Mass Effect Wiki
Mass Effect Wiki
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== Sniper Rifle Upgrades ==
 
== Sniper Rifle Upgrades ==
=== Sniper Rifle Concentration Mod ===
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=== Sniper Rifle Concentration Module ===
 
Biometric sensors and auto-targeting software adjust to the user's pulse and breath rate, assisting aim.
 
Biometric sensors and auto-targeting software adjust to the user's pulse and breath rate, assisting aim.
   

Revision as of 01:59, 25 October 2014

Disambiguous This article is about weapon mods and their functions. For their locations, see Equipment Guide (Mass Effect 3). For weapon upgrades in Mass Effect, see Weapon Upgrades.
Weapon modification bench

Weapon Mods are applied to assault rifles, shotguns, sniper rifles, submachine guns, and heavy pistols to augment them in Mass Effect 3. Available mods include high-caliber barrels, scopes, and bayonet attachments, among others. Only two mods can be applied to a weapon at a time, and the same mod cannot be applied twice to a single weapon.

Once a weapon mod is found, it may be applied to any and all of the weapons of the applicable type at a weapon bench. Finding another instance of a mod the player already possesses will upgrade that mod to the next level. Likewise, shops will always carry mods one level above those the player currently has.

Assault Rifle Upgrades

Assault Rifle Stability Damper

Distributes recoil with sliding system of counterweights compatible with kinetic coil generators. Reduces weapon kickback.

Changes the color of the weapon's handle and stock depending on level of mod.

Level I II III IV V
Weapon Stability +30% +40% +50% +60% +70%
ME3 Upgrade Assault Rifle Stability Damper

Assault Rifle Magazine Upgrade

Increases magazine capacity, allowing more shots before reload.

Changes the color of the weapon's body depending on weapon and level of mod.

Level I II III IV V
Rounds per Magazine +40% +50% +60% +70% +80%
ME3 Upgrade Assault Rifle Magazine Upgrade

Assault Rifle Piercing Mod

Capacitor boosts kinetic coil generators, increasing shot penetration.

Changes the color of the weapon's lights depending on level of mod.

Note: Cannot be equipped with Ultralight Materials.

Level I II III IV V
Defenses Ignored 25% 35% 45% 55% 65%
Piercing Thickness 0.50m 0.65m 0.80m 0.95m 1.10m
Piercing Damage 40% 45% 50% 55% 60%
ME3 Upgrade Assault Rifle Penetration Module

Assault Rifle Extended Barrel

Lengthens barrel, creating greater bullet velocity and impact.

Places a visible barrel extension on the weapon with a different appearance depending on the level of mod.

Note: Cannot be equipped with High-Velocity Barrel.

Level I II III IV V
Damage +15% +17.5% +20% +22.5% +25%
ME3 Upgrade Assault Rifle Extended Barrel

Assault Rifle Precision Scope

Simple 4x optical scope to enhance stability while zoomed. Increases accuracy while moving and taking damage.

Places a visible scope atop the weapon with a different appearance depending on the level of mod.

Note: Cannot be equipped with Thermal Scope.

Level I II III IV V
Accuracy +15% +20% +25% +30% +35%
ME3 Upgrade Assault Rifle Precision Scope

Assault Rifle Omni-Blade

Attach an omni-blade to the weapon for increased melee damage.

Places a visible omni-bayonet on the weapon.

Note: Requires Mass Effect 3: Leviathan in single-player and Mass Effect 3: Earth in multiplayer.

Level I II III IV V
Melee Damage +15% +17.5% +20% +22.5% +25%
ME3 Assault Rifle Omni-Blade

Assault Rifle Thermal Scope

Reveal enemies through walls and smoke with a 4x optical scope and enhance stability and accuracy while zoomed.

Increases weapon weight by 50% points.

Places a visible thermal scope on the weapon.

Note: Added to multiplayer on October 9, 2012; requires Mass Effect 3: Earth for multiplayer and Mass Effect 3: Citadel for single player [1]
Note: Cannot be equipped with Precision Scope.

Level I II III IV V
Accuracy +15% +20% +25% +30% +35%
ME3 Assault Rifle Thermal Scope

Assault Rifle High-Velocity Barrel

Superior kinetic coils increase shot penetration.

Increases weapon weight by 50% points.

