Forum Discussion
11 Replies
- VertigoBeast9 years agoSeasoned AceThe mods have some effect, but not much as they just effect the overall stats of the pilot themselves by a small amount and then those stats are transferred to the ship based on the star level of the pilot, the ship and the gear tier of the pilot.
- scuba759 years agoLegendYes. Mod type and stats don't matter. Max benefit from 6 mk5 level 15 mods.
- VertigoBeast9 years agoSeasoned AceScuba makes a good point that I missed. Only the parts of the mods that directly effect stats like health and protection and strength and agility and tactics have any effect. Set bonuses like critical damage do not carry over.
- I assume ships are getting thier own mods
"Grpeephole303;798747" wrote:
I assume ships are getting thier own mods
Yeah, it looks like they'll be getting astromech droids, which I'm assuming will have a function similar to mods."Grpeephole303;798747" wrote:
I assume ships are getting thier own mods
They'll be getting hardware which includes astromech droids for x-wings, the millenium falcon, jedi fighters, arc fighters, and eventually naboo fighters while other ships will have attachments like antennas and stuff."Vertigo;798745" wrote:
Scuba makes a good point that I missed. Only the parts of the mods that directly effect stats like health and protection and strength and agility and tactics have any effect. Set bonuses like critical damage do not carry over.
This is incorrect. The ONLY attribute of mods that matter are tier (1-5) and level (1-15). Absolutely nothing else matters. No primaries, no secondaries, no set bonuses, nothing at all."Mageduckey;798809" wrote:
"Vertigo;798745" wrote:
Scuba makes a good point that I missed. Only the parts of the mods that directly effect stats like health and protection and strength and agility and tactics have any effect. Set bonuses like critical damage do not carry over.
This is incorrect. The ONLY attribute of mods that matter are tier (1-5) and level (1-15). Absolutely nothing else matters. No primaries, no secondaries, no set bonuses, nothing at all.
^^^^absolute truth- scuba759 years agoLegend
"Mageduckey;798809" wrote:
"Vertigo;798745" wrote:
Scuba makes a good point that I missed. Only the parts of the mods that directly effect stats like health and protection and strength and agility and tactics have any effect. Set bonuses like critical damage do not carry over.
This is incorrect. The ONLY attribute of mods that matter are tier (1-5) and level (1-15). Absolutely nothing else matters. No primaries, no secondaries, no set bonuses, nothing at all.
Yup I now have a use for arrow, Triangle and cross defense primary mods. "Mageduckey;798809" wrote:
"Vertigo;798745" wrote:
Scuba makes a good point that I missed. Only the parts of the mods that directly effect stats like health and protection and strength and agility and tactics have any effect. Set bonuses like critical damage do not carry over.
This is incorrect. The ONLY attribute of mods that matter are tier (1-5) and level (1-15). Absolutely nothing else matters. No primaries, no secondaries, no set bonuses, nothing at all.
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