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coolnessda's avatar
coolnessda
New Novice
5 years ago

Why are mod percentage stats better than whole number stats

I've been trying to make better use of mods for my toons and have been told that mod stats with percent numbers are better than mod stats with whole numbers. Does this only apply more to specific stats? Like should I focus on offense percent stats rather than offense whole number stats?
  • Base offense used to be better before we had g12, but now with g13 and relics % stats are better.

    For example a relic 5 jango has about 6k offense iirc, so a 100 flat offense mod would of course give him +100. But a 2% offense secondary would give him +120. Therefore % is now better than a flat stat in most cases.

    You can’t have offense % secondary on an offense % primary, so flat offense is still useful in certain circumstances.
  • It’s not quite as cut and dried as that, but that is the general rule.
    It is a character by character basis too, but generally, somewhere around the g12 threshold a characters base stats will have improved to the point that the % based boosts yield higher returns.

    If you have a mod with both flat offense up and percentage offense up (for the examples sake, let’s say that the flat offense hit 3 times for +100, and the percentage offense hit twice for 2%).

    If you have a g11 attacker with 4000 base offense that equals +100 for the flat and +80 for the 2% for 4180 total offense.

    You increase them to g12 (and here it is important to remember that individual gear pieces are added to the character base as a bonus after the the mod bonuses are applied, but when you increase to the next gear level All those bonuses are applied to the base stats), and now you have 5000 base offense, now both the flat and the % bonus add 100 and are equally beneficial.

    Increase to g13 and 6000 base offense, now the % boost is 120, and the flat is still 100, percentage based mod is yielding better returns.

    At relic 7, with 7500 base offense, now it is up to 150 offense For the % boost, while the flat increase is still 100.

    Hope that helps.
  • @TheJEFFtm "not as cut and dry as that" - proceeds to say the same thing with more examples . :wink:
  • "Treeburner;c-2117927" wrote:
    @TheJEFFtm "not as cut and dry as that" - proceeds to say the same thing with more examples . :wink:


    My post was replying to the OP, not the first response - there was no replies when I started typing. I got ninja’d!
  • "Gifafi;c-2118218" wrote:
    "MaruMaru;c-2118179" wrote:
    "TheJEFFtm;c-2117914" wrote:
    It’s not quite as cut and dried as that, but that is the general rule.
    It is a character by character basis too, but generally, somewhere around the g12 threshold a characters base stats will have improved to the point that the % based boosts yield higher returns.

    If you have a mod with both flat offense up and percentage offense up (for the examples sake, let’s say that the flat offense hit 3 times for +100, and the percentage offense hit twice for 2%).

    If you have a g11 attacker with 4000 base offense that equals +100 for the flat and +80 for the 2% for 4180 total offense.

    You increase them to g12 (and here it is important to remember that individual gear pieces are added to the character base as a bonus after the the mod bonuses are applied, but when you increase to the next gear level All those bonuses are applied to the base stats), and now you have 5000 base offense, now both the flat and the % bonus add 100 and are equally beneficial.

    Increase to g13 and 6000 base offense, now the % boost is 120, and the flat is still 100, percentage based mod is yielding better returns.

    At relic 7, with 7500 base offense, now it is up to 150 offense For the % boost, while the flat increase is still 100.

    Hope that helps.


    Doesn't %s get calculated in pre g13 state? Or does it get multiplied after huge contribution of relics?


    I think it's that once you hit 13 all the additions from all the g12 pieces are counted, so then the % have a higher impact. So I don't think it's that it's on top of relics, just on top of g13 and added(?) to the relics.


    This is my understanding. Closing G13, brings in all the g12 gear stats.

    I believe relics add to/change base stats, and those are now part of the calculation for mods.
  • Whatelse73's avatar
    Whatelse73
    Seasoned Veteran
    Quick answer: G12 and below, flat numbers; G13 and up do percentages.
  • higher base stats = %-secondaries from mods are better
    so g13 and especially relic chars are benefitting more from % stats
    also %-mods will be even better in the future when stats are going to be even higher with higher relic levels
  • "TheJEFFtm;c-2117932" wrote:
    "Treeburner;c-2117927" wrote:
    @TheJEFFtm "not as cut and dry as that" - proceeds to say the same thing with more examples . :wink:


    My post was replying to the OP, not the first response - there was no replies when I started typing. I got ninja’d!


    Sorry bro it happens to the best of us
  • "MaruMaru;c-2118179" wrote:
    "TheJEFFtm;c-2117914" wrote:
    It’s not quite as cut and dried as that, but that is the general rule.
    It is a character by character basis too, but generally, somewhere around the g12 threshold a characters base stats will have improved to the point that the % based boosts yield higher returns.

    If you have a mod with both flat offense up and percentage offense up (for the examples sake, let’s say that the flat offense hit 3 times for +100, and the percentage offense hit twice for 2%).

    If you have a g11 attacker with 4000 base offense that equals +100 for the flat and +80 for the 2% for 4180 total offense.

    You increase them to g12 (and here it is important to remember that individual gear pieces are added to the character base as a bonus after the the mod bonuses are applied, but when you increase to the next gear level All those bonuses are applied to the base stats), and now you have 5000 base offense, now both the flat and the % bonus add 100 and are equally beneficial.

    Increase to g13 and 6000 base offense, now the % boost is 120, and the flat is still 100, percentage based mod is yielding better returns.

    At relic 7, with 7500 base offense, now it is up to 150 offense For the % boost, while the flat increase is still 100.

    Hope that helps.


    Doesn't %s get calculated in pre g13 state? Or does it get multiplied after huge contribution of relics?


    I think it's that once you hit 13 all the additions from all the g12 pieces are counted, so then the % have a higher impact. So I don't think it's that it's on top of relics, just on top of g13 and added(?) to the relics.