I farmed mods during the double drops and 3 full days of 3x refreshes.
I've gotten one double speed (12 speed diamond, 4 dot which the vast majority of cantina drops are left side anyway) and two < 5 speed. It seems the gap was filled with 3 dot - 5 dot white mods which essentially makes it no better than before unless you are starting out. The only plus is a few more credits from selling them at a major loss of cantina toon shards.
Crystals used to refresh cantina 900 last 3 days, I think about 1,400 during the double drops for 2,500 crystals.
It seems like the change in the challenges, on the surface seem like it's more but in reality it's a net zero gain.
It's not a complaint but I don't see any advantage from what it was before, mainly using crystals for mod shop refreshes and cantina for toon shards.
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After they reach it... then meh. The chance to get more than +5 speed on mod challenge loot is really poor. Probably time to go to the mod shop, and just farm character shards from Cantina nodes.
the good mods, gold, purple or even blue ones, kinda same drop rate.
the grey ones you can find some useful (crit damage/chance triangle or speed arrow or potency multiplexer) even bit more (since its the filler of what didnt drop)
and the rest you can sell.
so you can sell more useless mods and get a bit more not-so-useless mods with good primary for raid teams.
i love it, i dont understand anybody who hate it for some reason.
2x 14 speed secondaries and finally got another speed primary soeed set arrow (3in fact)
Im gonna say i was lucky but yea its gotten better
Also sold 4 mill worth of mods today
And ive done maybe 8 refills since 100% drops came in hadnt refilled cantina for months before that
Edit to clarify: Most of them have only gained a few +5 or +4 speed mods, but getting up to 20 extra speed on some of them has been a big help so far.
8000+ Cantina energy later and I still don't have a 10+ speed mod
This is a good analogy. Your chances of hitting a gold or purple with speed secondaries that go to +13 or higher are still incredibly weak - but you have more RNG "rolls" to get one.
Kinda like - you get $1 million dollars if you can hit a home run off a major league pitcher. Would you have a better chance with 5 pitches or 30? Odds aren't good either way, but with 10, at least your chances to get lucky increase.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
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Now sure, that's still a giant improvement for most players, just not those who look for crazy secondary stats.
Yesterday, 31 sims on the offense challenge pulled 30 grey and 1 green.
I have been able to get some ok crit chance mods on my clones though.
Only if you get more colored mod drops, which my initial feeling is you don't. They just increased the white mod drop rate to fill in the "no drop" probability so say 10% colored, 25% white became 10% colored, 90% white.
As some pointed out, it is better in those lacking mods but no better for those looking for higher end arena mods.
I don't know about all that. I noticed a rather large increase in the ingame chat msg's that someone has aquired a rare mod. This could also be due to my guildies and myself spending more energy on mod challenges though.
One thing is for sure, i farmed probably well over 1500 mods before the increased droprate and my best speed mods were mostly bought from the mod store (still only 15+ max). So for the next 1500, while in a much shorter time span, i don't expect better results.