Defiance Weapon Bonus Rolls Guide

Defiance Weapon Bonus Rolls Guide by maverick07

Hey everyone! I decided to try and make a guide here detailing the different weapon bonuses that you can get on the gear in the game. I’ve seen some interest around the boards about what types of weapon bonus rolls are out there and what is available for certain weapon types and such. Hopefully this thread will help out those curious and perhaps help others with some other info they didn’t know before!

This will primarily be a focus on rolls for weapon bonuses. Below is a layout what types of bonuses you can get. I want to try to keep it as simple as I can. So I’ll split it up into tiers and I will explain each below. If it helps I’ll also include a weapon’s stats in the example as well. So you may be able to understand the layout a little easier.

Example…
FRC Assault Carbine

(Synergy…)

+6% crit multi while crouched – (Weapon Mastery Bonus)

0.95 reload – Common level bonus
0.90 reload – Uncommon level bonus
0.85 reload – Rare level bonus
10% EGO power recharge on full reload – Epic level bonus
1.10 fire rate – Legendary level bonus

As weapons range from Common (White), to Legendary (Orange), you will recieve all of proper rarity bonuses up to whatever rarity your weapon is. However White level bonuses will only start showing up on weapons after you reach EGO 1000.

Weapon Mastery Bonus – This is the bonus you get from maxing any weapons XP. The value of how good the bonus can be is determined by the rarity of the weapon, the rarer the gun, the better value on the Mastery bonus.

Common (White) Level Bonus – This bonus will start to appear on any weapons you recieve after reaching EGO 1000. These Bonuses are generally smaller stat boosts than other bonus and any rarity of weapon will have this bonus after reaching EGO 1000. Ex – 0.95 Reload, 1.05 Mag

* – For weapons before the 1.105 patch this bonus would only appear on ARs, SMGs (except the Pulser), and the Disruptor LMG. For these weapons, this was basically a Rare level bonus we have post patch 1.105 and was a much bigger bonus than current Common Level Bonuses we have now, and could appear on any of these weapons that were EGO 1600 or higher.

Uncommon (Green) Level Bonus – This bonus appears on any weapon that is Green rarity or higher. These are your basic stat boosts that any weapon can have so long as it is at least Green rarity. Ex – 1.03 Fire Rate, 1.10 Mag

Rare (Blue) Level Bonus – You will find this bonus on any weapons post patch 1.105 that are Bluerarity or higher. These bonuses are generally higher quality bonuses than Green or White bonuses and will have more effect on the weapons stats overall than those rolls. Ex – 0.85 Reload, 1.15 Mag

Epic (Purple) Level Bonus – These bonuses appear on any weapon that is Purple rarity or higher. This bonus gives you different perks other than a basic stat boost such as 10% EGO recharge on a full reload or 25% stowed weapon clip reloaded on a kill.

Legendary (Orange) Level Bonus – These bonuses appear on Orange weapons only. These are generally much higher quality stat boosts than the other stat bonuses. Ex – 1.10 Fire Rate, 1.25 Mag

So here’s a list of potential bonuses that you can get in each Level of the Bonuses. I will list the bonus on the left and what weapons the bonus can appear on at the right.

Common (White) Level Bonus – Can Appear on…

  • 0.95 Reload – AR/SMG/LMGs, All Shotguns, All Snipers, Pistols, Detonator/RLs, Infectors
  • -0.10 Accuracy – AR/SMG/LMGs, All Shotguns, All Snipers, Pistols
  • 1.10 Mag – Volge Weapons
  • 1.05 Mag – AR/SMG/LMGS, Infectors
  • +1 Mag – Detonators/RLs
  • +2 Mag – All Snipers, Pistols
  • +3 Mag – Combat/Pump Shotguns
  • +8 Mag – Pistols (VOT Blaster, Surge Blasters only)
  • 1.01 Fire Rate – Infectors
  • 1.05 Crit Multi – Detonators/RLs (1 in Clip Models)
  • +2 Link Range – BMGs
  • -0.03 DMG Charge – BMGs
  • -0.03 Heal Charge – BMGs

Discontinued – These no longer spawn on weapons in the common level bonus slot post 1.105. Used to appear on ARs/SMGs/LMGs that were above EGO 1600.