Places a visible barrel extension on the weapon.

Note: Requires Mass Effect 3: Omega in single-player and Mass Effect 3: Earth in multiplayer.[2]
Note: Cannot be equipped with Extended Barrel.

Level I II III IV V
Defenses Ignored 50% 60% 70% 80% 90%
Piercing Thickness 0.75m 0.90m 1.05m 1.20m 1.35m
Piercing Damage 40% 45% 50% 55% 60%
ME3 Assault Rifle High-Velocity Barrel

Assault Rifle Ultralight Materials

Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.

Changes the color of the weapon's body depending on weapon and level of mod.

Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Reckoning in multiplayer.
Note: Cannot be equipped with Piercing Mod

Level I II III IV V
Weight -8% -10% -12% -14% -15%
ME3 SMG Ultralight Materials

Heavy Pistol Upgrades

Pistol Melee Stunner

Small attachment to muzzle, causing massive damage to meleed targets.

Adds a visible stunner beneath the barrel. Also changes the color of the weapon's handle depending on level of mod. Adds electrical visual and sound effects to melee attacks that hit enemy with the gun.

Level I II III IV V
Melee Damage +15% +17.5% +20% +22.5% +25%
ME3 Heavy Pistol Melee Stunner

Pistol Piercing Mod

Capacitor boosts kinetic coil generators, increasing shot penetration.

Changes the color of the weapon's lights depending on level of mod.

Level I II III IV V
Defenses Ignored 25% 35% 45% 55% 65%
Piercing Thickness 0.50m 0.65m 0.80m 0.95m 1.10m
Piercing Damage 40% 45% 50% 55% 60%
ME3 Upgrade Assault Rifle Penetration Module

Pistol Magazine Upgrade

Increases magazine capacity, allowing more shots before reload.

Changes the color of the weapon's body depending on weapon and level of mod.

Note: Cannot be equipped with Ultralight Materials.

Level I II III IV V
Rounds per Magazine +40% +50% +60% +70% +80%
ME3 Upgrade Assault Rifle Magazine Upgrade

Pistol High Caliber Barrel

Allows wider projectiles, causing more trauma on impact. Ballistically optimized to maintain penetrative power.

Places a visible barrel extension on the weapon.

Note: Cannot be equipped with Heavy Barrel or Cranial Trauma System.

Level I II III IV V
Damage +15% +17.5% +20% +22.5% +25%
ME3 SMG High Caliber Barrel

Pistol Scope

Simple 2x optical scope enhances stability while zoomed. Increases accuracy while moving and taking damage.

Places a visible scope atop the weapon.

Note: Cannot be equipped with Power Magnifier.

Level I II III IV V
Accuracy +15% +20% +25% +30% +35%
ME3 SMG Scope Upgrade

Pistol Ultralight Materials

Superior lightweight alloys replace weapon parts, making the weapon less obtrusive and easier to handle.

Changes the color of the weapon's body depending on weapon and level of mod.

Note: Requires Mass Effect 3: Leviathan in single-player and Mass Effect 3: Earth in multiplayer.
Note: Cannot be equipped with Pistol Magazine Upgrade.

Level I II III IV V
Weight -30% -35% -40% -45% -50%
ME3 SMG Ultralight Materials

Pistol Heavy Barrel

A pistol barrel that produces and withstands extreme kinetic and thermal energy.

Increases weapon weight by 50% points.

Places a visible barrel extension on the weapon.

Note: Requires Mass Effect 3: Omega in single-player and Mass Effect 3: Earth in multiplayer.[3]
Note: Cannot be equipped with High Caliber Barrel or Cranial Trauma System.

Level I II III IV V
Damage +20% +25% +30% +35% +40%
ME3 Pistol Heavy Barrel

Pistol Cranial Trauma System

Increase headshot lethality by balancing barrel calibration so that ammunition pierces bone and explodes in soft tissue.

Places a visible barrel extension on the weapon.

Note: Requires Mass Effect 3: Leviathan in single-player and Mass Effect 3: Earth in multiplayer.
Note: Cannot be equipped with High Caliber Barrel or Heavy Barrel.

Level I II III IV V
Headshot Damage +20% +25% +30% +35% +40%
ME3 Pistol Cranial Trauma Systeme

Pistol Power Magnifier

Generator designed to enhance the effectiveness of tech or biotic attacks.

