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ERICTPALADIN's avatar
6 years ago

General Grievous damage base off his health

I found some new info on GG rework where his damage is base off his health. Read it on swgoh reddit. So I went to podcast that talked to the 2 developers about this. The developers mention it at the 42:56 mark. While I know we can get health mods and health stat % from mods, I'm wondering if GG is going to hit like a wet noodle behind the gear 12+ mark and a freight train afterwards . What are your thoughts on this?

https://radiofreetatooine.com/galactic-war-report-episode-140-palp-my-ride-with-cg_svengg-and-cg_prophet/
  • "crzydroid;c-1774745" wrote:
    Since b1 also heals the team based off of leader's max health, it seems doubly important to get him to g12 to get those 6* mods and medpacs.

    Well, he also does it off of protection, which may make 6* protection mods better.
  • "Droideka;c-1774747" wrote:
    "crzydroid;c-1774745" wrote:
    Since b1 also heals the team based off of leader's max health, it seems doubly important to get him to g12 to get those 6* mods and medpacs.

    Well, he also does it off of protection, which may make 6* protection mods better.


    Well, yeah, if your priority is b1 heal.

    Per the OP's post, if you are looking to maximize damage, health may end up being the choice.
  • "Droideka;c-1774747" wrote:
    "crzydroid;c-1774745" wrote:
    Since b1 also heals the team based off of leader's max health, it seems doubly important to get him to g12 to get those 6* mods and medpacs.

    Well, he also does it off of protection, which may make 6* protection mods better.


    GG's max protection is half what his max health is.
  • "Indominable_J;c-1774765" wrote:
    "Droideka;c-1774747" wrote:
    "crzydroid;c-1774745" wrote:
    Since b1 also heals the team based off of leader's max health, it seems doubly important to get him to g12 to get those 6* mods and medpacs.

    Well, he also does it off of protection, which may make 6* protection mods better.


    GG's max protection is half what his max health is.

    But protection recovery is much harder to come by. Could really help him as a defensive team in TW or GA, or to get more points for full protection on attack in GA. But without knowing the rest of the kits it is hard to say if the increased protection recovery would be worth trading the health off for.
  • "Indominable_J;c-1774736" wrote:
    "DaPowerfulJedi;c-1774731" wrote:
    Ugh, I was hoping to leave him at g11 once I got him there. Now it sounds like I’m gonna have to put a couple stun guns and golden eyeballs on him to go to g12 for the extra damage.


    The issue is you're going to have to put 2 medpacs and 2 mk12 furnaces as well.


    Those aren’t bottlenecks like stun guns.
  • "Indominable_J;c-1774765" wrote:
    "Droideka;c-1774747" wrote:
    "crzydroid;c-1774745" wrote:
    Since b1 also heals the team based off of leader's max health, it seems doubly important to get him to g12 to get those 6* mods and medpacs.

    Well, he also does it off of protection, which may make 6* protection mods better.


    GG's max protection is half what his max health is.


    ...which makes him very susceptible to percent health effects if the rework doesn’t make him immune to it. Things like expose.
  • "Juzz;c-1774993" wrote:
    Remember to add his +10% max health for each living droid that his unique gives with his current kit..


    which might or might be changed in the rework, along with the rest of his kit
  • I did not remember Mod only use base stats and gear does not get effected. That does change things