We're talking 5 dot mods. What secondaries are good? Example protection, tenacity, offense.
What are good values for these? Ex +756 protection, +6% offense, etc.
flat increase > % increase pretty much always.
order of usefullness depends on the character. I'm most happy with crit chance and offence. Potency and protection are okay-ish aswell. Tenacity, defence and health not so much (they could be good on specific characters though)
The max base values I've observed (i.e. that you can find at level 1 on a colored mod, or with 1 upgrade) are:
speed = 5 (exceptionally 6)
offense = 45 or 0.52%
defense = 9 or 1.56%
health = 415 or 1.12%
protection = 828 or 2.18%
cirt chance, potency tenacity = 2.23%
I consider that it is a good mod when I get offense = 80+, protection+health = 1000+ or potency/cc +5%
I consider that defense, tenacity and all %-based values are useless.
Tenacity is worthless, potency is over-rated and defense is marginal even on tanks. CC runs into the problem that it's very tricky, sometimes it's ok many other times it has very little expected damage gain.
It's pretty easy to make an expected damage model in excel as all the formulas are known. Just plug in the different numbers as see how it affects your expected damage.
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I love flat offense boosts. Get enough and you really see the dmg output on a character increase.
For offense over 100, how much should the minimum offense be (before upgrading and assuming roll 4x offense)
order of usefullness depends on the character. I'm most happy with crit chance and offence. Potency and protection are okay-ish aswell. Tenacity, defence and health not so much (they could be good on specific characters though)
Pretty much agree. Though offense, if high enough, can also be really beneficial.
I consider that it is a good mod when I get offense = 80+, protection+health = 1000+ or potency/cc +5%
I consider that defense, tenacity and all %-based values are useless.
A few toons offense % is better than flat.
Tenacity is worthless, potency is over-rated and defense is marginal even on tanks. CC runs into the problem that it's very tricky, sometimes it's ok many other times it has very little expected damage gain.
It's pretty easy to make an expected damage model in excel as all the formulas are known. Just plug in the different numbers as see how it affects your expected damage.
Protection is the main one I hope for.
Offense is good for toons like Wedge, IG-88, Greedo, etc.
Pretty much just speed though, lol.