7 years ago
Why The Mod Caps?
I just found out i reached max amount of mods you can recieve, so all my new mods have to be dormant in inbox until i sell a bunch good mods that are not easy to get why should I be forced to sell any...
"Woodroward;c-1406799" wrote:"NicWester;c-1406789" wrote:"wrekincruw;c-1406762" wrote:
Where did you get those statistics if you don't mind me asking also even if it were 5 as a Max or average that is still a good amount and not worth tossing also again I am putting the mods on characters that I don't use but the fact is once I have them on there and I decide to take them off it's going to cost me credits as opposed to mining them from the beginning the way that I want them and not being wasteful
Check the announcements when they revamped mods after they were introduced. All mods, at max level, have 4 secondary stats. You gain a new secondary or level up an existing secondary at levels 3, 6, 9, and 12. With a gray mod you use all four bumps to add new secondary stats. With a green you get three secondaries added and one secondary bumped to the next level (usually, but not always, the initial secondary it had).
Removing mods is a pittance cost unless you're doing it repeatedly. Just throw some jank on those unused characters to improve their GP (or, if they're pilots, to improve their actual combat effectiveness) for Territory Battles, and if they're on defense in a Territory War they'll be a slightly harder out. Jank mods are better than no mods, and the cost of removing a full set is less than 30k, which is roughly 5% of one Galactic War's payout. So just equip all of them for now, then start at the top of your roster and farm specifically what that character needs, then sell off all grays, improve all greens with speed (or other important stat--some tanks don't want speed, but you get the gist) to see if you like what they look like when they're maxed and give them to someone for whom that'd be an improvement. Once that character is done, move onto the next one.
Practical example: I'm fishing for a crit damage triangle (crit chance set) for Kylo Ren. Most of my Clone Troopers need crit sets for HAAT, so any green (or above) with speed is levelled up and given to one of them. Everything else is sold--which, hey, now that I think about it, the profit from selling (and the money saved by not leveling up those grays) is more than going to cover, in the long run, the price of removing a couple jank mods down the line.
No, with a green mod, the secondary that was revealed to start is the only one that can increase, so with green mods, there is 100% chance that secondary will be increased.
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