Forum Discussion

MattMR3's avatar
6 years ago

Are mod stats misleading?

My General Grievous has 69,122 health. Not bad, but considering the mods I put on him I feel it should be much higher. GG has a fully geared base health of 45,617, meaning the 23,495 extra come from my mods. I decided to run the numbers myself and things don't seem to add up. Using the numbers that are on my mods (attached pdf), I can see that I have boosts of: 4x 16% boosts from primary stats, 4.14% from secondary stats, 3 health sets at 10% apiece, and a flat boost of 3,989. I'm going to aim for the lowest number possible with these boosts by combining the % boosts all at once (98.14%) and then add the flat boost on after, rounding down any decimals along the way. Already, it is odd that I am supposedly getting ~98% more max health but that is not reflected at all in my GG's actual health, as such a boost should essentially double his base health. So, his base health of 45,617 added to the 98.14% boost should give 90,385 health, and after the flat boost I should have a grand total of 94,374 max health. Comparing this to my GG's actual health (69,122), I am missing over 25,000 max health. Are mods less effective as you stack effects? Is there something I'm missing?

Another quick example, if you have a fast character with a speed set on try it yourself. My g11 bb8 has a speed of 259, with 97 coming from mods (he has a speed set). 82 of that comes from flat boosts, meaning I am getting 15 from the speed set bonus. But, with the speed set bonus being 10%, and my bb8 having a base speed of 162, shouldn't the set bonus be 16 speed? It seems small but we all know every speed point counts. Furthermore, if you have a character with a speed set, and then you add both g12 pieces that increase speed, you will see that the base speed does increase by the correct amount (12), but no increase is given to the mod stats. Since 10% of 12 rounds down to 1, it seems every fully geared character with a speed set is missing one speed point.

I would love to be educated on what I am not seeing, or told where I went wrong in calculating. Assuming there are no hidden mechanics, and do tell me if there is, I have to conclude that mods do not offer the same bonuses as they claim to.
  • braskme's avatar
    braskme
    New Spectator
    I'm not going to run the math myself because Friday, but increases from gear levels you have not completed do not count towards %-based effects like +16% health. So all the health Grevious gained from g12 is not included in mod %health increases (which is a lot).
  • huh, did not know that. Disappointing that that info isn't clarified anywhere in game
  • Take a look at this thread from a couple of months ago....it has the answer to your question: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/196813/general-grievous-and-health-mods-issue
  • All percent bonuses from mods are calculated based on last set of gear you completed, meaning it doesn’t count additional pieces of gear until you complete the set. So, for Grievous, assuming you have him at G12, the percent health bonuses are calculated based on him being G12 with not extra G12 pieces. It may be easier to think of it as all the health boosts you get from his G12 pieces (which are substantial) are added in AFTER his mods, instead of before.
  • Look on the bright side, your GG will be a beast when g13 hits.
  • "APX_919;c-1859796" wrote:
    Look on the bright side, your GG will be a beast when g13 hits.


    False! Grievous will never be a beast because he’s not an Old Republic character.
  • "MattMR;c-1859609" wrote:
    huh, did not know that. Disappointing that that info isn't clarified anywhere in game


    also disappointing it is that way at all