Places a visible generator atop the weapon.

Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Reckoning in multiplayer.
Note: Cannot be equipped with Scope.

Level I II III IV V
Power Damage +10% +15% +20% +25% +30%
ME3 Power Boost

Shotgun Upgrades

Shotgun Spare Thermal Clip

Adds sockets to raise thermal clip capacity, increasing number of spare shots.

Changes the color of the weapon's handle and stock depending on level of mod.

Level I II III IV V
Spare Shot Capacity +50% +60% +70% +80% +90%
ME3 Upgrade Sniper Rifle Spare Thermal Clip

Shotgun Shredder Mod

Capacitor boosts kinetic coil generators, increasing shot penetration.

Changes the color of the weapon's lights depending on level of mod.

Level I II III IV V
Defenses Ignored 25% 35% 45% 55% 65%
Piercing Thickness 0.25m 0.35m 0.45m 0.55m 0.65m
Piercing Damage 40% 45% 50% 55% 65%
ME3 Shotgun Shredder Module

Shotgun Blade Attachment

Tungsten-carbide bayonet with recessed edge for increased melee damage.

Places a visible bayonet underneath the barrel. Adds slashing sound to melee attacks that hit with the gun.

Note: Cannot be equipped with Omni-blade.

Level I II III IV V
Melee Damage +15% +17.5% +20% +22.5% +25%
ME3 Shotgun Blade Attachment

Shotgun High Caliber Barrel

Allows wider projectiles, causing more trauma on impact. Ballistically optimized to retain penetrative power.

Places a visible barrel extension on the weapon.

Note: Cannot be equipped with High-Velocity Barrel.

Level I II III IV V
Damage +15% +17.5% +20% +22.5% +25%
ME3 Shotgun High Caliber Barrel

Shotgun Smart Choke

Servo motors hooked up to adjustable system tighten or loosen pellet spread for maximum accuracy.

Changes the color of the weapon's body depending on weapon and level of mod.

Note: Cannot be equipped with Ultralight Materials.

Level I II III IV V
Accuracy +30% +35% +40% +45% +50%
ME3 Shotgun Smart Choke

Shotgun Omni-Blade

Attach an omni-blade to the weapon for increased melee damage.

Increases weapon weight by 50% points.

Places a visible omni-blade on the weapon.

Note: Requires Mass Effect 3: Omega in single-player and Mass Effect 3: Earth in multiplayer.[4]
Note: Cannot be equipped with Blade Attachment.

Level I II III IV V
Melee Damage +30% +35% +40% +45% +50%
ME3 Assault Rifle Omni-Blade

Shotgun High-Velocity Barrel

Superior kinetic coils increase shot penetration.

Increases weapon weight by 50% points.

Places a visible barrel extension on the weapon.

Note: Requires Mass Effect 3: Omega in single-player and Mass Effect 3: Earth in multiplayer.[5]
Note: Cannot be equipped with High Caliber Barrel.

Level I II III IV V
Damage +15% +17.5% +20% +22.5% +25%
Defenses Ignored 25% 35% 45% 55% 65%
Piercing Thickness 0.25m 0.35m 0.45m 0.55m 0.65m
Piercing Damage 40% 45% 50% 55% 60%
ME3 Shotgun High-Velocity Barrel

Shotgun Ultralight Materials

Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.

Changes the color of the weapon's body depending on weapon and level of mod.

Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Reckoning in multiplayer.
Note: Cannot be equipped with Smart Choke.

Level I II III IV V
Weight -8% -10% -12% -14% -15%
ME3 SMG Ultralight Materials

Sniper Rifle Upgrades

Sniper Rifle Concentration Module

Biometric sensors and auto-targeting software adjust to the user's pulse and breath rate, assisting aim.

Changes the color of the weapon's lights depending on level of mod.

Note: Single-player only.
Note: Stacks with Adrenaline Rush and Operational Mastery.

Level I II III IV V
Time Dilation 25% 27.5% 30% 32.5% 35%
Time Dilation Duration 1.50s 1.75s 2.00s 2.25s 2.50s
Damage During Dilation +5% +7.5% +10% +12.5% +15%
ME3 Upgrade Sniper Rifle Concentration Module

Sniper Rifle Spare Thermal Clip

Adds sockets to increase thermal clip capacity, increasing number of spare shots.

