Talk:Synth Charge/@comment-201.17.156.69-20181203172531

Ehn.... I just feel like I gotta bring this to light, but the nearer you are to a full build, the less a "raw" damage mod increases in % to the final output. And, also gotta point out, I'm not saying the mod is good, specifically, but this, just like the bane/expel/etc mods, is a multiplier to the final '''damage. '''

And doing a few maths, for secondaries with 6 mag, if an specific mod doesn't raise the damage output of the weapon for around 33%, it wouldn't be as effective, raw damage wise. 200% damage on the final shot, again, raw damage wise, would be the same as considering 2 extra shots, without the hampering of depending of the fire rate affecting it for the dps, so the 8 "effective" shots, distributed by the original six ammo would mean that the mod would have to increase that much to be as effective as this one. For 8-sized mags, 25%; for 10, 20%, and so on.

The biggest issue is more of the hassle of having to follow "extra-info", and that the last shot may be underused against a lower-priority target while having a higher-priority appear right after. So, higher info necessity for a fluctuant reward.

And, lastly... Maybe they didnt consider 4 or 5, because it'd be a short mag enough for it to unload in 3,3 secs for the slowest weapon (euphona prime, and that without the lethal torrent mod which is used a lot due to multishot together with the fire rate boost, that'd lower it to basically 2 secs), and that'd be a 40-50% bonus damage on a mag, which... Legit, that'd be an obligatory mod for those weapons. @,@ And as obligatory, raw damage mods, and multishot ones are just enough, I think.

So, in the end, if you don't mind the bothering of "counting shots", and use it to prioritize targets accordingly, and isn't a spastic reloader such as myself, you can think about using this one. That, or if you just like huge numbers coming out. I know a friend like that. He loved the mod.