I’m thinking about doing it for some reason.. he got a huge protection bump... does double damage to Jedis... applies a AOE daze...power of hatred mechanic supercharges him, he might be great for Geo TB waves...
"TheRealNickEZ;c-1938759" wrote: Eventually I’ll G13 all the Sith, just wanted to do him since he’s my favorite. You gotta have fun, we are playing a game right?
Yes. Thank you. If CG would realize this and take a step back they could really improve the game. Obviously simply making much more g12 finishers available wouldn't necessarily help their bottom line, but increasing drops and such will encourage more players to freely equip rare pieces to characters they like. It just takes some of the fun away from a game like this when you feel forced to gear up certain characters so you're not left in the dust. Props on the maul btw.
My mods aren’t the best... with better mods his protection could be 90K...
"DaPowerfulJedi;c-1918863" wrote:
"TheRealNickEZ;c-1918713" wrote:
Now I just have to slap a Zeta on him...
What are his stats?
Based on those stats, I assume you have a protection primary on the circle and the cross. Not sure what sets you are using on him since I can't see your CD%.
I would keep his unique in mind when modding him. He gains 20% max health to start and then ups his max health based on the amount of damage he does. His potency (for his daze) also increases with his max health. Once the 3rd enemy in an encounter dies he gains 25% of his max health per hit.
His starting stats are 32k Health and 39k Protection. If you ignore secondary stats and types of sets for a moment and you put two protection mods on his circle and cross he ends up with 38.4k health (20% bonus) and 57.5k Prot. That's effective 96.1k hps. After the 3rd kill he'll be healing for a mimimum 9.6k per hit.
If on the other hand, you go with health on circle/cross, he ends up with 50.6k health and 39k prot with an effective hps of 89.6k. After the 3rd kill hell be healing for 12.6 k per hit.
If your looking to use him vs Jedi in Geo TB, bumping his initial health is the way to go as opposed to having non replenish-able protection. The larger pool will provide for faster gains on both healing (especially if you run him under traya) and potency (which would be nice for the high tenacity enemies).
TLDR - If I took Maul to 13, I'd likely run him in CD/Heath sets with Health primary on the circle and cross.
My mods aren’t the best... with better mods his protection could be 90K...
"DaPowerfulJedi;c-1918863" wrote:
"TheRealNickEZ;c-1918713" wrote:
Now I just have to slap a Zeta on him...
What are his stats?
Based on those stats, I assume you have a protection primary on the circle and the cross. Not sure what sets you are using on him since I can't see your CD%.
I would keep his unique in mind when modding him. He gains 20% max health to start and then ups his max health based on the amount of damage he does. His potency (for his daze) also increases with his max health. Once the 3rd enemy in an encounter dies he gains 25% of his max health per hit.
His starting stats are 32k Health and 39k Protection. If you ignore secondary stats and types of sets for a moment and you put two protection mods on his circle and cross he ends up with 38.4k health (20% bonus) and 57.5k Prot. That's effective 96.1k hps. After the 3rd kill he'll be healing for a mimimum 9.6k per hit.
If on the other hand, you go with health on circle/cross, he ends up with 50.6k health and 39k prot with an effective hps of 89.6k. After the 3rd kill hell be healing for 12.6 k per hit.
If your looking to use him vs Jedi in Geo TB, bumping his initial health is the way to go as opposed to having non replenish-able protection. The larger pool will provide for faster gains on both healing (especially if you run him under traya) and potency (which would be nice for the high tenacity enemies).
TLDR - If I took Maul to 13, I'd likely run him in CD/Heath sets with Health primary on the circle and cross.
@7AnimalMother This is very helpful and thank you. I don't have plans to g13 him anytime soon, but he has done good work for me even at g9 for a long time.
So someone help me with some Maul Math on his potency calculation.
Unless it involves calculating a tip (because I used to be a bartender) I stink at math.
So say I have 14k health + 20% = 16800 health.
He gain potency equal to 0.3% of his max health.
So is that 16800 x .3? Or .03? Or .003? The last one seems to make the most sense (would appear to be about 50%). So thats my guess, but this might as well be written in hieroglyphics.
"VonZant;c-1941101" wrote: So someone help me with some Maul Math on his potency calculation.
Unless it involves calculating a tip (because I used to be a bartender) I stink at math.
So say I have 14k health + 20% = 16800 health.
He gain potency equal to 0.3% of his max health.
So is that 16800 x .3? Or .03? Or .003? The last one seems to make the most sense (would appear to be about 50%). So thats my guess, but this might as well be written in hieroglyphics.
"VonZant;c-1941101" wrote: So someone help me with some Maul Math on his potency calculation.
Unless it involves calculating a tip (because I used to be a bartender) I stink at math.
So say I have 14k health + 20% = 16800 health.
He gain potency equal to 0.3% of his max health.
So is that 16800 x .3? Or .03? Or .003? The last one seems to make the most sense (would appear to be about 50%). So thats my guess, but this might as well be written in hieroglyphics.
Your calc seems ok.
What looks weird (or I'm not understanding quite right) is the detailed part of his ability on swgoh.gg. https://swgoh.gg/characters/darth-maul/ability/power-of-hatred The modify potency is assigned 1% and the 0.3% is assigned for special damage.
If I'm not getting this and someone could explain I would be grateful.
Even at g13, I can’t imagine he’ll be incredibly effective in many areas of the game. He will be considerably better, but unless a rework, or new content comes around to make him more useful, it would likely be a waste. Unless your goal is to play with Maul no matter what, and want him to be the best he can be. It might make for a good GAC or TW team, but maul’s main purpose is to apply his leadership and to AOE daze... beyond that, he doesn’t matter too much. Unless you’re being hit by a team of jedi, maybe.
My Jawa > everything hypothesis counters your own statement.
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