Mod Secondaries

AhnaldisGOAT
561 posts Member
edited February 2021
What are the best mod secondary statistics? I know speed is the best, but what are some other good ones?
Post edited by Kyno on

Replies

  • A couple general rules to follow:

    1. Percentage stats are better than flat stats once characters are end-game level (example, +0.4% offense will be better than +39 offense, for example)
    2. Individual secondary stats that compound in level are generally viewed as more powerful and useful than secondary stats that level more uniformly (example, a mod that levels defense percentage five times is more useful than a mod that levels four different secondaries only twice each).
    3. When leveling mods, it’s great to know when to quit and cut your loses. All mods will “expose” all four secondaries between level 9 and level 12, depending on color. A fairly good and consistent strategy is to expose all secondary stats on a mod to begin with if it’s purple or gold, and only on lower mods if they have a highly desirable starting secondary (+5 speed, or maybe flat offense on an offense set with an offense primary)
    4. Different mods have different strengths at different levels of the game. For example, at relic levels, defense mods will outperform health mods for Effective HP, but that’s not usually true gears 1-11. Similarly, at relic levels, offense percentage is better than flat offense, but that’s typically not true gears 1-11. So there are a lot more nuances than simply “best” mods.
    5. SAVE YOUR MOD SLICING MATERIALS UNTIL YOU HAVE A VERY SOLID GRASP ON MODS. Mods are BY FAR the most important aspect in the game when it comes to high-end strategy and success.
  • You may already know this, but in case you don't (or for anyone else who comes across this thread), a mod will not have a secondary stat that matches its primary stat. For example, a mod with offense % as its primary may have flat offense as a secondary, but will not have offense % as a secondary.
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