  • 1.25 Crit Multi
  • 0.85 Reload
  • 1.15 Mag
  • -0.20 Recoil
  • 1.25 Melee DMG
  • 1.05 DMG
  • -0.50 Accuracy

Uncommon (Green) Level Bonus – Can Appear on…

  • -0.30 Accuracy – AR/SMG/LMGs, All Shotguns, All Snipers, Pistols
  • -0.10 Recoil – AR/SMG/LMGs, All Shotguns, All Snipers, Pistols
  • 1.15 Crit Multi – AR/SMG/LMGs, All Shotguns, All Snipers, Pistols
  • 1.15 Mag – Volge Weapons
  • 1.10 Mag – AR/SMG/LMGs, Infectors
  • +4 Mag – All Snipers, Pistols
  • +5 – Combat/Pump Shotguns
  • +16 Mag – Pistols (VOT Blasters, Surge Blasters only)
  • 1.15 Melee DMG – All Shotguns * – could appear on AR/SMG/LMGs, All Snipers, Pistols, Detonator/RLs, Infectors post 1.105
  • 0.90 Reload – AR/SMG/LMGs, All Shotguns, All Snipers, Pistols, Detonator/RLs, Infectors
  • 1.03 Fire Rate – AR/SMG/LMGs, Combat/Pump Shotguns, All Snipers, Pistols, Detonator/RLs, Infectors
  • +0.40 Full Damage Radius – Detonator/RLs, Volge Weapons
  • -0.20 Link Time – BMGs
  • -0.06 DMG Charge – BMGs
  • +1 Max Links – BMGs
  • 0.95 Charge – BMGs

Rare (Blue) Level Bonus – Can appear on…

  • 1.25 Crit Multi – AR/SMG/LMGs, Pistols, Volge Weapons
  • 1.20 Crit Multi – All Snipers (expect for Volge Lightning Rifle)
  • 1.15 Crit Multi – All Shotguns
  • 1.10 Crit Multi – Detonators/RLs (1 in Clip Models)
  • 0.85 Reload – AR/SMG/LMGs, All Shotguns, All Snipers, Pistols, Detonator/RLs, Infectors
  • 1.20 Mag – Volge Weapons
  • 1.15 Mag – AR/SMG/LMGs, Infectors
  • +5 Mag – Combat/Pump Shotguns
  • +20 Mag – Pistols (VOT Blasters, Surge Blasters only)
  • +6 Mag – All Snipers, Pistols
  • +2 Mag – Detonator/RLs
  • -0.20 Recoil – AR/SMG/LMGs, Pistols
  • -0.10 Recoil – All Shotguns, All Snipers
  • 1.05 Fire Rate – Infectors
  • 1.05 DMG – AR/SMG/LMGs, All Shotguns, All Snipers, Pistols, Detonators/RLs
  • -0.50 Accuracy – AR/SMG/LMGs, All Shotguns, All Snipers, Pistols
  • +3 Link Range – BMGs
  • 1.05 DMG/Sec – BMGs
  • 1.05 Heal/Sec – BMGs
  • -0.05 Heal Charge – BMGs

Epic (Purple) Level Bonus – Can Appear on…

  • 15% DMG on next Grenade after a Kill – All Weapons
  • 25% Stowed Weapon Clip Reloaded on Kill – All Weapons
  • 10% EGO Power Recharge on Full Reload – All Weapons
  • 10% EGO Power Recharge on Critical Kill – AR/SMG/LMGs, All Snipers, Pistols
  • 25% Speed Boost for 5 Seconds After Explosive Kill – Detonators/RLs, Volge Weapons
  • 25% of Clip Reloaded on Melee Kill – All Shotguns
  • 10% Bug Damage 3 Seconds After Shield Refresh – Infectors
  • -50% Heal Charge for 5 Seconds After Kill – BMGs

Discontinued – No Longer appear on weapons post 1.105

  • +200% Melee for 5 Seconds After Self Revive – All Weapons
  • 15% Self Revive Recharge on Revive Other Player – All Weapons

