Forum Discussion

Vaderizer's avatar
Vaderizer
Seasoned Newcomer
7 years ago

Mod farming technique

I'm finally at the point where I have a few decent squads assembled and I'm not constantly scrambling to get more guys leveled up. Combined with the recent decrease to the cost to upgrade mods, I'm starting to look at my mod setups for a little optimization.

Obviously speed is king, and I'm pretty short on mods with speed secondaries. As such, I need to farm more, so my question is how best to go about that. Is it better to:

A: Keep only mods that drop with a +4 or +5 speed secondary, and sell the rest

or

B: Level mods up to 9 or 12 to see if they gain a speed stat, and then sell them if they don't

I could see it going either way - B will obviously yield more overall speed mods but cost more credits, while A will be less costly but not generate as many "acceptable" mods.

I'm not worried about their starting grade either - I don't mind spending some mod energy on slicing mats if they drop with decent speed on them.

Thoughts? I feel like somebody out there must've done the math on this.

Also: is there any time when a mod with no speed is better than one with? The only thing I can think of is that tanks might benefit from lower speed than their teammates, effectively making their taunt last longer. I'm just tryna find a use for the dozens of blue-grade mods I have sitting in my inventory other than beefing up stats for pilots that I won't use on the ground.
  • Yup. 5-dots only really matter for ship power and maximum possible gains. Outside of that I have plenty of 4-dot mods because of excellent secondaries.
  • Vaderizer's avatar
    Vaderizer
    Seasoned Newcomer
    I even have some decent 4-dots on characters I use regularly, at the moment. Trying to replace them per the topic, but I'll hang on to them for guys I only use for one specific event or whatever.
  • "Val_Galahadred;c-1639022" wrote:
    "PeachyPeachSWGOH;c-1639002" wrote:
    I'm assuming you guys are talking about 5 dot mods only, right? Do you keep, say, 4 dot gold mods?


    A couple of my best Speed secondary mods are on 4 dots, so yeah, you keep the good ones.



    Makes sense... I just found out this morning I have a 2 dot arrow with +30 speed primary.
  • "Val_Galahadred;c-1639289" wrote:
    Max 2 dot primary speed is 19, if I recall correctly. @PeachyPeachSWGOH


    You are right. I misread the screen. It's a 5 dot.
  • So it seems that, given the same dots, the max value at level 15 is always the same for a given stat category. For example, if a 5 dots' primary is speed, then it's always +30 speed at level 15. Is that correct?

    Then the secondaries seem to be randomly increased? Do we know what the possible range of increment is?
  • "PeachyPeachSWGOH;c-1639745" wrote:
    So it seems that, given the same dots, the max value at level 15 is always the same for a given stat category. For example, if a 5 dots' primary is speed, then it's always +30 speed at level 15. Is that correct?


    Exactly correct. These are all known values.

    Then the secondaries seem to be randomly increased? Do we know what the possible range of increment is?


    I'm sure there are folks that know the ranges for the secondaries, but I've never paid much attention to that, other than for Speed secondaries, which can range up to 30 or thereabouts, including the upgrade of a mod to 6 dots.