Changes the color of the weapon's handle and stock depending on level of mod.

Level I II III IV V
Spare Shot Capacity +50% +60% +70% +80% +90%
ME3 Upgrade Sniper Rifle Spare Thermal Clip

Sniper Rifle Extended Barrel

Lengthens barrel, creating greater bullet velocity and impact.

Places a visible barrel extension on the weapon.

Note: Cannot be equipped with High-Velocity Barrel.

Level I II III IV V
Damage +15% +17.5% +20% +22.5% +25%
ME3 Upgrade Sniper Rifle Extended Barrel

Sniper Rifle Piercing Mod

Capacitor boosts kinetic coil generators, increasing shot penetration.

Changes the color of the weapon's body depending on weapon and level of mod.

Level I II III IV V
Defenses Ignored 25% 35% 45% 55% 65%
Piercing Thickness 0.75m 0.90m 1.05m 1.20m 1.35m
Piercing Damage 50% 55% 60% 65% 70%
ME3 Upgrade Assault Rifle Penetration Module

Sniper Rifle Enhanced Scope

Stability-enhancing scope increases accuracy while moving and taking damage. Highlights targets through smoke.

Adds visible extension to scope.

Note: Cannot be equipped with Thermal Scope.

Level I II III IV V
Accuracy +15% +20% +25% +30% +35%
ME3 Upgrade Sniper Rifle Enhanced Scope

Sniper Rifle Thermal Scope

Reveal enemies through walls and smoke with a 4x optical scope and enhance stability and accuracy while zoomed.

Increases weapon weight by 50% points.

Places a visible scope extension on the weapon.

Note: Requires Mass Effect 3: Omega in single-player and Mass Effect 3: Earth in multiplayer.[6]
Note: Cannot be equipped with Enhanced Scope.

Level I II III IV V
Accuracy +15% +20% +25% +30% +35%
ME3 Sniper Rifle Thermal Scope

Sniper Rifle High-Velocity Barrel

Superior kinetic coils increase shot penetration.

Increases weapon weight by 50% points.

Places a visible barrel extension on the weapon.

Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Earth in multiplayer (added to multiplayer October 9, 2012).[7]
Note: Cannot be equipped with Extended Barrel.

Level I II III IV V
Damage +15% +17.5% +20% +22.5% +25%
Defenses Ignored 25% 35% 45% 55% 65%
Piercing Thickness 0.75m 0.90m 1.05m 1.20m 1.35m
Piercing Damage 50% 55% 60% 65% 70%
ME3 Sniper Rifle High-Velocity Barrel

Sniper Rifle Ultralight Materials

Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.

Changes the color of the weapon's body depending on weapon and level of mod.

Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Reckoning in multiplayer.

Level I II III IV V
Weight -8% -10% -12% -14% -15%
ME3 SMG Ultralight Materials

Submachine Gun Upgrades

SMG Ultralight Materials

Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.

Changes the color of the weapon's body depending on weapon and level of mod.

Note: Cannot be equipped with Recoil System.

Level I II III IV V
Weight -50% -60% -70% -80% -90%
ME3 SMG Ultralight Materials

SMG Magazine Upgrade

Increases magazine capacity, allowing more shots before reload.

Changes the color of the weapon's handle and stock depending on level of mod.

Level I II III IV V
Rounds per Magazine +40% +50% +60% +70% +80%
ME3 Upgrade Assault Rifle Magazine Upgrade

SMG High Caliber Barrel

Allows wider projectiles, causing more trauma on impact. Ballistically optimized to retain penetrative power.

Places a visible barrel extension on the weapon.

Note: Cannot be equipped with High-Velocity Barrel.

Level I II III IV V
Damage +15% +17.5% +20% +22.5% +25%
ME3 SMG High Caliber Barrel

SMG Heat Sink

Increases heat conductivity of thermal clip receiver. Negates heat generated by some shots.

Changes the color of the weapon's lights depending on level of mod.

Level I II III IV V
Heat Negate Chance 25% 30% 35% 40% 45%
ME3 SMG Heat Sink

SMG Scope

Simple 2x optical scope enchances stability while zoomed. Increases accuracy while moving and taking damage.

Places a visible scope atop the weapon.