Legendary (Orange) Level Bonus – Can Appear on…

  • 1.25 Mag – AR/SMG/LMGs, Infectors
  • 1.10 Fire Rate – AR/SMG/LMGs, Combat/Pump Shotguns, All Snipers, Pistols, Detonator/RLs, Infectors
  • 1.30 Mag – Volge LMGs
  • +8 Mag – All Snipers, Pistols
  • +10 Mag – Combat/Pump Shotguns
  • +24 Mag – Pistols (VOT Blasters, Surge Blasters only)
  • -0.20 Recoil – Pistols (Northstar Flares only)
  • 1.10 DMG – AR/SMG/LMGs, All Shotguns, All Snipers, Pistols, Detonator/RLs
  • 0.70 Reload – Sawed Off Shotguns
  • 1.15 Crit Multi – Sawed Off Shotguns
  • +0.50 Full Damage Radius – Detonator/RLs, Volge LMGs
  • 2.00 Velocity – Detonator/RLs, Volge LMGs
  • +2 Max Links – BMGs
  • 0.90 Charge – BMGs
  • -0.30 Link Time – BMGs

* – Volge Weapons can still get other rolls for what class of weapons they are in. For example a Volge Thunderer Pistol can still get recoil rolls like other pistols can. For the stuff that I marked with “Volge Weapons” those rolls are just only going to be found on the Volge guns. Just wanted to point that out in case it wasn’t quite clear.

* – Rolls that are only found on static weapons aren’t listed. For example, 1.04 Fire Rate is always on a VOT Flash Rifle, and the orange roll is always 1.25 Crit on a Flash Rifle. Warmaster special weapons, Faction weapons (not from supply crate), and weapon reward from missions (Detu Ara) are this way. Their bonus rolls will always be the same.

Weapon Mastery Bonuses

Below is a list of the possible bonuses you can get after maxing a weapon’s XP. To the right you will see the values of the bonus that you can roll for the Mastery. These bonuses get better the more rare the weapon is.

These are listed in an order of bonus that can appear on a white weapon down to orange only masteries. The more common ones are higher up on the list. The more uncommon ones you might only find on stuff like Infectors, or Detonators, will be further down the lists.

Mastery Bonus – for White, GreenBluePurpleOrange

  • DMG – 1.01, 1.021.031.041.05
  • Mag – 1.03, 1.061.091.121.15
  • Melee DMG – 1.03, 1.061.091.121.15
  • Reload – 0.97, 0.940.910.880.85
  • Recoil – 0.95, 0.900.850.800.75
  • Full Damage Radius – 1.05, 1.101.151.201.25
  • Min DMG – 1.03, 1.061.091.121.15
  • DMG/Sec – 1.01, 1.021.031.041.05
  • Heal/Sec – 1.01, 1.021.031.04, 1.05
  • DMG Charge – 0.97, 0.940.910.880.85
  • DMG (Infectors) – 1.02, 1.041.061.081.10
  • Range – 1.03, 1.061.091.121.15
  • DMG From Above – -, 3%6%9%12%
  • Less Damage While Reloading – -, 3%6%9%12%
  • Mag (Detonator/RLs) – -, +1+2+3+4
  • Mag (Snipers/Shotguns) – -, +2+4+6+8
  • Crit % While Crouched – -, -, 2%4%6%
  • *Self Revive Refresh on a Kill – -, -, 2%4%6%
  • Crit % From Hip – -, -, 5%10%15%
  • DMG From Behind – -, -, 5%10%15%
  • *Self Revive Refresh Rate – -, -, 10%20%30%
  • Less Damage From Your Explosives – -, -, 15%30%45%
  • Speed Boost 5 Sec After Full Reload – -, -, 15%30%45%
  • Crit % to Out of Combat Targets – -, -, -, 6%12%
  • *Fire Rate 5 Sec After Self Revive – -, -, -, 15%30%
  • *DMG to Vehicles – -, -, -, 15%30%
  • EGO Duration on Crit Kill – -, -, -, 4%8%
  • Melee When Shields Down – -, -, -, 15%30%
  • EGO Recharge on Full Reload – -, -, -, 5%10%
  • Damage on Next Grenade After Full Reload – -, -, -, 10%20%
  • EGO Refresh on Explosive Kill – -, -, -, 2%4%
  • *Projectile Speed 5 Sec After Explosive Kill – -, -, -, 75%150%
  • *Projectile Speed 5 Sec After Melee Kill -, -, -, 75%150%
  • Crit Multi – -, -, -, -, 1.10
  • Damage on Next Shot After Kill – -, -, -, -, 8%
  • Crit % to Incoming Targets – -, -, -, -, 10%
  • Damage From Last Shot in Clip – -, -, -, -, 10%
  • *Ammo on Revive Other Player – -, -, -, -, 3%
  • Fire Rate – -, -, -, -, 1.05
  • Ammo on Melee Kill – -, -, -, -, 2%
  • Health on Reload – -, -, -, -, 10%
  • Velocity – -, -, -, -, 1.25
  • Damage to Multiple Targets – -, -, -, -, 10%
  • Bug DMG – -, -, -, -, 1.05
  • *Bug Damage 5 Sec After Self Revive – -, -, -, -, 25%
  • Link Range – -, -, -, -, 1.25
  • *Charge for 5 Sec After Reviving Player – -, -, -, -, -50%

