This topic keeps coming up -- primarily with folks who struggle with an overflowing mod inventory, but others as well. I am just ... not a video creator. Not my bag. So I'm going to post this here an...
This is probably extremely unnecessary and I can see people even getting offended that they wouldn't be trusted to figure this out by themselves, but historically speaking, many posters on these forums are terrible at figuring out simple things in SWGOH by themselves. Seedy, you've talked a lot about circles and diamonds and crosses but you never actually explained what you mean by any of that, so I took 5 minutes to create this chart. If it ends up being helpful, great. If it doesn't, who cares. If it tweaks someone's nose because they assume that I think they're too stupid to know what the diamond mod is, wonderful.
So now we come to the most important topic that none of the intro to modding videos never seems to discuss:
What is a GOOD mod, and how do I know when I have one?
Because Speed is useful for every character type, when building your mod collection you want speed on every single mod. If it is an arrow with a Speed primary, fine. If it isn't, then you'll want a Speed secondary of +5 to start. Some people accept a +4, some people instantly sell a mod that begins with +4 speed. Either approach is fine. Just make a decision and stick with it, instantly selling all the mods that don't meet your speed minimum.
Later you will encounter individual toons that are exceptions. Their kits operate in an unusual way, and for those toons you might want mods with zero speed. You should feel free to mod those toons with specially farmed zero-speed mods. But you shouldn't have those mods in your collection just waiting for CG to release one of these weirdo toons. Save only mods with speed, and when you get an unusual toon that you think might be good with zero speed on it, figure out exactly what you want for that toon and farm those mods specifically.
Once you get past the "has speed" hurdle, evaluation of mods becomes more complicated.
When doing that evaluation, remember that you compare everything else back to the set bonus. Let's look at two of my mods - one bad mod and one good one.
Here's a close-up of that Stranger mod we used to talk terminology in my last post:
The set bonus is Crit Chance. We know that from the central symbol on the mod: an explosion with "2x" in the middle.
Crit Chance - like Offense and Crit Damage mod types - in an inherently offensive mod. For mods of these three types you want to create an entire set of stat bonuses that feed into the central theme of doing damage.
So we want to compare all the bonuses back to central theme, asking, "Does this help us do damage?"
First we look at the primary, and, yes, an Off% primary helps a character do damage. This allows us to say that the Set Type and the Primary match. For squares, circles, and diamonds this isn't as important bc the primary choices on these mods types are severely limited. Square primaries are ALWAYS Off%. Diamonds are always Def%. And Circles are always either Health% or Protection%. While we would LIKE a match between Set Type and Primary, on the left side mod slots, we can't always guarantee it.
But on the right side - the Arrows, Triangles, and Crosses - if the Set Type and Primary do not match, you almost certainly want to sell the mod before investing any resources in it.
So for both the reason that this is a right-side mod where we can't pick just the right Primary, but also because we're lucky and our Set and Primary match anyway, this square passes the first test.
The next test is this: Does the Set have an exact match SOMEWHERE? CC% mods should always have a CC bonus, either in the Primary or in one of the Secondaries. Only Triangles can have CC% Primaries, so on a square we're looking for CC% in the Secondaries. And, yep! We find CC%.
Next we want 3 or 4 out of the 4 secondaries to work well with our Set. Since speed is never bad and works well with any set type, we're counting Speed as "working well" with CC% just as we would with any other set type. That leaves 3 slots to examine. We also have CC% an exact match which by definition works well with the Set, and Potency, which doesn't directly deal damage (or increase it) but does go well with attacker-types.
Of the secondaries, only Defense doesn't work well with our attacking theme.
Still, because our test is to look for at least three secondaries that work well with the theme, we're satisfied that we have a good mod.
SUMMING UP: THE TL/DR OF THIS POST
Ask, does the mod meet your speed minimum (+5 or maybe +4) before any upgrades?
If the mod is an Arrow, Triangle, or Cross: Does the Set match the Primary?
After exposing all secondaries but before any other upgrades: do at least 3 secondaries match the theme of the mod?
If you can answer yes to all those questions, you can keep the mod long enough to do some basic upgrades. If you answered NO to even one of these three questions, sell the mod and start over with the next one.
it's all clear, and thank you for the informative and useful post!but I'm worried about the excessive amount of resources for one mod!and the constant randomness that can ultimately ruin everything!sometimes, when I use calibration, the characteristic returns to its original position several times!it's a waste of resources, as micro is not easily obtained!I've written many times about the excessive cost of a single module!it's not easy to bring a module to a good state!I'll repeat, and this is only one module!I would like to remove the strong randomness when calibrating the module or reduce the cost of micro materials.
I can discuss calibrating in a future post. But for now, I am setting up that discussion by focussing on grouping your Secondaries. If you never upgrade and slice mods that don't have a majority of good working Secondaries, then your calibration is more often successful.
You may not get what you were trying for, but on mods where every stat is useful, you get SOMETHING good. Some attacker-themed mods will still end up with more Speed, some with more Off, some with more CC% and some with more Pot. But since every attacker is different, the ones more TM jumping ability can accept less speed while the ones that inflict fewer debuffs (or, like SLKR, have abilities that inflict debuffs with no chance to resist) can accept less Potency.
Then you juggle: Did you get Potency when you wanted speed? Find an attacker that needs more Potency than speed and give them the Potency-heavy mod to replace a Speed-heavy mod and now you can give that Speed-heavy mod to the character that you wanted the speed for when you started the Calibration process.
If you select the right mods for upgrades, then every hit on a secondary is good. Your job is then to move them around so that the right mod gets to the right character.
PS. I understand the frustration of calibrating and getting the same stat you were trying to reduce. That will always be frustrating, but you can still maximize the odds of getting good calibrations by maximizing the number of secondaries that fit the theme of your mod.
The good news is that you've already done that! You have an absolutely great mod there. The Crit Chance roll is of very low quality, but your Seondaries are Speed, %Off, +Off, and CC%, which is a banger set. Sure your speed is +19 and I understand you might want more, but you got 5 hits of %Off with reasonable to high quality on those %Off hits. This kind of mod on a toon that doesn't need to maximize speed is amazing.
Think about Chewbacca who gets more of his hits from assists, or Jedi Knight Revan who has a TM swap, or GMY who gains +40% TM on basic and has one special that grants a bonus turn. These are all important enough characters that putting a great mod on them won't be a waste, but none of them rely on their speed so much that they can't be happy with +19.