Forum Discussion
9 years ago
I'm curious too... I had Critical Avoidance on my ShoreTrooper, and I think it saved a few crits from Rex or Wedge's AoE, but not the one that really mattered: The big assist.
For some reason I wanted him to not lose all protection too fast (i.e. not on the first hit), so I went back to +23.5% Protection.
I'm still unsure if it works as described above (actual chance of cirt = Attacker's crit chance - 24%, meaning it's useless when the attacker's crit chance goes to 124% or more), or in a much more favourable manner of (First determine if there's a crit based on Attacker's crit chance, then revert the crit with 24% probability). I suspect the first one, which makes it effective against enemies that have low crit chance and high crit damage.
All in all, I think 24% is just not enough to make a difference worth of a mod slot that could give +30 speed or +23.5% Protection.
For some reason I wanted him to not lose all protection too fast (i.e. not on the first hit), so I went back to +23.5% Protection.
I'm still unsure if it works as described above (actual chance of cirt = Attacker's crit chance - 24%, meaning it's useless when the attacker's crit chance goes to 124% or more), or in a much more favourable manner of (First determine if there's a crit based on Attacker's crit chance, then revert the crit with 24% probability). I suspect the first one, which makes it effective against enemies that have low crit chance and high crit damage.
All in all, I think 24% is just not enough to make a difference worth of a mod slot that could give +30 speed or +23.5% Protection.
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