Forum Discussion

xHowrude's avatar
7 years ago

Explain Ships Arena to me please..

Been playing since release and I've never understood ships arena quite well. My zzVader has all potency mods, bobs fett has a 2 set potency mod, and my first order tie pilot also has potency and speed mods just for ships arena. However my ships almost hardly ever stick target lock when I feel they should, so that my biggs gains taunt and builds protection. Yes, we all know that ships depends on target lock and biggs survival to win every battle but can someone tell me why my target lock never sticks with high potency and the npc will stick target lock almost every single attack? Is that just a bug, maybe end gane teams have high tenacity and I can't hit my zzvader through that? Asking for a friend of course cause I'm too good to know that my target lock should stick with a zzvader potency build
  • mod stats don't affect ships - the pilot stats don't affect the ships either.

    Unit's GP is converted into crew GP, and for mods all that matters is level and rarity.
  • 5* mods at lvl 15 plus pilot gear level, that’s it.

    Also Vader’s ship has the lowest tenacity, hit him first with your tfp or fotfp and it will stick more often than nor
  • Pilot gear level, pilot ability level, pilot stars, pilot level - anything that boosts the unit's GP.
  • Exactly as Trystan said.

    A ship's "Crew" stats (as seen via the Ship's stats screen) is entirely based on what the unit's GP is, not what the unit's corresponding stats are. E.g. it doesn't matter how much health your units have, it won't affect a ship's health, likewise for potency, speed, tenacity, etc.

    Bear in mind too that if your ship's level is below the level of the enemy ship then that level difference will make it harder for you to land debuffs on the enemy ship.
  • "Landale3;c-1543191" wrote:
    Exactly as Trystan said.

    A ship's "Crew" stats (as seen via the Ship's stats screen) is entirely based on what the unit's GP is, not what the unit's corresponding stats are. E.g. it doesn't matter how much health your units have, it won't affect a ship's health, likewise for potency, speed, tenacity, etc.

    Bear in mind too that if your ship's level is below the level of the enemy ship then that level difference will make it harder for you to land debuffs on the enemy ship.


    This is a huge part of it too....If your Tie Pilot is 85, but your Tie Fighter is 72, you're going to have a hard time landing a lock on a level 85 Biggs.

    Vader's basic can't be resisted or evaded, so potency wouldn't matter there at any rate.
  • Thanks for the advice! I literally did not know that mods didn't help performance in ships arena, I appreciate it! My toons and ships are all 7 star 85, but knowing potency and speed mods don't help performance makes the most sense to me
  • Here’s the best way to think about it—though it’s not perfect, it still helps.

    Every ship has its own maximum stats, right? The higher the ship’s total power is (ship power + crew power) the closer it gets to those maximum stats.
  • "Xhowrude;c-1543207" wrote:
    Thanks for the advice! I literally did not know that mods didn't help performance in ships arena, I appreciate it!

    Mods do (indirectly). Mod stats don't.
    "Xhowrude;c-1543207" wrote:
    My toons and ships are all 7 star 85, but knowing potency and speed mods don't help performance makes the most sense to me

    Again, the mod levels and star ratings do - but the speed or potency stats or set bonuses don't transfer.
  • The only thing that really matters in ships is pilots gear level, you can have the ship 7* and maxed stats, but without a gear10+ pilot, it will be bantha fodder