Forum Discussion
7 years ago
Let me illustrate the point this way. I am currently farming mods. If, under the current system, I farm 100 green mods that have secondary speed, I can spend 1.35 million credits to level each of them to 3, and all 100 of them will improve speed once. Under the new system, I would have to spend 16.8 million credits to level 100 green mods to 12. On average, 25 of those mods would improve their speed once, while 75 would not. So, the reason to farm now is that 100 mods each with one speed improvement for 1.35 million credits is a hell of a lot better deal than 25 mods with one speed improvement for 16.8 million credits.
Regardless of when I farmed those mods, I would then have the opportunity under the new system to slice those mods for further potential improvement. I would have to spend additional credits to fully level the mods. Then, I would have to spend the slicing materials to upgrade them for a 25 percent chance at one additional speed improvement.
For blues, under the current system it would cost you 3.6 million credits to upgrade 100 mods with secondary speed to level 6. On average, you would end up with 50 mods with one speed improvement, 25 mods with two speed improvements and 25 mods with no speed improvement. Under the new system you would spend 16.8 million credits to upgrade those same 100 mods to level 12, yielding, on average, 38 mods with one speed improvement, 6 mods with two speed improvements and 54 mods with no speed improvements. So, 3.6 million credits for 50 mods with speed upgraded once and 25 with speed upgraded twice or 16.8 million for 38 mods with speed upgraded once and 6 mods with speed upgraded twice.
Again, you would still have to fully level all of the improved mods if you want to slice them for an additional 25 percent chance at speed improvement each time you slice. Chances of successfully slicing speed on the same mod twice in a row would be 6.25 percent, and the odds of a perfect 3 of 3 would be 1.5 percent, and if you want four upgrades on a gray, you have a 0.375 chance.
Now let’s put the cost and odds together for both leveling and slicing to see how much you would have to spend, on average, to get one mod with four secondary speed upgrades.
Gray
Current system and new system would both Give you a 1 in 3 chance of revealing speed as one of the secondary stats on a gray mod. To get one gray mod with speed to upgrade speed all four times, you would need to slice 260 gray mods with speed. To get 260 gray mods to reveal speed, you would need to level, on average, 780 gray mods to level 12 at a cost of 168k each. That would cost roughly 131 million credits. Then you would need to level the 260 that did reveal speed from 12 to 15, at 378k and change each, for a cost of about 98 million credits. You would have to then slice all 260 of those mods once, 65 (1 in 4) a second time, 17(1 in 4) a third time, and 4 (1 in 4) a fourth time. So the total average cost of getting one gray mod to upgrade speed four times would be the energy to farm 780 gray mods, 229 million credits to level mods, plus the materials to slice 346 mods.
I’m sure everyone has all those resources lying around. I will probably do the math later and make a table showing the cost for each tier mod to upgrade each number of times.
Regardless of when I farmed those mods, I would then have the opportunity under the new system to slice those mods for further potential improvement. I would have to spend additional credits to fully level the mods. Then, I would have to spend the slicing materials to upgrade them for a 25 percent chance at one additional speed improvement.
For blues, under the current system it would cost you 3.6 million credits to upgrade 100 mods with secondary speed to level 6. On average, you would end up with 50 mods with one speed improvement, 25 mods with two speed improvements and 25 mods with no speed improvement. Under the new system you would spend 16.8 million credits to upgrade those same 100 mods to level 12, yielding, on average, 38 mods with one speed improvement, 6 mods with two speed improvements and 54 mods with no speed improvements. So, 3.6 million credits for 50 mods with speed upgraded once and 25 with speed upgraded twice or 16.8 million for 38 mods with speed upgraded once and 6 mods with speed upgraded twice.
Again, you would still have to fully level all of the improved mods if you want to slice them for an additional 25 percent chance at speed improvement each time you slice. Chances of successfully slicing speed on the same mod twice in a row would be 6.25 percent, and the odds of a perfect 3 of 3 would be 1.5 percent, and if you want four upgrades on a gray, you have a 0.375 chance.
Now let’s put the cost and odds together for both leveling and slicing to see how much you would have to spend, on average, to get one mod with four secondary speed upgrades.
Gray
Current system and new system would both Give you a 1 in 3 chance of revealing speed as one of the secondary stats on a gray mod. To get one gray mod with speed to upgrade speed all four times, you would need to slice 260 gray mods with speed. To get 260 gray mods to reveal speed, you would need to level, on average, 780 gray mods to level 12 at a cost of 168k each. That would cost roughly 131 million credits. Then you would need to level the 260 that did reveal speed from 12 to 15, at 378k and change each, for a cost of about 98 million credits. You would have to then slice all 260 of those mods once, 65 (1 in 4) a second time, 17(1 in 4) a third time, and 4 (1 in 4) a fourth time. So the total average cost of getting one gray mod to upgrade speed four times would be the energy to farm 780 gray mods, 229 million credits to level mods, plus the materials to slice 346 mods.
I’m sure everyone has all those resources lying around. I will probably do the math later and make a table showing the cost for each tier mod to upgrade each number of times.
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