For those of you still here.. what do you think about modding up the droids?
My first priority will be getting the team moving faster than Rey so we can take her out before she moves. I have heard of 232 speed Reys so that seems like a decent threshold to shoot for before I can find out what most ppl are tuning her to.\\
I dont know exactly how the calcs work but a group of 4 speed mods gets the char 25% speed bonus. So 120ish speed chars move to 150 ish. with the 45% JE TM bump i THINK that gets them to 210 or so.
So assuming a (86/100) 88 47L RG JE comp - get the 3 main droids a speed bump in the neighborhood of 20-30 should push them to the front of most lines.
Other things im looking at is why is it 4mods to get 40% critical damage and 4mods to get 40% offence? isnt the latter superior in every way?
Next thought is sequence of Droids firing. Im thinking we want 47 first if possible / 88 next / 100 or 86 after to maximize 88s impact.
47 gets speed and potency
88 gets speed and damage
100/86 gets speed and damage
JE gets speed and ?
whoever your fifth is
So I would say generally stop with the Health mods if that is what you are maxing out now and proceed to clear the stages to the speed mods as this seems the logical course.
Lets get some positive droid talk.
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I probably need much better mods on my arena squad though but my droids at the present do not see that OP compared to the zillion health and incredible HP of these other squads (especially counter squads)
JE gets hp/protection and speed. Assuming you get more protection than hp for a given mod, that's the way to go, since a large initial pool is better for him than healing/regen.
IG-88 gets straight offense/crit damage. Goal is for him to wipe enemy protection with AoE then get a finishing blow with his basic.
I've been giving IG-100 damage too, to help his already frequent attacks.
HK gets a little bit of speed (also in the hopes that he goes first and debuffs everyone for 88). Maybe even a lot of speed. He doesn't do that much damage, and is already a low-priority target and has decent hp. More speed means less time between his grenades.
86 I'm not sure. I guess maybe accuracy, to ensure he actually manages to finish off vulnerable toons with dodge? I plan on replacing him with GG eventually, so he doesn't fit my long-term plan as well.
I have that team, only RG healt and protection modded...
What team you use to face it?
yeah im thinking accuracy for 86 also.. its super important his double attack HITS
The secondary skills make the biggest difference on who gets what as I haven't unlocked Speed & Potency yet.
88 ive gone health (main), defense (protection), high offense, crit gear & some accuracy. Health is the big one since he can AOE back his health unlike protection. So his health is quite more than his protection now, which in itself is high.
86 - crit gear, health, protection, accuracy. He crits every basic as far as I've seen.
HK - Speed and Potency first, whatever gear that I had that was best for the slots needed. Now he's faster than 88 and usually goes before him. Drove up potency some and omega'd meatbag. When he goes first, 88 just wrecks protections with his AOE. All the other stats are just butter on HK but he's hitting harder now with his basic too.
JE - Speed, Speed, Speed, Health, Protection. Pretty self expanitory. He has a pretty nice potency buff and I think I've noticed his dets hanging more. Problem is toons usually dead before they go off.
RG - Defense & Health of course. But more importantly gear that has multiple buffs of +HP, +Protection, +HP%, +Protect%. Just so happens a lot of this gear also had potency secondaries as well which has made him more of a stun machine.
All mods health unless you think you can equip a jawa team and take tier iii of critical damage mods.
JE gets your first speed mod so that all your droids can go first.
Hk gets second speed mod so that he can go before IG 88.
Ig88 gets the right side mods all offense % and straight offense. Don't use the lower right for protect. Go full damage. His three health bonuses will take care of his glass cannon status.
If you can get critical damage class mods go for those for ig86. But right now it seems that the 45% critical damage doesn't do very well if your base damage isn't high. So don't equip critical 2 star mods. Use 5* health ones or 5* critical damage mods if you can equip 3 jawas.
I attacked with RG, STHan, GS, Leia, Phasma (L). All are heavily 5* modded. Since levelling my mods, I have managed to defeat that team (I think his name was something like "ikilledjjbinks").
I think my win was down to (a) lucky RNG and (b) the poor AI. Honestly, it has re-invigorated my interest in the droids. The owner of that team modded his droids very smartly and didn't just equip any old mod.
I would not be surprised to see droid teams now taking a really dominant position, perhaps droid / Jawa combos.
