Upgrades

Upgrades can be crafted or found, and can be applied to equipment. Weapons can hold one upgrade, while armor can hold one of each of three types of upgrades. Each upgrade exists at each Rarity, improving the bonuses given by the upgrade.

Like attribute bonuses, upgrades will add a suffix to the item name of the form +NAME, which always goes after the attribute bonus suffix. Armor upgrade suffixes will be in the order: mechanical, implant, surface.

Upgrades can only be applied to items of equal or greater rarity. That is, you can apply an Obsolete upgrade to a Prototype item, but you cannot apply a Prototype upgrade to an Obsolete item.

Weapon Upgrades
While some weapon upgrades exist for all weapons, many exist only for a subset of weapon types. However, upgrades are universal; that is, a transcendent Cruel upgrade exists as a single item, for example, and can be applied to any weapon meeting the weapon class requirement. Note: increased hit arc applied to a Rocket Launcher will actually increase the aoe of its attacks.

Armor Upgrades
Each piece of armor has three upgrade slots: All armor upgrades can be applied to any type of armor, though the upgrade rarity restriction still applies.
 * Mechanical: typically related to movement or attacking (physical enhancements)
 * Implant: typically related to internal enhancements
 * Surface: outer coating of armor, typically defensive

The surface upgrades are pretty confusing right now, not sure what the best way to word them is. Entropic Uplink for example: Prototype return is 4.4%. So, if you take 1000 entropic damage, all of your skills will be recharged by 4.4% * 1000 = 44 => 44%

Note that "incoming damage" is calculated as the damage you would have taken with 0 armor. That is, it is the damage of the attack before armor reduction is applied, since this represents the damage incoming to your armor.