Massive Mods Guide

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  • @wbtenor

    Good question. I don't have any of this data, and it's worth pointing out that it could get very unwieldy very quickly to post all of the potential values for each primary stat for each tier of mods. That said, I would be happy to add 5* and 6* max values to the guide if someone wants to provide them, but that's as far as I'm willing to go.
  • IDobaFett
    237 posts Member
    edited August 2016
    wbtenor wrote: »
    Is there a way to calculate the primary stat increase? For example, if a mod's primary is 2% at level 1, what does that become if it gets maxed?

    Hello wbtenor-

    Primaries are easy to predict. I stopped collecting data, but here are the primary stats that I had. Notice, the jump from a 1 dot to 2 dot is not the same as 2 dot to 3 dot for Health %, Offense %, etc.

    Here's a picture of the primary values instead of a wall of text (these are max values):
    xAVf7Mc.jpg

    I'm sure someone has a better grid out there somewhere.

    Secondaries are harder to predict because it depends on the quality of the mod and if that stat gets an upgrade or not when leveling. I have some data on that too, but even more incomplete and harder to track from starting value to max value.

    Post edited by IDobaFett on
  • Thanks for the response. I guess what I'm truly looking for is what the magic number is on lower dot mods to know if they will become useful when maxed. i.e., the dot 1 value for a mod that will upgrade to 24% potency or 30 speed, for example. IDobaFett's chart gives me a fair idea on that.
  • WrathofCaedus
    1880 posts Member
    edited August 2016
    What is the max starting bonus for primary attribute speed, level 1, on 5* arrow? Is it +4 or +5?
  • IDobaFett
    237 posts Member
    edited August 2016
    wbtenor wrote: »
    Thanks for the response. I guess what I'm truly looking for is what the magic number is on lower dot mods to know if they will become useful when maxed. i.e., the dot 1 value for a mod that will upgrade to 24% potency or 30 speed, for example. IDobaFett's chart gives me a fair idea on that.

    I don't know what the magic number is, but from a high level perspective, 1 dots or 3 dots are good values initially. They give you a quick boost to stats and cheap to level. For end game (min/max), everyone will want the perfect 5, 6, or 7 dot mods with speed secondaries. Those are rare and costly to level up. You can get +11 or +14 speed on secondaries if you are lucky on 5 dot mods.

    I'm still getting by with a mix of 1 dot and 5 dot mods on my Arena team, but I feel people catching up.

    I did miss Potency primaries on my chart. BTW, 1 dot Potency is 15.0% max and 5 dot is 19.5% maxed.
  • IDobaFett
    237 posts Member
    edited August 2016
    What is the max starting bonus for primary attribute speed, level 1, on 5* arrow? Is it +4 or +5?

    I don't have one on hand to tell you definitively, but I think it's +5.

    I think for speed the progression is:
    OEENBSK.jpg

    Each level up for the primary stats at 3,6,9,12 adds the value and then truncates it while retaining the decimal for the next level. For example, 2 dot progression would be 2, 6 (6.25), 10 (10.5), 14 (14.75), 19 (19). This is all based on interpolation of a linear progression. I have not verified that yet. But I don't think the intermediary levels really matter to anyone.

    Can't wait to see 6 dot and 7 dot speed mods :wink:
  • evanbio
    1505 posts Member
    I'm still very confused on how to go about mods. The fact that I have some equipped on guys isn't helping me keep things straight. I'd love to be able to see my equipped mods on the mod management screen to get a sense of what other characters have that could be useful. Also, the ability to sell a mod directly from the character management screen instead of going to a different menu without the mod being selected.

    Mods just seem so random to me. I wish there was some way to remove that level of randomness....
  • evanbio wrote: »
    Mods just seem so random to me. I wish there was some way to remove that level of randomness....
    I agree. Doing research for my answers above, I had to go into each character multiple levels to look at just one mod. It would be nice if in the mod home screen, you could search by equipped and unequipped mods to look at stats and figure out how you want to move them around. Otherwise it's too cumbersome moving around, finding the right one, unequipping, moving to the toon you want to equip it on, swap mods, and then go back and do it all over again.
    Another idea I have heard ( @DarthBarron ) is creating a set of mods (a set of 6 mods) that you can assign to a character. That would help in later stages when you have a set of maxed mods that work for more than one character (speed vs health vs potency setups).
  • @IDobaFett

    If you happen to finish that Level 15 Primary Stats chart, let me know or post it here and I'll add it to my guide. Thanks for the info!
  • I have revised my Speed Mod Progression chart after leveling up a few mods this morning after the new credit heist. Stats are added each level, not each major level (3,6,9,12). I usually buy the 10x level up, so doing that you miss a few steps. But I'm sure this is a better representation of the Speed Mod Progression:
    AqOJQbu.jpg

    So when you start at level 1 and hit the 10x level up, you get +5 on a 1 dot mod going from level 1 to level 6.

    I also made a chart to see it visually. There is a change in the slope for the 4 and 5 dot mods. I would expect to see an increased slope for 6 and 7 dot mods too.
    Ge8d8el.jpg
  • Is there any guide for the connection paths for mods? I mean I have a square offense mod with primary stat offense and a triangle offense mod with primary stat defense but no set bonus path between them. Can you help me?
  • @Palladin

    You need to equip 4 total offense mods in order to get the set-bonus. Some mods only require 2 in order to get the set-bonus, others require 4. Add 2 more offense mods and your problem is solved.
  • thanks Grraauuggh, will try it
  • Sure, no problem. ;^]
  • That was very helpful. Thanks!
  • “Prior to unlocking Mod Challenges only 1, 2 and 3 star Mods will be available in Mod Shipments.
    Upon completion of ALL Tier 1 Mod Challenges 4 star Mods will start to appear in Mod Shipments.
    Upon completion of ALL Tier 2 Mod Challenges 5 star Mods will start to appear in Mod shipments.”

    This is no longer correct, if it ever was, I have not completed tier one of offensive mods yet I get 5* Mods.

    I saw that some have seen 2x of the same secondary stat, is that accurate? Like speed being a secondary stat on the same mod 2 times?
  • Great info. Thanks to everyone who contributed this was very helpful.
  • What do the dots mean?
  • Filipensky
    17 posts Member
    edited February 2018
    Hi,
    I have a question about the quality :
    How do I get gold mods? Is there a way to get them more often? I am lvl75 atm and I only had one gold lvl 1 mod in all the mod challenge I did up to date... I am doing a 1/3 ratio of my cantina energy (33% of my cantina energy is devoted to mods) since I unlocked the health (only one I can get 5* mods) challenge. I have farmed 352 mods so far and only got one, is that average drop rate or I could do better and how? please thank you! :)
  • Its hard to get lvl1 gold mods... And much much hard to get a gold mod with good potential (just speed in a secondary)... And infinitely more hard to upgrade that mod and get good results (see sped increase over +15).
    So dont worry a lot about gold mods... U usually will get better mods starting from blue and purple mods (even from green xD).

    A green mod with +5 speed will finish at lvl 15 with +8 or +9 for sure... And a gold mod with +5 can finish at 15 with just +5 speed and +30 defense (a total waste xD)

    All u have to worry about mods is to lvl up only those ones with speed at lvl 1 and u will do fine! Speed is everyting in this game xD
  • when can you buy mods from the store? is it only a seasonal thing?
  • How to destroy mods to place another mod slot?
  • drwnhunter wrote: »
    How to destroy mods to place another mod slot?
    1) can you be more specific?

    2) please don’t necro 5-7 year old threads
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