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hblej75ux9b6's avatar
25 days ago
Solved

About mods

On the topic of mods. Does it matter what type it is? If you have a speed mod that has a different primary stat, for example tenacity, and other secondaries, does it mean you that the whole mod is not speed or does the fact it says speed mean it has a basic value of speed? Just wondering because I am a little confused about it.

  • You want your speed secondaries to go as high as possible.  I will look at a mod for +5 speed as one of the 4 secondaries.  I will raise it to level 12.  If I get to +15 / 20 I will take that mod to level 15 then attempt to 6* and it’s RNG to raise it to 30.  Unless you are looking to mod a tank, you want speed secondaries on all mods.  tanks generally are high health, prot, crit avoidance and tenacity.  On the character sheet there is a ! Under the header basic/advanced on the mod screen.  If you press it a sub window bring up what the devs suggest is optimal modding for that toon.  

    I sell all grey, all green and sometimes blue mods unless they have +5 speed on them.

    you can also calibrate the mod which is completely RNG if the attribute you chose goes into speed as well.  Arrows with speed primary always go to 32 speed.  Arrows with Prot or Crit avoidance will have speed secondaries and again the rules above apply.

    attached are photos of my Plaps and CLS mods with high speed secondaries.  Mara Jade is also high speed, clocking in at 341.  Palp is at 330 speed.  Jade almost always goes first.  She takes 3 turns before a lot of other enemies can even shoot then on her basic Palps assists and he’s next inflicting force lightning on shocked enemies.  Palps also has high potency so force lightning can’t be resisted and everyone is stunned.   

     

8 Replies

  • The symbol in the center of the mod shows the set the mod belongs to. Stats don't determine the mod's set. Sets, when completed, give a small stat boost. It's generally better to complete the mod sets. Speed, offense, crit damage require 4 mods to complete a set, the other types require 2 mods to complete a set. One character has 6 slots, so you can have one 4-piece set and a 2-piece set, or three 2-piece sets on one character. Any slots can complete a mod set, meaning that you can have 4 speed mods in any of the 6 mod slots to make a complete speed set. 

  • Man I still don't understand mods. I'm like that SpongeBob meme with split eyes when it comes to them. 

     

  • Set bonuses and substats (secondary stats) are two separate parts of a mod’s power that work together to boost a character’s stats — but in different ways.

    • Set Bonus: Comes from the mod type (Speed, Health, Offense, etc.). Equipping the required number (usually 2 or 4) activates the bonus — e.g., four Speed mods grant +10% Speed, or two Health mods give +10% Health. These are percentage boosts to a character’s base stats, not to other mod stats.
    • Substats (Secondary Stats): The individual bonuses shown on each mod, like +5 Speed or +2% Offense. These add flat or % values directly on top of base stats, regardless of sets.

    When stats are calculated, the game first applies set bonuses to base stats, then adds flat and percentage values from primaries and substats.

    In short:

    • Set bonuses = % boosts to base stats
    • Substats = flat or % bonuses added afterward
      Both matter, but they scale differently — which is why a high-speed substat can be just as impactful as a good set bonus.

     

  • You want your speed secondaries to go as high as possible.  I will look at a mod for +5 speed as one of the 4 secondaries.  I will raise it to level 12.  If I get to +15 / 20 I will take that mod to level 15 then attempt to 6* and it’s RNG to raise it to 30.  Unless you are looking to mod a tank, you want speed secondaries on all mods.  tanks generally are high health, prot, crit avoidance and tenacity.  On the character sheet there is a ! Under the header basic/advanced on the mod screen.  If you press it a sub window bring up what the devs suggest is optimal modding for that toon.  

    I sell all grey, all green and sometimes blue mods unless they have +5 speed on them.

    you can also calibrate the mod which is completely RNG if the attribute you chose goes into speed as well.  Arrows with speed primary always go to 32 speed.  Arrows with Prot or Crit avoidance will have speed secondaries and again the rules above apply.

    attached are photos of my Plaps and CLS mods with high speed secondaries.  Mara Jade is also high speed, clocking in at 341.  Palp is at 330 speed.  Jade almost always goes first.  She takes 3 turns before a lot of other enemies can even shoot then on her basic Palps assists and he’s next inflicting force lightning on shocked enemies.  Palps also has high potency so force lightning can’t be resisted and everyone is stunned.   

