Wednesday, June 27, 2018

The Mod Squad

Hello again, Legion. The following is a transcript of Asher Atreus' Conclave Talk on Mods. Super informative...

First things first, Basics! Before mods, any 7* Gear 5 Palpatine was just as strong as anyone elses'. They had 100% the exact same stats. Mods changed the whole game! Let's break that down. Mods are used to create some differentiation within the same stars, gears, and levels, and to create that differentiation, mods all come with varied stats. We can break them down by Dots, Levels, Colors, Shapes, Sets, Primary Stats, and Secondary Stats.

There are 5 Dots/Rarities, 15 Levels, 5 Colors/Qualities, 6 Shapes, 8 Mod Sets, 11 Primary Stats, and 12 Secondary Stats available for mods, making Mods the single most complex part of Star Wars Galaxy of Heroes.

Any character at Level 50+ can have up to 6 individual mods at a time (1 in each shape) and making the most of the added mods is what separates players who perform well in Arena, Galactic War, Raids, and Territory Battles and those who do not.

Credits are super important when it comes to mods! They are used throughout the modding process as they are required to level mods and also to remove mods from one character to add to another character. Mods can also be sold to obtain credits! Mods and Credits go hand and hand.

Mod shapes become important in deciding the primary stats available for each mod.

Sqaure Mods only have the Offense % primary, maxing at 5.88% Offense

Diamond mods only have the Defense % primary, maxing at 11.75% Defense

Circle mods can have either the Protection % (23.5% Protection) or Health % (5.88% Health) primaries

Arrow mods can have any of the following seven primaries:

Offense % (5.88% Offense)
Defense % (11.75% Defense)
Health % (5.88% Health)
Protection % (23.5% Protection)
Speed (+30 Speed)
Accuracy (12% Accuracy)
Critical Avoidance (24% Crit Avoidance)

Triangle mods can have any of the following six primaries:

Offense % (5.88% Offense)
Defense % (11.75% Defense)
Health % (5.88% Health)
Protection % (23.5% Protection)
Critical Chance % (12% Critical Chance)
Critical Damage % (36% Critical Damage)

Cross mods can have any of the following six primaries:
Offense % (5.88% Offense)
Defense % (11.75% Defense)
Health % (5.88% Health)
Protection % (23.5% Protection)
Potency % (24% Potency)
Tenacity % (24% Tenacity)

The color or quality of the mod refers to the number of secondary stats showing on the mod:
White mods have zero secondary stats, and a chance to gain 4 others.
Green mods have one secondary stat and a chance to gain 3 others.
Blue mods have two secondary stats and a chance to gain 2 others.
Purple mods have three secondary stats and a chance to gain 1 other.
Gold mods have all four secondary stats showing.
White mods have zero secondary stats showing, and will gain one additional secondary stat at Levels 3, 6, 9, and 12. The secondary stats on mods that start out grey are static and will not increase as the mod is upgraded.

With the other mod qualities, the mod will either gain a new secondary stat or it could increase the existing secondary stats as the mod is leveled to Levels 3, 6, 9, and 12.

Green mods have one secondary stat showing. A Level 1 Green mod has 1 secondary and at Level 3, the shown secondary will increase once. At Levels 6, 9, and 12, the original Green mod will gain a new secondary stat.

Blue mods have two secondary stats showing. A Level 1 Blue mod has 2 secondaries and at Level 3, either one of the shown secondaries could increase once. At Level 6, either one of the shown secondaries could increase again. At Levels 9 and 12, the original Blue mod will gain a new secondary stat.

Purple mods have three secondary stats showing. A Level 1 Purple mod has 3 secondaries and at Level 3, any of those three shown secondaries could increase once. At Level 6, any of those secondaries could increase again, and also at Level 9. At Level 12, the original Purple mod will gain a new secondary stat.

Gold mods have all four of their secondary stats showing. A Level 1 Gold mod has all 4 secondaries and at Level 3, any of those four shown secondaries could increase once. At Level 6, any of those 4 secondaries could increase again, and also at Levels 9 and 12, any of those secondaries could increase again.

Aside from Dots, Levels, Colors, and Shapes mods can also have different Sets used to create Set Bonuses. Mods can be farmed through the Mod Challenges for their specific mod set and include: Health, Defense, Critical Damage, Critical Chance, Tenacity, Offense, Potency, and Speed.

Mod sets are important because matching sets can provide bonuses to character stats. Mods sets can provide bonuses through 2 matched sets or 4 matched sets and the bonuses can be applied to mods between Levels 1-14 or max bonuses for matched Level 15 mods.

