Forum Discussion

JohnnySocks71's avatar
8 years ago

Can someone please explain to me the difference between Offense Mods and Crit Dmg?

See above.
  • +30% damage over an offense set which +10%.

    30% goes down as crit chance goes down. 50% crit chance is still a +15% boost.

    Negative would be crits can be a bad thing, as well as negated completely. Offense can only be diminished by defenses.
  • With GK pretty prevalent in mature Leaderboards, the anti crit buff he gives out like candy is going to skew the actual results of all the theory crafting in the other direction.
  • "Huatimus;c-1222200" wrote:
    With GK pretty prevalent in mature Leaderboards, the anti crit buff he gives out like candy is going to skew the actual results of all the theory crafting in the other direction.


    He is pretty prevalent, but I run droids and GK goes down quite easily for me outside of a Rex lead... or unless Yoda gives his crit immunity back. Really, I don't think crit hate feels as devastating as it used to, and I think will end up fading to further insignificance yet.
  • "Woodroward;c-1222257" wrote:
    "Huatimus;c-1222200" wrote:
    With GK pretty prevalent in mature Leaderboards, the anti crit buff he gives out like candy is going to skew the actual results of all the theory crafting in the other direction.


    He is pretty prevalent, but I run droids and GK goes down quite easily for me outside of a Rex lead... or unless Yoda gives his crit immunity back. Really, I don't think crit hate feels as devastating as it used to, and I think will end up fading to further insignificance yet.

    I always have K2S0, so that helps a lot. GK's taunting, so is K2. All their guys attack K2 who counterattacks GK and gets lots of free turns to use his special rather frequently as well for big damage attacks. He just melts. He usually gets one turn but that's it. One cleanse, but no assist all.

  • No, no, no... you guys have it all wrong. The simplest explanation of the difference between crit damage and offense mods is this:
    Farming Jawas to 5* level 65 G8 vs. farming First Order to 7* level 85 G9.
    Which makes most people say "Crit Damage mods rule!"
  • "Pyrefly;c-1222392" wrote:
    No, no, no... you guys have it all wrong. The simplest explanation of the difference between crit damage and offense mods is this:
    Farming Jawas to 5* level 65 G8 vs. farming First Order to 7* level 85 G9.
    Which makes most people say "Crit Damage mods rule!"


    I think the main problem is actually this:

    Farming FOST and FOTP to 5* through Hard Nodes....
  • I think i will just check out crouchingrancor for mod suggestions. All this math stuff is bringing back anxiety from High school. lol.
  • I actually like math. I can improve the formula further I think, but this is certainly more inclusive than your average assessment. Most of the uninclusive approaches you come across are really more like blind guesses (versions that don't take into account how much offense is stacked are really unhelpful actually). I get not wanting to do it though. Most people are like that.

    Crouchingrancor.com is a great site.

  • I was asking because I haven't been working on my Jawa team and only completed the first tier of the Crit Dmg mod battle. I have completed all tiers for Power mods and was wondering if I could use them in place of Crit dmg for the toons that use them.
  • Offense and Crit Damage are the two best sets in general by far. No other set will directly increase your damage, though they may impact your performance in other areas which could increase your damage second hand.

    Offense set or crit damage set, either will improve your damage and is worth doing. One is usually better than the other for most toons/teams, but having either of them is much better than none of them.

    So the short answer is: Yes, offense will do in place of crit damage in a pinch. Just remember that on a character who has a lot of crit chance and/or a boatload of stacked offense, crit damage would probably be better.