Forum Discussion

radiotortoise's avatar
6 years ago

General Grievous and Health Mods - ISSUE?

So, I'm trying to max out GG health with mods, but I don't think the bonuses are stacking correctly. I recognize that there may be some hidden information about diminishing returns that I'm missing, but here's math:

GG basic health (G12+5): 45,627 (source: swgoh.gg)

Current mods (all health set): Mk V-A Transmitter, +2.79% health; Mk V-A Receiver, +5.88% heath, +628 health; Mk V-A Processor, +937 health; Mk V-A Holo-array, +5.88% health, +701 health; Mk VI-E Multiplexer, +16% health, +461 health; Mk VI-E Data-bus, +16% health, +841 health.

Adding it up: 2x 16% + 2x 5.88% + 3x 10% (set bonus) + 2.79% = +76.55%

628+701+461+841+937 = 3,568 straight health

So: 1.7655 x 45627 + 3,568 = 84,122 expected (not sure if the straight health comes after or before % bonus. This analysis assumes after)

Actual: 64,649, which is about 24% lower than expected.

Not sure if I'm running into 'secret mode' downrating on mods, or if this is a bug. Anyone else out there seeing this?
  • Health mods are only calculating percent increased from the last completed gear level, which is g11. At that point, Grievous had a health of 19,877, which is what all the % increases use.

    A similar question was recently answered on AnswersHQ:
    https://answers.ea.com/t5/Bug-Reports/General-Grievous-health-mods-issue/m-p/7584249#M23286
  • Once G13 becomes a thing, g12 will be complete, and all those bonuses will be factored into the new calculation.

    I'm not sure how much transparency there has been with how the mod calculations work, or if the community just reverse-engineered the numbers. Regardless, it's a fairly advanced look into the workings of the game, so I believe the majority of players don't worry about it that much.
  • So when G13 rolls around, Grievous will be insane is this correct?
  • Thx for the info.
    So (N+1) level with 0/6 piece is lot stronger than N level with 5/6 pieces.
    Guess it explains why difference in gear level makes so much difference.
  • So is it better to have a % health mod or say +1000 to health...?¿?¿?

  • "reservoirGODS;c-1896997" wrote:
    So is it better to have a % health mod or say +1000 to health...?¿?¿?


    It all depends on character base stats.

    Right now, as a secondary stat - grievous has about 20K health at g12 with no added gear pieces or mods so you would need about +5% health as a secondary to equal a flat +1000 health secondary.
    But you get him to gear 13 and his base health will jump to almost 60k, which means that 5% health stat becomes nearly 3000 health.
  • ttimpane's avatar
    ttimpane
    New Spectator
    I think we'll see a significant boost in GG when g13 hits. Will he be insane....not sure. Will it be enough to reliably take out JKR teams? I hope so. The developers hinted at this in their re-re-work post.
  • "Robomechazoid;c-1789498" wrote:
    So when G13 rolls around, Grievous will be insane is this correct?

    Insane? We'll see.

    Substantially more powerful? Absolutely.
    "reservoirGODS;c-1896997" wrote:
    So is it better to have a % health mod or say +1000 to health...?¿?¿?

    Yes.

    That is entirely a calculation.

    To find that value, start with the base health subject to mods, which is your health before mods at the moment minus health from gear pieces equipped at your current level. Divide the flat health by the health pool subject to mods.

    For a G13 Grievous, you have 58863 base health subject to mods, so +1000 flat health is equivalent to about 1.7% health. For a G12 Grievous, you have 19877 base health subject to mods, so +1000 flat health is equivalent to about 5% health.