How to get your mod system rollin'

Just posted this in another thread, relevant here :

r/SWGalaxyOfHeroes

Some Comments on Mods

u/Imrahil63h

I'm starting to embrace our new mod world, and I wanted to share some information with those to get other people to also:

1.) Yes you're seeing some crazy stats on stuff. However, that's usually a person focusing a mod type on that character. They are sacrificing benefits of other aspects to do that. Don't panic, you can do the same thing if you want, and it's not that hard. Tank Reys are giving up a lot of damage in order to be a tank Rey.

2.) 'Health' Mods, and 'Tenacity' Mods, and all of the rest.... they only affect the set bonus. So you can get a great damage mod or a great protection mod or a great whatever mod from the 'health mods'.

3.) Tier 5 mods are pretty easy to get at a good quality because of #2 above. You can just farm the health mod challenges for tier 5 mods with varying primary stats.

4.) Customization can be a good thing. This might actually be kind of fun. Empire team not doing what you want it to? Give it some potency / damage mods. Or potency / speed mods. You can actually customize some guys pretty well right now. Because Rey doesn't get to clobber you more than once if she's stunned or TM drained constantly.

5.) Gear still matters in many instances. Stars still matter, skills still matter. A lot of mods (the better ones that I have seen) are giving + %'s to stats. +94% protection isn't that great on a gear 7. It's pretty good on a gear 11. +45% damage is the same. The gear will still matter just less so.

6.) Whales will get better mods before F2P players. That's how it's supposed to be -- they spend money, so they should get a time advantage. F2P will get there as well.

7.) One of the major complaints about gear grinding is that you load all this awesome gear onto a character, and then they get nerfed. Well, mods are transferrable so they don't get nerfed. If Rey gets nerfed, just unattach and put them on the next character. This is a very positive aspect and something people have been asking for for a very long time! You don't need to mod up your scoundrels for the scoundrel event. Just move some of your mods onto them that day!

8.) There were a lot of other very nice updates and fixes as a part of this update -- don't ignore them!

We'll see what this all looks like a couple weeks from now.

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Old_Bill_Brasky

2h

I think this summary is pretty fair, but maybe a bit too rosy.

I think I'm digging mods, but they seem overpowered. Over the top. Shook things up so much I'm watching 5 or more of my guild mates quit abruptly.

Things went from too slow to too fast just like that.

Somebody find me some porridge that isn't so gosh darn hot!

4

Imrahil6

3h

As a second comment, I don't believe there are 250k health/prot RG's out there. The most I have seen was a 180k health/prot Sun Fac. Something to keep in mind is that the green number to right of the white number is not added. It's showing how much of the white number comes from mods.

3

Lockedontargetshow

1h

Well... I was proud to get my Bariss up to 110k health already... the leader ability heals are insane (roughly 8k passive healing per turn). I need to shoot for 250k and then I'll be healing for about 22k per turn on jedi, 11k on everyone else. Then just need to grab some beefy double taunts and get either rey or leia to be the side, and QGJ for the fifth and I think that is the new meta. Lumi could possibly be even better with the evade leadership instead of 20% increased health (but I think it might be better for the non-jedi tanks). Also, I think Poe might be viable in the meta again. Long live the old meta!

1

tharos_mt

-22m

The tankiest RG you could have, with only main stats have all possible +94% mods (only possible on 3 slots) and +12065 on the round slot (the percent is impossible there). The only HP modifiers will be the 3x15% given by the set bonus (38857 HP instead of 26798). But Protection will be insane: 112370 Protection instead of 26258.

So about 151k for both.

Of course, it could be a little higher due to secondary stats. And you must add armor to that, which will greatly increase damage mitigation.

CachePants

2h

There is definitely some sticker shock with mods. WAY more powerful than anybody was expecting.

I agree with #4 whole-heartedly. Customization is amazing, and something I always wanted but never thought we would see in this game. The question is if there will actually be customized teams or if the meta will settle into certain "best" configurations - all speed, all health, or all damage. Having many options is great, but if it ends up being limited "best" options, it could mean everybody is still just playing catch-up with the whales.

2

KilleanSWGOH

1h

I think Mods are going to end up being F2P and new players' best friends.

Why?

Well, Mods allow players access to the light/dark battles easier for gear. They help guilds raid easier. They're pretty easy to acquire and help power up your characters quickly. There's a lot of depth for improving them. In every aspect of the game except for perhaps Arena and GW, they're a major boost. GW is likely a wash. Mods won't change where you finish. Arena? Well, the vast majority of players aren't placing in the top 20 to begin with.. so changes don't affect players nearly as much as this reddit projects in regards to Arena.

Over time it balances out anyway. Whales get the early advantage, F2P now has a much easier path for actually playing the game.

I think Mods only disadvantage the tiny minority of F2P players who are top 20 in the arena on their shards. Even then.. it might not be as big a deal as many think.. since those players can already afford a couple of cantina refreshes. I know I did :)

1

tharos_mt

-13m

One thing on the % mods against the flat increase: the percentage is taken from the base stat, without any mod. So it is easy to decide if your character prefers +94% Protection instead of +12065 protection.

The thresholds for HP and Protection are (with 5 stars level 15 mods):

under 12835 Protection, take +12065 Protectionabove 12835 Protection, take +94% Protectionunder 12566 HP, take +6032 HPabove 12566 HP, take +48% HP

MasterSgtDave

Death Star Vent Designers

-25m

Finally something a bit more positive around here. I'm also enjoying the update. With mods im certain my three scoundrels will beat the next event T2.

nista002

-40m

As someone who initially thought EAs implementation of mods would comfortably annihilate this game, and as someone who has taken great joy in reading the reactions of those who chose not to overreact before we had details...

I'm actually coming around to them I think. I really don't think this will constrain things as much as I thought it would, and I really don't think the advantage whales have will last that long. They will have access to more customizability, for sure, no way around that (Because of the specific character requirements), but the power level between the different level five mods is honestly fine. As soon as you have your arena team kitted with level five mods of reasonably helpful stats, you should be right back where you were before today.

The difference now, will be that the extra gear level the whales had over you is now a drop in the ocean.

They may not come out and say it, they may not even know it, but this was better than I could have ever hoped for as an actual solution to pre crafting and raid reward disparity. This gives everyone a far more level playing field in not too much time.

And, mods can be removed, unlike gear. You can remove them if a character is nerfed, if you want to change your team, or simply move them over to change from raid to gw mode. One guy dies in GW? Take his mods off and stick them on the next in line.

Despite the crazy initial reaction, the more I think about mods, the better the system seems. I'm honestly shocked at how much I like it.

And P.S. - yes, using cantina energy is a pain in the shitter, I do hope that gets addressed.

/r/SWGalaxyOfHeroes Thread