Mod farming technique

I'm finally at the point where I have a few decent squads assembled and I'm not constantly scrambling to get more guys leveled up. Combined with the recent decrease to the cost to upgrade mods, I'm starting to look at my mod setups for a little optimization.

Obviously speed is king, and I'm pretty short on mods with speed secondaries. As such, I need to farm more, so my question is how best to go about that. Is it better to:

A: Keep only mods that drop with a +4 or +5 speed secondary, and sell the rest

or

B: Level mods up to 9 or 12 to see if they gain a speed stat, and then sell them if they don't

I could see it going either way - B will obviously yield more overall speed mods but cost more credits, while A will be less costly but not generate as many "acceptable" mods.

I'm not worried about their starting grade either - I don't mind spending some mod energy on slicing mats if they drop with decent speed on them.

Thoughts? I feel like somebody out there must've done the math on this.

Also: is there any time when a mod with no speed is better than one with? The only thing I can think of is that tanks might benefit from lower speed than their teammates, effectively making their taunt last longer. I'm just tryna find a use for the dozens of blue-grade mods I have sitting in my inventory other than beefing up stats for pilots that I won't use on the ground.

Replies

  • The green and grey mods dropped in usefulness a ton with the new update. First, you're spending mod energy to get them in the first place, THEN you're having to farm mod salvage with the same energy to THEN roll the dice again and hope the speed stat is the one selected to increase. THEN, the secondaries no longer have a chance of increasing each 3 levels, only once ALL secondaries are displayed. Grey mods won't increase at all unless you slice them. Then the other three secondary stats will be trash anyways. Better off getting a blue/purple.

    I just farm until I get blue/purple/gold with speed already displayed then test upgrade those to 9/12. Only max them to 15 if I get a hit on speed to a decent level. +10-ish for toons I don't use often or niche teams. +15-ish for heavy hitters and arena.

    Keep an eye on the mod shop for arrows with speed or key mods with +speed secondaries. I'm at the point where I'm not spending ship credits anymore so I use them on mods now.

    Only grey and green mods I keep are arrows with +speed or crosses/triangles with rare primaries (CC/CD triangles, potency/tenacity crosses).
  • i think it's worth taking any sub-gold speedless mod to level 3 and see if it gets speed then. if not, then sell it. you'll still get more credits from selling it than you will have spent taking the mod to level 3. that's what i've started doing. it's up to you whether you think grey and green are worth keeping knowing you'll have to slice them to make them decent. for now, personally i'm keeping them.
  • Vendi1983 wrote: »
    The green and grey mods dropped in usefulness a ton with the new update. First, you're spending mod energy to get them in the first place, THEN you're having to farm mod salvage with the same energy to THEN roll the dice again and hope the speed stat is the one selected to increase. THEN, the secondaries no longer have a chance of increasing each 3 levels, only once ALL secondaries are displayed. Grey mods won't increase at all unless you slice them. Then the other three secondary stats will be trash anyways. Better off getting a blue/purple.

    I just farm until I get blue/purple/gold with speed already displayed then test upgrade those to 9/12. Only max them to 15 if I get a hit on speed to a decent level. +10-ish for toons I don't use often or niche teams. +15-ish for heavy hitters and arena.

    Keep an eye on the mod shop for arrows with speed or key mods with +speed secondaries. I'm at the point where I'm not spending ship credits anymore so I use them on mods now.

    Only grey and green mods I keep are arrows with +speed or crosses/triangles with rare primaries (CC/CD triangles, potency/tenacity crosses).

    All makes sense to me. Since you sound like you know what you're talking about:

    What's the deal with mods that have a +3 speed? I seem to remember being told that they weren't worth bothering with because they were far less likely to gain more speed, but my experience has been that they often end up with at least 7 or 8, which isn't arena-worthy but is plenty serviceable for events & raids most of the time.
  • higer color have more chances to roll speed, ideally just invest in blue and upwards i guess. im not sure u can slice a mod from green to gold and have it upgrade speed at every slice?
  • I typically will try to roll those ones and hope for a +5/+6 and then throw it on a TB/TW toon.

    It all depends on your resources and what you're willing to farm of course.
  • I used the new filters to look at all my best speed secondaries. I had to scroll way down to find any greens. One had over 10 speed. The rest were 10 and under. I have a lot of mods, and rarely sell, so I would say this is representative. Nearly all of these rolled before greens got nerfed.

    Greens rarely if ever produce a good speed secondary.
  • I'm assuming you guys are talking about 5 dot mods only, right? Do you keep, say, 4 dot gold mods?
  • They're decent for non critical non pilot characters, yeah. Even purples I'll keep.
  • I'm assuming you guys are talking about 5 dot mods only, right? Do you keep, say, 4 dot gold mods?

    A couple of my best Speed secondary mods are on 4 dots, so yeah, you keep the good ones.

  • Yup. 5-dots only really matter for ship power and maximum possible gains. Outside of that I have plenty of 4-dot mods because of excellent secondaries.
  • I even have some decent 4-dots on characters I use regularly, at the moment. Trying to replace them per the topic, but I'll hang on to them for guys I only use for one specific event or whatever.
  • PeachyPeachSWGOH
    42 posts Member
    edited September 2018
    I'm assuming you guys are talking about 5 dot mods only, right? Do you keep, say, 4 dot gold mods?

    A couple of my best Speed secondary mods are on 4 dots, so yeah, you keep the good ones.

    Makes sense... I just found out this morning I have a 2 dot arrow with +30 speed primary.
  • I'm assuming you guys are talking about 5 dot mods only, right? Do you keep, say, 4 dot gold mods?

    A couple of my best Speed secondary mods are on 4 dots, so yeah, you keep the good ones.

    Makes sense... I just found out this morning I have a 2 dot arrow with +30 speed primary.

    You got a screenshot of that? Five dot arrows go to +30, four dot goes to +26, do doubt 2 dot arrows go as high as +30.
  • Max 2 dot primary speed is 19, if I recall correctly. @PeachyPeachSWGOH
  • Max 2 dot primary speed is 19, if I recall correctly. @PeachyPeachSWGOH

    You are right. I misread the screen. It's a 5 dot.
  • PeachyPeachSWGOH
    42 posts Member
    edited September 2018
    So it seems that, given the same dots, the max value at level 15 is always the same for a given stat category. For example, if a 5 dots' primary is speed, then it's always +30 speed at level 15. Is that correct?

    Then the secondaries seem to be randomly increased? Do we know what the possible range of increment is?
  • So it seems that, given the same dots, the max value at level 15 is always the same for a given stat category. For example, if a 5 dots' primary is speed, then it's always +30 speed at level 15. Is that correct?

    Exactly correct. These are all known values.
    Then the secondaries seem to be randomly increased? Do we know what the possible range of increment is?

    I'm sure there are folks that know the ranges for the secondaries, but I've never paid much attention to that, other than for Speed secondaries, which can range up to 30 or thereabouts, including the upgrade of a mod to 6 dots.
Sign In or Register to comment.