8 years ago
Complete Overhaul Suggestion
This is a mod overhaul suggestion with the aim to erase rng factor in getting and building mods and to minimize the need of switching mods continously.
Concept;
Mods will created by combining one primary stat base and four secondary stat tokens.
Primary stats will have have 5 levels (5 dots)
Secondary stats will have 25 levels (due speed concerns, more on that below)
To combine primary base and secondary tokens, they should belong same mod set.
Primary base will be farmed via mod battles.
Secondary tokens will be farmed via mod challenges.
Primary Base;
A primary base farmed from mod battles will be always one dot.
One dot base can be equipped by toons.
To upgrade primary base you need more one dot primary base of same primary stat.
For next level (2 dot) you need 2 more primary base of same stat.
To make 3 dot you need 3 more primary base of same stat.
Example; farmed protection primary, speed set, Circle mod base.
Once equipped it will grant 5% protection at max mod level of 15.
Upgrading it with 2 more protection primary, speed set circle mod base, will make to the mod 2 dots, protection at max mod level will be increased to 8%.
Finally with five mod base, you can upgrade the mod from 4 to 5 dots, and at max mod level it will grant 23.5% protection.
With this system,
You can upgrade current 3-4 dot mods to 5 dots, maxing gp.
Primary stat values of already farmed mods won't change at all, no balancing issues.
Once 6/7 dots will be introduced, no mods will be wasted, current mods could be upgraded to new max.
Secondary Tokens;
Currently mods value is almost totally depends on how much secondary speed it has. Because of that this overhaul suggestion aims to not change speed value of already farmed and leveled mods.
Secondary tokens will be farmed in multiples via mod challenges. Once you get a secondary token it can be directly equipped to a primary base mod of same set.
Secondary skills will have 25 levels.
Speed will range between 1-25.
Protection will range between 160-4000.
Health will range between 50-1250.
Offense will range between 6-150.
etc.
Example;
Farmed 4 secondary tokens of speed set.
1 speed, 1 protection, 1 offense, 1 health token dropped.
Combining them all into primary base will result with flowing secondary stats on the mod;
160 protection,
50 health,
1 speed,
6 offense.
Each and all of the secondaries can be upgraded to level 25.
With two speed secondary tokens you can increase speed to 2. With 3 more you can increase it to 3.
Tokens needed shouldn't be linear, instead tokens needed should be increased after each threshold;
Level 1-5, 1,2,3,4,5 tokens
Level 6-10, 7,9,11,13,15 tokens
Level 11-15, 18, 21,24,27,30 tokens
Level 16-20, 34,38,42,46,50 tokens
Level 21-25, 60,70,80,90,100 tokens
So to have 1 speed you need 1 tokens,
To have 5 speed you need 15 tokens,
To have 10 speed you need 70 tokens,
To have 15 speed you need 190 tokens,
To have 20 speed you need 400 tokens,
To have 25 speed you need 800 tokens.
With this system,
There will be no changes to speed secondary stats on current mods, and marginal changes to other stats.
example
A current mod has 14 speed, 60 offense, 1450 protection and 220 health.
It will be overhauled to 14 speed (level14), 60 offense(level10), 1440 protection rounded down, or 1600 protection rounded up(level9 or level10), 200 health rounded down or 250 health rounded up(level4 or level5)
No mod will be useless, all can built to a defined maximum over time, but slowly and with spending big resources.
Other stats will be much more important, because of ramped cost of secondary stats increases.
Example; with a total of 800 tokens you can either have
25 speed, 160 protection, 50 health, 6 offense mod
(spending all 800 on speed)
or
20 speed, 3200 protection, 50 health, 6 offense mod
(spending 400 on speed, 400 on protection)
or
15 speed, 2400 protection, 750 health, 90 offense mod (spending 190 on each stat, and saving 40)
Speed secondary won't be ruling as bad as it is now.
Thank you for reading. What is missing, what do you think?
Concept;
Mods will created by combining one primary stat base and four secondary stat tokens.
Primary stats will have have 5 levels (5 dots)
Secondary stats will have 25 levels (due speed concerns, more on that below)
To combine primary base and secondary tokens, they should belong same mod set.
Primary base will be farmed via mod battles.
Secondary tokens will be farmed via mod challenges.
Primary Base;
A primary base farmed from mod battles will be always one dot.
One dot base can be equipped by toons.
To upgrade primary base you need more one dot primary base of same primary stat.
For next level (2 dot) you need 2 more primary base of same stat.
To make 3 dot you need 3 more primary base of same stat.
Example; farmed protection primary, speed set, Circle mod base.
Once equipped it will grant 5% protection at max mod level of 15.
Upgrading it with 2 more protection primary, speed set circle mod base, will make to the mod 2 dots, protection at max mod level will be increased to 8%.
Finally with five mod base, you can upgrade the mod from 4 to 5 dots, and at max mod level it will grant 23.5% protection.
With this system,
You can upgrade current 3-4 dot mods to 5 dots, maxing gp.
Primary stat values of already farmed mods won't change at all, no balancing issues.
Once 6/7 dots will be introduced, no mods will be wasted, current mods could be upgraded to new max.
Secondary Tokens;
Currently mods value is almost totally depends on how much secondary speed it has. Because of that this overhaul suggestion aims to not change speed value of already farmed and leveled mods.
Secondary tokens will be farmed in multiples via mod challenges. Once you get a secondary token it can be directly equipped to a primary base mod of same set.
Secondary skills will have 25 levels.
Speed will range between 1-25.
Protection will range between 160-4000.
Health will range between 50-1250.
Offense will range between 6-150.
etc.
Example;
Farmed 4 secondary tokens of speed set.
1 speed, 1 protection, 1 offense, 1 health token dropped.
Combining them all into primary base will result with flowing secondary stats on the mod;
160 protection,
50 health,
1 speed,
6 offense.
Each and all of the secondaries can be upgraded to level 25.
With two speed secondary tokens you can increase speed to 2. With 3 more you can increase it to 3.
Tokens needed shouldn't be linear, instead tokens needed should be increased after each threshold;
Level 1-5, 1,2,3,4,5 tokens
Level 6-10, 7,9,11,13,15 tokens
Level 11-15, 18, 21,24,27,30 tokens
Level 16-20, 34,38,42,46,50 tokens
Level 21-25, 60,70,80,90,100 tokens
So to have 1 speed you need 1 tokens,
To have 5 speed you need 15 tokens,
To have 10 speed you need 70 tokens,
To have 15 speed you need 190 tokens,
To have 20 speed you need 400 tokens,
To have 25 speed you need 800 tokens.
With this system,
There will be no changes to speed secondary stats on current mods, and marginal changes to other stats.
example
A current mod has 14 speed, 60 offense, 1450 protection and 220 health.
It will be overhauled to 14 speed (level14), 60 offense(level10), 1440 protection rounded down, or 1600 protection rounded up(level9 or level10), 200 health rounded down or 250 health rounded up(level4 or level5)
No mod will be useless, all can built to a defined maximum over time, but slowly and with spending big resources.
Other stats will be much more important, because of ramped cost of secondary stats increases.
Example; with a total of 800 tokens you can either have
25 speed, 160 protection, 50 health, 6 offense mod
(spending all 800 on speed)
or
20 speed, 3200 protection, 50 health, 6 offense mod
(spending 400 on speed, 400 on protection)
or
15 speed, 2400 protection, 750 health, 90 offense mod (spending 190 on each stat, and saving 40)
Speed secondary won't be ruling as bad as it is now.
Thank you for reading. What is missing, what do you think?