Forum Discussion
- In the world of mods, anything listed without a % is just a flat number that is added to the stat.
Anything with a %, is exactly that, it adds to the % increase that mods add to that stat. "ObiDarthYoda;c-2174059" wrote:
Thanks Kyno: so how does one USE this info on a toon/mod?
With basic maths, of course.
Flat mods just add the flat value.
% mods add the % of the bonus value multiplicatively to the base value.
The easiest example being speed.
let's say you have a character at 200 speed (I know no character has 200 base speed but it's an easy example mathematically).
If you have a flat +20 speed mod, you have 200 + 20 = 220 speed, aye?
If you have a speed set of +10%, then you have 200 + (200/100*10) = 220 Speed.
Coincidentally, the numbers are equal here, but the math is differently. And as you get less conveniently whole numbers, the numbers do start to look a little differently on a case-by-case situation. The lower the base speed, the better flat speed mods look.
Just to get this out of the way incase you have the question in a future instance, Imma also add the explanation for stat additions and multiplications past mods and with ingame mechanics during battle, once again using Speed as the example.
Mods all add from the starting base value.
Then Leadership effects kick in, based on the end result of base value + mods. And since all leaderships giving speed are flat bonuses, we don't need to bother with percentages.
then character-specific uniques come in and are based off of the end result of base value + mods + leaderships.
The best example for this would be Rex, as he checks off all 3 situations for Speed.
First you have Rex at base speed of 160. Let's say you add a acceptably moderate speed set (no 6E) and speed secondaries, with a +30 arrow and idk +10 on the other 5 and a speed set for +10%
so now you have 160 + 30 + 10 + 10 + 10 + 10 + 10 + (160/100*10) resulting in 256 speed.
Now you go ingame and have a Shaak lead, that makes a 256 + 35 resulting in 291 speed
Then you have Rex' unique, which with himself and 3 other 501st results in +4%x4 being +16%. The math hereby then is 291 + (291/100*16), resulting in 337.56 end speed.
I hope this helps with your future speed calculations. I know it looks like a lot, but it's all step by step and easy to keep track off once you get used to it. Edit: This also works the very same way for health, protection, offense and the like.
Defence and Resistance will be a whole different topic thought, they calculate a bit differently because the flat defence number to the % shown in stats isn't an easy decimal translation. But if you request it, I can explain that too."MemeMaster;c-2174066" wrote:
then character-specific uniques come in and are based off of the end result of base value + mods + leaderships.
This is not correct. In game abilities (unique, leadership, etc.) that are calculated 'one time' (start of battle, start of encounter, etc.) only consider the base stat (gear + mods) of the character. An increase to speed from a leadership ability does not impact how much speed a unique applies. In the case of Rex, both the leadership and the unique are computed based on Rex's base speed at the beginning of battle (his speed including gear + mods) and then added to create his total 'in battle' speed.
To my knowledge, the only in-game abilities that can be impacted by other in-game abilities are the ones that are computed 'continuously' (i.e. updated anytime an ability is used). Typically these are abilities that convert one stat into another stat like KAM's unique. KAM's unique converts max health to offense for Jedi supports and healers. This offense number is constantly updated every time an ability is used and is based on the characters current total max health including everything (gear, mods, other abilities, and active effects).
Both addressed in this developer post:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/comment/2022107#Comment_2022107- Devian_ErsNew Rookie
"ObiDarthYoda;d-236368" wrote:
Short version. %stats are top stats on 6* mods and at T13+ characters (rarely T12+4+). Flat stats are top stats on everything below T12 and on 5* mods
What's the difference between Health & Health % / Offense & Offense % / Protection & Protection % ?
Thanks
Long version:
then select a character, choose mod 5A or 6E, take calculator, enjoy the math - Thanks Kyno: so how does one USE this info on a toon/mod?
"Train;c-2174209" wrote:
"MemeMaster;c-2174066" wrote:
then character-specific uniques come in and are based off of the end result of base value + mods + leaderships.
This is not correct. In game abilities (unique, leadership, etc.) that are calculated 'one time' (start of battle, start of encounter, etc.) only consider the base stat (gear + mods) of the character. An increase to speed from a leadership ability does not impact how much speed a unique applies. In the case of Rex, both the leadership and the unique are computed based on Rex's base speed at the beginning of battle (his speed including gear + mods) and then added to create his total 'in battle' speed.
To my knowledge, the only in-game abilities that can be impacted by other in-game abilities are the ones that are computed 'continuously' (i.e. updated anytime an ability is used). Typically these are abilities that convert one stat into another stat like KAM's unique. KAM's unique converts max health to offense for Jedi supports and healers. This offense number is constantly updated every time an ability is used and is based on the characters current total max health including everything (gear, mods, other abilities, and active effects).
Both addressed in this developer post:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/comment/2022107#Comment_2022107
Ah, thanks for the correction and the disclaimer. That one was entirely my bad.- Thanks all! Very helpful info.
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