Note: Cannot be equipped with Power Magnifier

Level I II III IV V
Accuracy +15% +20% +25% +30% +35%
ME3 SMG Scope Upgrade

SMG High-Velocity Barrel

Superior kinetic coils increase shot penetration.

Places a visible barrel extension on the weapon.

Note: Requires Mass Effect 3: Leviathan in single-player and Mass Effect 3: Earth in multiplayer.
Note: Cannot be equipped with High Caliber Barrel.

Level I II III IV V
Defenses Ignored 50% 60% 70% 80% 90%
Piercing Thickness 0.25m 0.35m 0.45m 0.55m 0.65m
Piercing Damage 40% 45% 50% 55% 60%
ME3 SMG High-Velocity Barrel

SMG Recoil System

Increase weapon mass for a split second per shot by using expert timing-VI to reduce weapon kick and improve aim

Changes the color of the weapon's body depending on weapon and level of mod.

Note: Requires Mass Effect 3: Leviathan in single-player and Mass Effect 3: Earth in multiplayer.
Note: Cannot be equipped with Ultralight Materials.

Level I II III IV V
Weapon Stability +30% +40% +50% +60% +70%
ME3 Upgrade Assault Rifle Stability Damper

SMG Power Magnifier

Generator designed to enhance the effectiveness of tech or biotic attacks.

Places a visible generator atop the weapon.

Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Reckoning in multiplayer.
Note: Cannot be equipped with Scope.

Level I II III IV V
Power Damage +10% +15% +20% +25% +30%
ME3 Power Boost SMG

Player Notes

  • Extended Barrel and High Caliber Barrel mod's damage bonus stacks additively with that provided by skills such as class or racial passives and powers. For example, an Infiltrator Shepard who took every weapon damage upgrade for Operational Mastery and Tactical Cloak and put a High Caliber Barrel V mod on his weapon will deal 100% + 10% + 90% + 25% = 225% of base damage.
  • Piercing and Shredder mods increase damage versus armored targets by ignoring part of damage reduction that every bullet striking an armored target suffers. A good approximation is to treat the result as a fixed (independent of weapon damage) damage bonus on every bullet (and every shotgun pellet) striking an armored target. As a result, rapid-fire weapons receive a much greater benefit from these mods than slow-firing ones. Due to an unfortunate turn of phrase, some players are under the impression that the Piercing and Shredder mods reduce damage per shot to all targets. In fact, the 'reduced damage' wording is meant to imply that enemies shot through defenses do not receive the full potential health damage. Targets without any cover or defenses still receive the normal allotment of damage.
  • High-Velocity Barrel mods: upon getting them to level 5 (V) for sniper rifles and shotguns, the Extended Barrel mods effectively becomes weaker choices, since the latter only gives damage, as opposed to damage and pierce. Combined with a Piercing/Shredder mod, and a weapon with natural piercing abilities, one can penetrate unthinkably large amounts of cover and headshot enemies from as much as 3.7-4 metres.[8]
    • The above method should however be circumvented on characters seeking faster recharge speeds for their powers as all High-Velocity Barrels add 50% weight onto the character.
  • Spare Thermal Clip ammunition mods tend to be more useful on weapons that have very little ammunition on reserve, such as the Reegar Carbine, or the M-98 Widow. While it is also helpful with weapons with a much larger reserve such as the M-13 Raptor, its effects are usually unnecessary unless playing against enemies on harder difficulties.
  • Extended Magazine Upgrade mods do not change the amount of spare ammo a weapon holds; however, the increased capacity is not deducted from the spare ammo pool either - if a weapon normally holds 100 rounds and 500 in reserve, applying a Magazine Upgrade V will change that to 180 rounds and 500 in reserve, for a total of 680.
  • Power Magnifier and Omni-Blade mods (and other mods that increase a character's power/melee damage) apply the power and melee damage bonus, respectively, while holding a weapon attached with this mod; even if the character's powers and/or melee attack does not actually strike with the weapon attached with this mod.
    • For example: the drell and krogan light melee, the geth and asari heavy melee, or the N7 Shadow's and N7 Paladin's light melee; even though these attacks will not trigger the sound and/or hit effects associated with the mod.
  • Optical/Thermal Scope mods (and other mods that increase a character's effectiveness at range): caution should be advised since these also decreases your peripheral vision. This can cause enemies to flank you more easily.

References