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- His potency is based on his unique, power of hatred even if you don't use potency mods
- Though adding more potency will help of course.
"Tactyou;905781" wrote:
Though adding more potency will help of course.
No it won't, you'll just be taking away from other stats he needs. Don't add any potency to Maul for arena, he gets plenty through his unique."Eightys;905799" wrote:
"Tactyou;905781" wrote:
Though adding more potency will help of course.
No it won't, you'll just be taking away from other stats he needs. Don't add any potency to Maul for arena, he gets plenty through his unique.
If that's the case, I stand corrected. Anyway I don't put potency mods on maul as it is sufficient enough for daze."Tactyou;905816" wrote:
"Eightys;905799" wrote:
"Tactyou;905781" wrote:
Though adding more potency will help of course.
No it won't, you'll just be taking away from other stats he needs. Don't add any potency to Maul for arena, he gets plenty through his unique.
If that's the case, I stand corrected. Anyway I don't put potency mods on maul as it is sufficient enough for daze.
Put a health primary on his circle mod though, his health pool is larger than his protection pool even at g11. That'll bump his starting potency up a little bit and his protection is going to be gone fairly quickly anyways. Other than that focus on crit damage, offense, speed and crit chance. The more damage he does the more his health goes up and the more potency he'll get and the faster he is the more he gets to do damage. Crit chance isn't really that needed as his crit chance is already very high, and with his Zeta lead if you get it, he's pretty much going to have advantage all the time."Eightys;905799" wrote:
"Tactyou;905781" wrote:
Though adding more potency will help of course.
No it won't, you'll just be taking away from other stats he needs. Don't add any potency to Maul for arena, he gets plenty through his unique.
i found his base potency isn't enough. I add another 15% from mods and that gets daze to stick.- oh sorry, my bad, i forgot about his potency = some % of health part of the unique. which at his unModded health, i think equates to like 50% potency. wow that's pretty good already, thanks for all the help!
"M_L;905945" wrote:
oh sorry, my bad, i forgot about his potency = some % of health part of the unique. which at his unModded health, i think equates to like 50% potency. wow that's pretty good already, thanks for all the help!
Its around 43% before you put any mods on him. If you get his base health to 16.7k from mods its a bit over 50% potency. Most characters have ~35% or lower base tenacity so thats already 15% higher than most characters. B2 has 40% and people probably put tenacity on him to prevent Daze so just try and find mods with decent health secondaries to bump Maul's starting potency up a bit.- i thought unmodded, his health is around 14k, but unique bumps it up so i can do 14k x 1.2 = 16.8k already, which then x 0.003 would be about 50% no?
so any mods that'll bump his health up more will simply be icing to both his max health and potency?
or are you saying that the calculation via unique for his potency is done prior to the 20% increase in max health? "M_L;906006" wrote:
i thought unmodded, his health is around 14k, but unique bumps it up so i can do 14k x 1.2 = 16.8k already, which then x 0.003 would be about 50% no?
so any mods that'll bump his health up more will simply be icing to both his max health and potency?
or are you saying that the calculation via unique for his potency is done prior to the 20% increase in max health?
Oh true, I forgot to add the 20% max health into the calculation lol
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