"Edward;c-1595361" wrote:
"Empiric1;c-1595354" wrote:
"Ravens1113;c-1595311" wrote:
So their solution to something that wasn’t really all that complicated in the first place was to make it 10x more complicated...ummm....ooooook?
Haha, I was about to say this. I love CG, we are going to make mods simpler to use by adding another RNG mechanic that most players won't have a clue how to use efficiently- *introduce slicing*.
So am I getting this straight, best thing now is to buy/farm green/blue mods, upgrade once or twice if blue and then use the slicing mat to hopefully get an extra 5/6 speed ?
Best thing is to buy mods with speed and upgrade to lv 9~12 now, we may need Cantina energy to farm the materials used for slicing, there is drop rate to consider too.
False. You should NEVER upgrade a blue or green to 9 or 12 by default. Greens should be upgraded to level 3, where they will always improve the existing secondary stat once (we are talking only about mods with speed secondary here). Upgrading a green past level three will only reveal new secondary stats. It will not further improve secondary speed. For blues, you can upgrade to 6 to get the two upgrades to secondary stats at levels 3 and 6, with a 75 percent chance for one speed upgrade and a 25 percent chance for 2. Purples can be leveled to 9 for a chance at three upgrades.
The reason to do that NOW is that when the changes go through, upgrading lower tier mods will first show hidden secondary stats BEFORE upgrading one of those stats once all four are revealed. That means that instead of leveling a green with secondary to 3 and always getting an upgrade to speed, you would have to level it to 12 to first reveal the theee hidden stats and then upgrade one of the four stats. This means it will cost you 168k credits to level to 12 for a 25 percent chance at one improvement to speed as opposed to 13.5k credits for a 100 percent chance at a speed improvement. A blue which now costs 36k credits to level to 6 for a 75 percent chance at one speed upgrade and a 25 percent chance at two upgrades will require 168k credits to level to 12 for a 43.75 percent chance at one improvement and a 6.25 percent chance at two improvements. Higher cost per mod to find out whether speed will improve with a lower chance to see speed upgrade.
IF you level a green to 3, a blue to 6 or a purple to 9 and are satisfied with the improvement to secondary speed, you can go ahead and level it all the way to 15 and start using it. Then when the update happens, you can slice those mods for additional chances at improvement.
You also seem to be under the false impression that mods will not improve stats under the new system from leveling and will only do so via slicing. That is only true for gray mods. Under the new system, leveling a mod to 12 will give a green mod one secondary stat inprovement (random one improvement to any of the four secondary stats revealed via leveling to 9), blues will get two improvements (could be two to the same random stat or one improvement to two different stats), purples will get three, and golds will get four.
Slicing mods will upgrade the tier of lower level mods, simulataneously giving them the additional random stat improvement they would have gotten if they had been that tier when you leveled them. So you could slice a gray mod four times to get four random stat improvements as you would have gotten for leveling a gold mod to 12. Greens could be sliced three times, blues twice and purples once. Gold mods will not be sliceable. If you already had lower tier mods that you upgraded under the current system for better odds at a lower cost to see whether they improved, you will be able to slice them for a chance to further improve their speed and make them as good as a gold mod that improved speed multiple times.