Arena Mods - Offence vs CD chart

Here’s a Reddit link to an Offence vs CD graph...
From my reading it, Offence set with CD Triangle Primary is probably the best unless CC higher than 90 or really low? Also at the top end it’s still pretty close....making me think that Offence sets with CD triangles are simply better to farm & make easily transferable load outs from?
Am I missing something?

https://www.reddit.com/r/SWGalaxyOfHeroes/comments/9dqa4j/chart_comparing_offense_set_bonus_to_cd_set_bonus/

Replies

  • No that pretty much sums it up unless you get godly secondary CC stats, or your toon has ridiculous base CC. Or it's a First Order Squad.
  • crzydroid
    7296 posts Moderator
    So it looks like this graph fails to take into account that the offense set bonus (and offense primaries) only increase the base offense by the stated proportion. So after taking into account mods and unequipped gear, the actual percentage boost from an offense set is less than 15%, whereas crit damage multiplies final modded offense. However, since the CD set bonus is additive, in-game sources of CD also diminish the effectiveness of the CD set.

    Thus, a 2-dimensional line is not really appropriate, but at the minimum, a 3-dimensional surface graph.

    See this thread for an in-depth discussion:
    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/178067/so-will-critical-damage-mod-sets-now-be-useless#latest

    In my latest comment there, I express my concerns with finding a rule of thumb, given that multiple variables need to be taken into account. However, for general ranges of offense boosts from mods, people seem to be settling around 65-70%.

    But if you think you have good offense on your mods, this is lower, but can skyrocket again when you add leaderships or buffs that boost CD.
  • Tiggus
    766 posts Member
    On a related subject, did anyone study whether it's best to load mods with high Crit chance secondaries or flat offense (% offense are always lower)?
    I did a bit of computation myself and found that surprisingly, Crit chance secondaries are more often than not best (for characters dealing physical damage: with base Crit chance up to 50%; for characters dealing special damage: almost always).

    Notorious exceptions are teams for HSTR P3 (raw offense needed) and Wampa, Asajj, FO, Han Solo, Rey's friends, who basically crit all the time.
    ☮ Consular ☮ - https://swgoh.gg/u/tiggus/
  • The original author of that created an updated version of that graph since the original did not account for Offence primary from the square mod which is guaranteed on all characters. You can find a link to it here. https://www.shatteredorder.com/mods/ and it has a CC break even point of just over 70%.

    Like @crzydroid said though, These general rules are massively skewed by good offence secondaries, unique abilities, leadership abilities, buffs, debuffs, oponents etc. etc.

    Basically you need a bunch of good offence mods and a bunch of good CD mods and an Average Damage Per Hit calculator to compare.

    You can use this one if you like https://docs.google.com/spreadsheets/d/1_r6qkAzyjNqZ7Lle1VMOqkRaDYRKRZ967IXRjgSidKc/copy
  • crzydroid wrote: »
    So it looks like this graph fails to take into account that the offense set bonus (and offense primaries) only increase the base offense by the stated proportion. So after taking into account mods and unequipped gear, the actual percentage boost from an offense set is less than 15%, whereas crit damage multiplies final modded offense. However, since the CD set bonus is additive, in-game sources of CD also diminish the effectiveness of the CD set.

    Thus, a 2-dimensional line is not really appropriate, but at the minimum, a 3-dimensional surface graph.

    See this thread for an in-depth discussion:
    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/178067/so-will-critical-damage-mod-sets-now-be-useless#latest

    In my latest comment there, I express my concerns with finding a rule of thumb, given that multiple variables need to be taken into account. However, for general ranges of offense boosts from mods, people seem to be settling around 65-70%.

    But if you think you have good offense on your mods, this is lower, but can skyrocket again when you add leaderships or buffs that boost CD.

    This.

    I took several of my own characters and played around with my own mod sets and calculated the break even crit chance. It was pretty consistently in the 70-80% range.

    https://www.youtube.com/watch?v=S9oEMdHoo7U
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