time, the sequence of using modification kits differs from that used for “blanks” of top barrels.
As a rule, weapons from machine guns are given 3 wear and 1 damage.
Designation | Basic parameters | After modification | ||
% | Damage | % | Damage | |
Zastava M-70 M2 | Damage: +17.1% Amount: -100% | 230-400 | 31.1% | 246-459 |
M16 M2 | Damage: +20.6% Amount: -83.3% | 250-390 | 35.0% | 280-459 |
Pioneer M2 | Damage: +20% Amount: -40% | 420-720 | 34.3% | 470-806 |
Thunder M2 | Damage: +16.7% Amount: -33.3% | 750-1050 | 30.7% | 840-1176 |
Marauder-12 M2 | Damage: +14.3% Amount: -100% | 225-400 | 28% | 252-448 |
SPAS-12 M2 | Damage: +20.0% Amount: -100% | 350-600 | 34.4% | 403-672 |
S&W.500 Special | Damage: +20.0% Amount: -100% | 720-1080 \ 760-1140 | 34.4% | 806-1210 |
How are percentages calculated when applying modification sets?
Below is the principle of calculating the characteristics so that you do not have any questions when using modification sets. This will help you understand why the final values are exactly like this and what to expect with subsequent weapon upgrades.
How Interest Worksexportwhen modifying weapons
Many players have encounteredь with the situation when the final wear of the weapon after modification goes beyond the limits specified in the description of the modifiers. Let’s figure out why this happens.
Example:Basic weapon wear: -100% (take SMG-90 M2 Lucky). The first modification for accuracy should add wear in the range of -25% to -50%, but in fact the final wear was -190% (that is, the modification gave -90%, which is beyond the stated limits). The second modification for durability should restore +20% to +40%, but in fact the wear changed to -110% – the increase was +80%, again not corresponding to the description.
Second example:We take a weapon with wear: -60%. We apply two sets of durability modification to it in a row (each should give +20%…+40%). After the first set, wear became 0, after the second: +30%. Although each modification should have given an increase of no more than +40%, the total result was+90%– is again outside the expected range.
Administration responses:
“The problems with the perception of percentages are related to the fact that calculations are based on the “base” and “current” depreciation values, so everything is fine here. When we introduced this, we even wrote in the notes that there would be misunderstandings.”
“The mechanics are very complex. In fact, items do not have such a concept as “durability” or “health” or “wear”. There is an absolute value, in numbers, which is the same for all items. When applying modifications, it is not this value that changes, but the value of how much the item “deteriorates” when used – its own coefficient. And depending on this coefficient, “wear” is calculated. Unlike damage, its values and indicators are relative.”
“Let me explain with a simple example – for clarity, let’s take abstract values.
Let’s imagine that all items have a base “health” of 1000 units. Each time they are used, 1 unit is taken away, so the item can be used 1000 times.
Now we apply the -100% wear resistance modifier. This does not mean that health is reset. It remains 1000, but is spent twice as fast – that is, now 2 units are spent per use. And the item will only last 500 uses. It is after this that the displayed wear resistance value is recalculated.
If you then apply the +50% wear resistance modifier, the situation changes again: now the wear returns to 1 unit per use. Why? Because:
• at -100% wear became 2
• and +50% of this new (2) value = 1, i.e. returns to the original consumption
Because 100% of the value 1 is 1, and 50% of the value 2 is also 1, so it turns out that first they made a modification of -100%, and then with a modification of +50% they returned to the previous value.
That’s how it works: first they increased wear, then they decreased it, and eventually they returned to the original value.
We understand that this logic can be confusing, so the safest way is to focus on the final numbers that appear in the item’s specifications.”
Conclusion:
The percentages of wear indicated in the description of modifiers are conditional. They do not reflect the exact change in the indicator, but only give a general idea of the effect of the modification. Due to the internal logic of the system, the player cannot independently accurately calculate the final wear after applying modifications.
How Interest Worksdamagewhen modifying weapons
Sometimes players have the misconception that each subsequent modification changes the damagebased on the already improved value. However, this is not the case. All damage changes are calculatedfrom the base (stock) value of the weapon, and not from the current one.
Example: Let’s take up arms“Vepr-12” (base damage,without modifications, =350–550), whichalready has5 modifications:The damage bonus is+19,1% → Damage: 414–655.Now we apply the damage modification, which should give+10%…+12%. After application, the final bonus became+31,1% → Damage: 455–721.Even though the current damage has been increased from 414-655 to 455-721,the new modification added its percentages from the original 350-550.
Conclusion:
Each modification on damageAlwayscalculated frombasic weapon characteristics, and not from the final value after previous modifications. This avoids a “snowball” of percentages and ensures balance.
How Interest Worksaccuracywhen modifying weapons
Weapon accuracy percentages are calculated in the same way as damage: changes are appliedfrom the base value. However, it is important to understand that the accuracy percentages affectbullet spread angle (MOA), and their calculation may not be as obvious as in the case of damage.
Example:We take the Vepr-12 weapon (base accuracy = 30.0 MOA), which already has 5 modifications, where the accuracy is: -1.7% → 30.5 MOA. Now we apply the damage modification, which should give an accuracy of -20% … -40%. After application, the final bonus became -36.6% → 41.0 MOA.
Conclusion:
Changes in accuracy are always calculatedfrom the base valueand affectbullet spread angle (MOA).
Weapon customization
When crafting and modifying weapons, their description indicates who made them.
If the modification was performed by a neutral or faction player without a clan tag, his nickname is displayed. If the modification was performed by a player who is a member of a clan, his clan tag is displayed.
However, if you paint such a weapon with donation paint and place it in the account inventory, the inscription about the creator will disappear forever.
Cloth
The game allows you to modify clothing (all armor except armor plates). You can apply no more than two modification sets to one piece of clothing. The first set increases the characteristics by M2, two sets – by M4. The maximum modification effect is +20% to armor. Wear can change both positively and negatively.
Drawings | Details | Modification kit | Effects of modification |
Armor: +3%…+10% Wear resistance:+5%…-25% |
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