     

  • harvestmouse1's avatar
    harvestmouse1
    Seasoned Ace
    25 days ago

    So, if we take away the amount of dots on a mod, the colour of the mod (which are quite basic) and the level of the mod , there are 3 pieces of information.

    Mod set - This is the icon of the mod.   You need 4 (speed, Crit Damage and offence) mods to complete a set.  You need 2 mods of any other type to complete a set.  When you complete a set, you get a bonus.   For example, a completed (4 mods) speed set gives you an extra 10% speed.

    Primary - Each mod has a primary 'buff'.  This is the word in bold to the right of the mod.  Different mod shapes have different primaries.  For example, the arrow is the only one that can have a 'speed' primary.  The mods on the left side are very restrictive on which primaries they can take.  The mods on the right have a lot more choice.  This means that, the mods on the right, with the correct primary are more valuable to you.

    Secondary - Each mod has 4 secondary 'buffs'.  Now, the speed is boldened.  As this tends to be a very important factor for most characters.  Rule of thumb; the more speed, the more happy happy.  Some characters will work considerably better with other stat buffs.  For example, Dr Aphra works so much better with high potency.  So, you'll be looking for mods that have potency and speed for her.  Preferably on the primaries, but if you can't do that, on the secondaries.

    I have no idea what character needs what mods!  No problem, we have swgoh.gg, the swgoh guide to the galaxy.  Simply google "swgoh.gg best mods for .....Lobot" and you'll get all the information you need.  OK, this isn't tailored specifically for your Lobot, but it's what the majority of high end players are doing.

    Let's try it:

    "Hey swgoh.gg, what are the best mods for Lobot?"

    Mod set - health (x2)  Speed (x4)

    OK, if we look at the mod set above.  We see that we will get 2 bonuses  (4 speed mods = 1 bonus)  (2 health mods = 1 bonus).  So, we're going to get a speed and health bonus.

    Primaries

    Arrow - speed (obviously, if were taking a speed mod set)

    Triangle - Protection

    Cross - Potency

    Circle - protection

    (Diamonds and Squares only have 1 primary stat, so aren't listed)

    So, from this information we can see that Speed is very important.  Make sure all your mods have speed on a secondary.  Other than your arrow which has it on a primary.  (If a mod has something on a primary, it can't be on a secondary too).

    Potency looks sort of important.  If you can get potency on your secondaries, it'll help a bit.

    Keeping him alive also looks important.  (health set, and protection primaries).  It looks like protection is more important than health.  (We chose a protection primary over a health primary on the circle).  So.......protection and health secondaries look good, protection a bit better.  It doesn't look like he does any damage so Crit dmg, crit chance, offence look sort of worthless.

    Extra information if your head can take it

    Although earlier I wrote 'if a mod has something on a primary, it can't be on a secondary too', this isn't quite the case.  Some buffs have a direct figure buff and a percentage buff too.  For example 'health.  So, you could have 2 secondaries or 1 primary and 1 secondary health buff, one being a + figure, the other being a + percentage.

    Percentage buffs are significantly better than direct number buffs in ..... most situations.

    Depending on how well developed your account is, depends on how much you want to worry about secondaries.  To a degree......primaries too.  However, it's good to get into the habit and better in the long run if you do care about your primaries.

    The only real sub-law to this is speed.  Although, not quite as important as it was a few years ago, speed is still incredibly important/vital to being better than your opponents.  'If you don't get a turn, how can you win?'  Farming mods with speed secondaries is probably more important than farming mods with the correct primaries.  

    Rule number 1:  "The more speed, the more happy happy"

     

  • OutrunWhistle's avatar
    OutrunWhistle
    24 days ago

    Wow, must be nice consistently having 20+ Speed Secondaries... 😅

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