2 health mods at level 15 add 5% health
4 health mods at level 15 add 10% health
6 health mods at level 15 add 15% health
2 defense mods at level 15 add 5% defense
4 defense mods at level 15 add 10% defense
6 defense mods at level 15 add 15% defense
Health mod challenges open to all.
Defense mod challenges requires Jedi.
That is the only differences.
Note: The shown stat for defense (armor and resistance) is in a percentage and does not directly increase by the % added. Example armor shows 14%, adding 5% defense does not make it go to 19%.
2 health mods at level 15 add 5% health
4 health mods at level 15 add 10% health
6 health mods at level 15 add 15% health
2 defense mods at level 15 add 5% defense
4 defense mods at level 15 add 10% defense
6 defense mods at level 15 add 15% defense
Health mod challenges open to all.
Defense mod challenges requires Jedi.
That is the only differences.
Note: The shown stat for defense (armor and resistance) is in a percentage and does not directly increase by the % added. Example armor shows 14%, adding 5% defense does not make it go to 19%.
Did you want to throw in that one has a little cross on it, and the other has a little shield?
Your response states the obvious. I doubt this is what the OP is asking.
2 health mods at level 15 add 5% health
4 health mods at level 15 add 10% health
6 health mods at level 15 add 15% health
2 defense mods at level 15 add 5% defense
4 defense mods at level 15 add 10% defense
6 defense mods at level 15 add 15% defense
Health mod challenges open to all.
Defense mod challenges requires Jedi.
That is the only differences.
Note: The shown stat for defense (armor and resistance) is in a percentage and does not directly increase by the % added. Example armor shows 14%, adding 5% defense does not make it go to 19%.
Did you want to throw in that one has a little cross on it, and the other has a little shield?
Your response states the obvious. I doubt this is what the OP is asking.
Honestly I've found pure health mods all the way to be superior...but have also found four 5* critical dmg mods and two 5* health mods next best thing...especially if you pair a few critical dmg up main stats on that to boot...I use this on my IG-86 and it is breaking 300% critical dmg easily on assists. And of coarse theres room for improvement. (Credit problems)
Honestly I've found pure health mods all the way to be superior...but have also found four 5* critical dmg mods and two 5* health mods next best thing...especially if you pair a few critical dmg up main stats on that to boot...I use this on my IG-86 and it is breaking 300% critical dmg easily on assists. And of coarse theres room for improvement. (Credit problems)
Agree. Most only looking at health or defense as they are easier to get.
So generally you'd all say Health > Defense? It just seems like there isn't a lot of difference really haha... Health gives you more hit points to have, but defense means they damage you less... Seems like the same thing :S
Honestly I've found pure health mods all the way to be superior...but have also found four 5* critical dmg mods and two 5* health mods next best thing...especially if you pair a few critical dmg up main stats on that to boot...I use this on my IG-86 and it is breaking 300% critical dmg easily on assists. And of coarse theres room for improvement. (Credit problems)
So you already have Nebit and Jawa Scavenger at 5*? Wow! I'm heading the same direction...curious how difficult you found tier 3 crit damage mod challenge...how much did you gear/mod them up to 3* the tier 3 challenge?
Nebit and scavenger both 4* almost 5* on nebit, who has 22k hp atm 14k protection...using pure health mods on him because his basic has 70% to grant 20% of his max hp to unstealthed ally in protection...very useful...aside from tanks... (health mods 4shizzle) I been using 3/4* critical dmg mods on my attackers...jawa/86/88/Leia so far...been swapping 2 4* sets as needed...
also I DID get a lot of 4* critical dmg mods from the tier 2 crit dmg (jawa) challenge...but need a bit more time by I get scavenger and nebit to 5*
Nebit is rock star and awesome leader so far...been using Jawa for GW first 6-7 nodes lately
Replies
4 health mods at level 15 add 10% health
6 health mods at level 15 add 15% health
2 defense mods at level 15 add 5% defense
4 defense mods at level 15 add 10% defense
6 defense mods at level 15 add 15% defense
Health mod challenges open to all.
Defense mod challenges requires Jedi.
That is the only differences.
Note: The shown stat for defense (armor and resistance) is in a percentage and does not directly increase by the % added. Example armor shows 14%, adding 5% defense does not make it go to 19%.
Did you want to throw in that one has a little cross on it, and the other has a little shield?
Your response states the obvious. I doubt this is what the OP is asking.
And you answer is??
Armor reduces about of physical damage
Resistance reduces the amount of special damage.
Here is a go post showing some of the reduced damage.
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/comment/571729/#Comment_571729
Agree. Most only looking at health or defense as they are easier to get.
So you already have Nebit and Jawa Scavenger at 5*? Wow! I'm heading the same direction...curious how difficult you found tier 3 crit damage mod challenge...how much did you gear/mod them up to 3* the tier 3 challenge?
also I DID get a lot of 4* critical dmg mods from the tier 2 crit dmg (jawa) challenge...but need a bit more time by I get scavenger and nebit to 5*
Nebit is rock star and awesome leader so far...been using Jawa for GW first 6-7 nodes lately