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Can you link your *.gg account? Folks here could help a lot if we could look at your mods.
- AD-ooXXoo24 days agoSeasoned Adventurer
And there you also have my Ally Code!
- MasterSeedy22 days agoSeasoned Ace
Thanks. So DarjeloSalas is correct: you're doing pretty well.
Just as a sample to see where you were, I looked at Offense Set diamonds, what your minimum Off% were on those mods and what your speeds looked like.
Of 45 mods in the category, 13 had no Off% at all.
For comparison, I had 39 mods in the category, 8 have no Off% at all. One was an unequipped 5-dot blue. I upgraded it to reveal all, it still had no Off%, so I sold it.
It's completely normal to have some of these for long term players. We equipped old toons back before we got serious about mods, and because of power creep they lost relevance over time. If they didn't start out with huge relevance, then they didn't start out great and over time seem worse.
Even so, there's room here to chuck out some old mods and equip some Off mods that have Off% secondaries. They can sit on those largely-useless toons waiting for the day when you need them for a new toon.
The same should be true for Tenacity mods without Tenacity (here you had 13 Tenacity set diamonds, and off those 6 had no Tenacity secondary), Defense without Defense (16/30 squares had no Def% secondary), etc.
Your mods ARE good. You've clearly spent a lot of resources on them and in particular you've done well with speed (only 4 of the 30 Defense squares had speed less than 10, and Defense is one of those stats we often tolerate the least speed on bc they go on Tanks who do not prioritize being fast).
That said, I think there's still some room to junk mods that don't have the synergy they should. Above 15 speed, I make replacing those mods an extremely low priority. If it's getting banked on a junk toon that toon is almost certainly getting low speed and having a few fast but zero-synergy mods on those toons isn't bad. But if a mod is below 15 speed AND doesn't have synergy between its set bonus and either its primary or its secondaries, you can junk that, replace it with a mod that does have synergy and move on.
Something to think about with junk toons as well is how they can be used as proxies for those marquee toons you can't yet mod. If you have a faction that you know you very rarely use in any serious way (Jawas are that for some people) you can trash most (if not all) the mods on a toon that isn't using but has the same role as one of the new marquees, then mod that up using the modding priorities of the new toon -- today that's Mara Jade. Every 2 weeks, you drop some crap mods and fill up a toon with your expected load out for another era marquee. When the era ends, those load outs are mostly ready (though you might tweak them further) so you don't have 6 mod-from scratch mods you have to do right away before the next GAC round.
Finally, and you're probably doing this, but just for the folks reading along, I assume that those Tenacity mods without Ten, Off without Off%, etc. are from the olden days and with all new mods you've been selling those immediately. But if not ... that's a way that you can tighten up your selection criteria so that not as many mods sit around in your unequipped inventory despite not having real long-term potential.
Between using more of your bad toons as inventory space, creating mod sets for your era toons on worthless characters, and (maybe?) being more selective about synergy to reduce mod inflow, you might be able to make things a little easier on yourself AD.
Hope that helps.
Separately I'm going to add a bit here for the noobs (NOT for you, AD) reading along.
The easy way to find and purge those mods with no synergy is by setting up in-game filters in which you specify NOT having a secondary and then also select every primary EXCEPT the one that matches the set bonus. Here's a screenshot:
Notice that both CD and Off sets want Off% secondaries on them whenever possible, so I did both of those sets at the same time. By selecting every primary except Off% I make sure I don't bork the filter by looking for Off% primaries without Off% secondaries on the same mod. (If it has an Off% primary it will never have an Off% secondary and therefore you'll get a bunch of mods you want to keep in this filter that's supposed to return only the worthless mods).
Also for those reading along who aren't familiar, see all those saved filters on the left with easily understandable names like "Off no Off"? You can save a bunch of filters to make purging worthless mods easy.
And for those new to filtering, if you don't know how to turn the "Offense %" secondary button red to indicate you want to exclude mods which do have Off%, I couldn't fit that all on my screen at once, but here's another screenshot that makes that clear. The controls for turning "has Off% secondary" to "does NOT have" are right below the secondary buttons themselves:
See that red circle with a line through it on the right? That's your magic button for preparing the purge.
Okay, I'm out. MTFBWY everybody.
- AD-ooXXoo19 days agoSeasoned Adventurer
Thanks for this detailed mod guide. As you’ve already noted, though, my modding is already quite good. Unfortunately, in every category there’s still the occasional mod that isn’t perfect in terms of its stats or primary values. But that’s not something you can fix by selling those mods. It just takes time to find a better mod to replace one that doesn’t meet the requirements. Besides, a defense mod doesn’t necessarily have to have defense stats to be very useful. That’s just nonsense. Often, I even have to work with “broken” mod sets to meet certain requirements on a toon.
Given the number of toons and teams we currently have, and the modding variations required by some of the extreme DC features, the available free DC space has become too small. Just take the current Attacker DC with 400%, which requires a very precisely balanced ratio between defense, offense, and crit damage on the toons. In that case, you can no longer view a mod as simply a single product, as you’re portraying it here. Sure, everything in your post is correct as a general approach, but in high-end modding with clear, predetermined values and fixed move sequences within teams, you can’t dismiss it so easily.
As I said before, selling only helps once a better mod is available. If the mod limit prevents that, it finally needs to be raised.
This is preventing revenue for CG/EA.
that is the fact.
- DarjeloSalas24 days agoSeasoned Ace
https://swgoh.gg/p/515581987/mods/
for once, I don’t think OP needs much help!
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