Forum Discussion

mntman76101's avatar
7 years ago

Mod limit

Maybe I never noticed before and it was always there, but today I got a message saying I have too many mods and that the mod I bought would go in my inbox and if not claimed within time would be lost.
- Was this always there?
- What is the limit
- How can I tell how many mods I have?
- Is it only unplaced mods that count towards the limit? I.e. if I place some mods on some throw away toons will it clear up spots?

Seems silly if you can't tell how many you have yet there is a limit. Am I supposed to count them every day? I mean right now I know I must be at the limit because I deleted some and was able to grab them from the inbox so I'm close. Not that I need to hold onto all the garbage mods I have and it does get cluttered but there's really no way yet to effectively manage (until the update release I hope) so enforcing a limit now is a bit much.
  • "electricnick260;c-1607976" wrote:
    Why would you need 500 mods? Dude sell that stuff man.


    Mod update will contain splicing. Stock up
  • Yes, limit has always been there.
    Limit is 500
    Applies only to unequipped mods so equipping mods on toons that don’t have them now will free up space.
  • braskme's avatar
    braskme
    New Spectator
    What I do is to level all "useless" heroes up to L50 so I can equip mods on them. Marquees are great for acquiring more "mod containers". Also you can now see the mods in swgoh.gg's mod tool.

    After that, I sell any 1-3* mods from the left side (square, diamond, circle) that don't have decent secondaries. I'm getting to the point were I have very few of those left. I keep all right side mods because they're a lot more rare (esp. triangles).
  • "electricnick260;c-1607976" wrote:
    Why would you need 500 mods? Dude sell that stuff man.


    When you have 100-plus seven star toons who need 600-plus mods, and you are working on more toons, it makes sense to have a good number in reserve for each set bonus. You also never know when some new event or raid or character mechanic might require a different stat you weren’t really using. Case in point: Sith Raid mechanics prioritize offense over speed for specific toons in specific phases, like Resistance Trooper in Phase 1 and Asajj in Phase 4 and almost everyone in Phase 3 Chex. If you didn’t have a good stockpile of mods with good offense secondaries, you would need to catch up. This is why I keep a good number of mods on hand with double secondaries for particular stats like offense, health and protection (percentage bonus and flat stat bonus). Plus, it is always a good idea to keep extra crit chance secondaries, crit damage triangles and speed arrows.

    I’ve hoarded dozens of greens and blues that upgraded speed once, and the introduction of slicing is going to reward me for that.
  • Exactly as Sooner said. Trust me. I odn't want that many floating out there either. I wish I cold group them by primary then secondary and things like that so I can sort and get rid of true trash, but it is just overwhelming right now and sometimes have a trash sub set gets you the 2x critical chance and it's worth it so you keep it since the right side mods are rarer.