* – These mastery bonuses no longer appear on weapons post patch 1.105. Any weapon created by the game prior to 1.105 can still receive these mastery bonuses.

Mod Slots Related to EGO Rating

I should note that some of these values are just going by memory but this is a basic list of when and how many Mod Slots will be open on weapons you acquire related to what EGO Level the weapons you pick up are. These may be off slightly so I’ll likely be changing a few things around with this also but here’s a basic rundown.

EGO Level – Mod Slots and Synergies Available
10-250 – 0 or 1 Mod Slots Open
250-500 – 1 or 2 Mod Slots Open, Synergies unlock for Oranges and Purples
500-800 – 2 or 3 Mod Slots Open, Synergies unlock for Blues
800-1000 – 3 or 4 Mod Slots Open, Synergies unlock for Greens
1000-1600 – 4 Slots Open or 0 Slots Open, Synergies become more common for all rarities (White gear cannot have a Synergy) and eventually everything Green or above will have a Synergy
1600-2000 – 4, 0, or 1 possible Mod Slots Open
2000-2400 – 1 Mod Slots Open
2400-3200 – 2 Mod Slots Open
3200-4000 – 3 Mod Slots Open
4000+ – 4 Mod Slots Open

Also, for some of the weapon types in the over EGO 2000 and above range, some won’t have the Mod Slots open when the others do for some reason. For example it might be until around 4500 ish EGO before one gets all four slots open on every type of weapon they get. And there can be some exceptions to the rule, for example, an Immunzier I have came out of a vendor with all four slots unlocked at 2100 EGO. But this is the general pattern for most gear in the game that you will get.

Weapon Damage Related to Rarity

After Patch 1.105, all weapons in the game, new ones and existing, recieve a Damage increase based on their rarity. Higher the rarity, higher the Damage.

Green weapons – 3% Damage increase
Blue weapons – 6% Damage increase
Purple weapons – 10% Damage increase
Orange weapons – 15% Damage increase

* – BMGs do not get a Damage increase with rarity

Nano Effects and Weapon DMG

With Patch 1.500 (DLC 5) nanos now affect a weapon’s damage according to what nano you have on the weapon. Here is how each nano affects its card DMG.

No Nano: 0%
Radiation: -5%
Biological: -10%
Incendiary: -10%
Electrical: -10%
Syphon: -25%

I think that’s everything! I will continue to keep this thread updated with additional info and if anything is missing or whatever feel free to let me know. Thanks for all of those who have lended a hand in tracking down info I didn’t have! I’m glad this has been useful to many people and hopefully many more find this helpful as well!

Related Articles

1 Response

  1. SilentEchos(Defiance Name) says:

    Question: So if I’m upgrading a white/common up to purple or orange and it doesn’t have a synergy or nano effect it will receive one once I upgrade its rarity? Also, how do I add a nano effect to a weapon or go about finding one to add?

Leave a Reply

Your email address will not be published. Required fields are marked *