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- hhfirebubblesNew SpectatorYeah I think it’s just up to you
- Da_BauersNew SpectatorReally really generic guide;
Physical damage:
If you're close to 100% CC (either naturally, abilities, mods, or Advantage) then go CD.
If you're not, offense.
Then, if it's special damage, go offense. "Vendi1983;c-2145444" wrote:
Really really generic guide;
Physical damage:
If you're close to 100% CC (either naturally, abilities, mods, or Advantage) then go CD.
If you're not, offense.
Then, if it's special damage, go offense.
Sorry if this is a dumb question.
What is physical damage and special damage.
Also what are armor and defense stats?- You have to read the kits of each character and it tells you if they are dealing physical or special damage.
- It depends on the unit you are using.
- Do they have scaling damage?
- Do they have high offense values?
- Does the team composition offer high offense buffs?
- Can they reliably attack a lot of times in short sequence?
- Do they have high crit chances?
The answer varies on which questions are answered with yes.
For Critical Damage mods, you need a Yes on:
- Questions 1 and 5
- 1, 2 and 4
- 1, 3 and 4
- 2, 3 and 5
If all of Those 4 answer-conditions are not met, you will profit mostly from raw offense stats. Note that there are exceptions to this rule. "Old_Ben12345;d-233329" wrote:
Title says it all, when would you mod someone for offense rather than mod them with crit damage and chance mods? My understanding is that these mods basically do the same stuff.
I think if I were to farm a new account I would ignore CD type mods all-together. The reason is that once you get a lot of G12s and are using HotUtils with GrandIvory then the program will be far more effective at modding your roster with an amazing selection of offense type mods than with a less amazing assortment of offense & CD.
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