Set Bonus information is shown at the bottom of an individual character’s mod screen.

Some set bonuses require 4 mods to make a complete set, while others require just 2 mods. This means that in order to get the +15% Crit Dam mod set bonus, a total of 4 Crit Dam mods are required. For the mod sets that require just 2 mods, up to 3 full sets can be made. For the mod sets that require 4 mods, a single 4-mod set can be made and then an additional 2-mod set can be added to a character.

Max set bonuses can only be made when all the mods in the match are at Level 15.

Mods of any shape, set, color, or level all have Primary Stats. A mod’s Primary Stat is fixed and cannot be changed. As discussed earlier, some primaries are only available on specific mod shapes.

Mod Secondary Stats, however, will appear and can change depending on the mod’s color and level. Any of the secondary stats can appear on any shape and have a very wide range.

Mod Primary Stats:
Accuracy %
Critical Avoidance %
Critical Chance %
Critical Damage %
Defense %
Health %
Offense %
Potency %
Protection %
Speed %
Tenacity %

Mod Secondary Stats:
Critical Chance % (+10.14%)
Defense (+41)
Defense % (+7.27%)
Health (+1916)
Health % (+5.01%)
Offense (+201)
Offense % (+2.44%)
Potency % (+9.63%)
Protection (+3630)
Protection % (+9.74%)
Speed (+29)
Tenacity % (+10.19%)

Some secondaries are flat stats, like +750 Protection, while other secondaries are reflected as percentages, like +3.36% Protection. Secondaries that add flat stats increase the total of the specific stat from its base.

Mods can be acquired through Mod Battles, Mod Challenges, and the Mod Store. Everyone must first start with the Mod Battles area of the game which opens at Level 50.

Similar to the Cantina Battles, Mod Battles utilize Cantina Energy for each battle and any character can be used to fight each battle. Each stage of Mod Battles refers to a different mod set.

Stage 1 – Health

Stage 2 – Defense

Stage 3 – Critical Damage

Stage 4 – Critical Chance

Stage 5 – Tenacity

Stage 6 – Offense

Stage 7 – Potency

Stage 8 – Speed

The Mod Battles allows you to get started acquiring mods in different sets at either 1* or 2* and the completion of Mod Battles Stage 3 is required to unlock Mod Challenges.

It may be tempting to farm mods from the Mod Battles because the Mod Battles allow you to select a specific set and shape. DON’T DO THIS LOL! Complete all battles from all 8 stages of the Mod Battles and then, only do the Mod Challenges afterward. Mods should only be farmed from the Mod Challenges.

After completing the first three stages of Mod Battles, the Mod Challenges will unlock with the first mod challenges: Health, Defense, and Critical Damage. Once all Mod Battles stages are completed, the remaining challenges will open. Each of the mod challenges require different factions to complete and have three tiers that can each be completed at up to 3*. The Mod Store will also open after completing the first three stages of Mod Battles.

Tier I of the Mod Challenges offer 3* mods in any possible shape and color. Tier II offers 3* and 4* mods, and Tier III offers 3 *, 4 *, or 5 *. Mods should always be farmed/simmed from the highest challenge tier available to give the best option for attaining 5 * mods.

Tier I of the Mod Challenges require three characters within the faction at 3* each. Tier II requires four characters at 4* each and Tier III requires five characters at 5* each. Different Mod Sets also require different factions of characters to complete.

All mod sets, outside of Health, require specific factions, so many players will begin mod farming by exclusively farming Health mods until the other factions and challenges are complete.

The different Mod Set Challenges are below listed, along with their respective Faction and the ease of gaining the characters necessary for each faction. The Mod Challenges at 3* goes into further detail about completing the challenges.

The Mod Store:

Mods can be purchased in the Mod Store after completing the first three stages of the Mod Battles. Like other stores in the game, the Mod Store refreshes once every 6 hours.

The Mod Store offers mods in any rarity or quality and mods are available for credits, ship building mats, and crystals. It is NOT recommended to use crystals to buy mods.

When purchasing mods, there are a couple options available:

Purchase mod sets that are not unlocked yet; e.g., buy Crit Dam mods until all five Jawas are at 5* for the challenge

Purchase mods that have desirable primary or secondary stats

The best mods to buy (again, with credits only) are “colored” mods where the Speed secondary is already listed. White mods should be rarely purchased, if at all. The only good white mod to purchase is an arrow shape with the Speed primary.

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