Forum Discussion
6 years ago
A few things to consider when talking about mod strategy:
(These are GENERAL guidlines, there are bajillions of exceptions to these rules)
1. Discrete numbers tend to have stronger impact than percentage numbers (for example, +30 offense is better than +1.00% offense)
2. Defense has diminishing returns due to the damage algorithm (that is, an armor rating of 50% is less than twice as effective as an armor rating of 25%)
3. Tenacity is also effective against TMR and Max Health/Protection reduction, it is invaluable on certain toons and typically underrated by many.
4. After speed secondaries, pick secondaries that synergies with leader abilities, zeta abilities, and/or unique abilities. Mods that are “extreme” have more value than those that are well-rounded (that is, a 5A mod that has (4) upgrades to any one stat is better than a 5A mod that has (2) upgrades to several stats)
5. In the current end-game for mods, when you slice to 6e, the Primary Statistics are MUCH more level. In fact, you’ll find most end-game players using 6e health mods over protection and 6e offense mods over Crit Damage. The best mods to bring to 6e are those “extreme” mods I mentioned in the point above.
Slicing to 6e takes A LOT of resources, so plan accordingly! Mods are probably the best investment in the game currently, as they are the only resource which may be reallocated.
(These are GENERAL guidlines, there are bajillions of exceptions to these rules)
1. Discrete numbers tend to have stronger impact than percentage numbers (for example, +30 offense is better than +1.00% offense)
2. Defense has diminishing returns due to the damage algorithm (that is, an armor rating of 50% is less than twice as effective as an armor rating of 25%)
3. Tenacity is also effective against TMR and Max Health/Protection reduction, it is invaluable on certain toons and typically underrated by many.
4. After speed secondaries, pick secondaries that synergies with leader abilities, zeta abilities, and/or unique abilities. Mods that are “extreme” have more value than those that are well-rounded (that is, a 5A mod that has (4) upgrades to any one stat is better than a 5A mod that has (2) upgrades to several stats)
5. In the current end-game for mods, when you slice to 6e, the Primary Statistics are MUCH more level. In fact, you’ll find most end-game players using 6e health mods over protection and 6e offense mods over Crit Damage. The best mods to bring to 6e are those “extreme” mods I mentioned in the point above.
Slicing to 6e takes A LOT of resources, so plan accordingly! Mods are probably the best investment in the game currently, as they are the only resource which may be reallocated.
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