I run a HK(L), 86, 88, 100, JE arena squad & have already upgraded MK2 Speed mods & put them on HK & JE. Though I put four mk1/2 speed's on HK & it hasn't been enough to get him to use his AoE before 88. Should I just go for mk5 health on my Arena squad for now?
HK, GG, 100, B2 (the only 6*), JE
I have pretty much spammed health mods as there's (very annoyingly) no droid-specific mod challenge. I've effectively doubled everyone's survivability. In the arena, I once held #1 but now, with the tank teams, there simply isn't enough time to cause enough damage and kill them all, and in the initial mod boom I got knocked to #18 where I've stayed ever since.
I fear no character. GG is impervious to most abuse and can dish it out with a reliable 15K crit. 100 has always been my rock and now does more damage than 88 ever did.
With health mods being the thing that droid players would have wanted to chase, it's a shame they're so prolific. It shows in GW that I can now blast through with one team because I can grind their health down quicker than they can mine, as there's no time limit.
Your calculations are sound but I fear they are in vane. Mods will very likely change again and your soolid planning will be for nowt. For now, put health on everyone and look for offense secondaries.
Insane synergy.
@SifuSteve have you considered farming a Jawa team? Seems like crit damage, along with health, is the mod that would help droids most. You've already got JE, and the other 4 are easy farms if you don't have them already.
Still, on an assasin droid, increased crit damage only increased your crit damage from 150ish to 180ish percent. so it really only increased your crit damage by like 18%. And if you include the non crits, I suppose your total damage is still only up by like 12%? Not sure how to do the math. but it still seems like crit damage is good for droids/toons with naturally high crit chance.
The Health set mods are the easiest to get at 5*, so it's most efficient to concentrate on them for now. Even if you eventually end up removing them from droids, they will be useful elsewhere. So let's concentrate on Health mods for now. Unless you've got a very diverse roster, you'll likely be restricted to just Health and Defense mods at 5* level anyway.
Speed on the "arrow" mod is a clear head and shoulders best primary. JE should get your first one, to ensure he always goes first, and thus so does the rest of your droids. Worth noting that JE doesn't add 45 speed to your droids, he adds 45% turn meter - which could end up being a fair bit more than 45 speed, depending on how you've modded your other droids for speed.
47 should get your 2nd health "arrow" 5* mod with speed on the primary. This is so he now gets into the roll to act next once JE goes and Recalibrates. On an unmodded team, the only way he'd be able to go before 88 and use Meatbag Mayhem to apply all those lovely debuffs before 88 AoEs is if:
- 86 wins the roll to act before 88
- you use his Assassin Droid Tactics, and he calls 47 to assist
- 47 crits on that assist attack, filling his turn meter to max
- 47 then randomly wins the right to act next over 88.
Once you boost 47's speed, when JE recalibrates, his turn meter will be completely filled, giving him a chance to go before 88 without the above set of circumstances happening. This is why 47 should get your second "arrow" speed primary.
After that, speed only really helps for successive turns, and isn't quite as high a priority. Nice to have, but don't shed a tear if you can't get it in a hurry.
Potency - JE, 47, B2, 100, 88 can all use this. JE's basic is near useless without it right now. Keep an eye out for this on your "Plus" mods. Otherwise, on the "plus" mod, stick with Health and Protection as primaries. The Offense bonus sounds good but it isn't large enough to prioritise right now IMO.
Crit Damage - 86, 88 should be the priority for these "triangle" mods that have the crit damage primary stat. Easily the best primary you can get on a "triangle" mod for these guys. After that, the order of usefulness goes crit chance (less so for 86, who already crits a lot under 47 lead), health, protection, offense, defense (use this last one if you have literally nothing else).
One note on tenacity - pretty useful secondary stat across the board when you're coming up against stun teams. Not sure if I'd invest in going for a tenacity set bonus though, but that's outside the scope of Health mods anyway.
Boosting JEs speed just ensures that he's going to act first, and fill all your droids turn meters to full before any other toon can act, even a speed modded Rey. Well, except for Han Shooting First.
Once their turn meters are full, it's random as to who the game picks to go first. Not much you can do about that. Given it's impossible currently to get a droid to have more speed than JE, you're at the mercy of the RNG deciding if 47 gets to AoE prior to 88. But at least it can happen about half the time now.
My droids team speeds are:
JE - 188 (238) 47 - 130 88 - 136 86 - 123 B2 - 105
As long as the droids are fast enough to get into the roll-off, it isn't too important to me
So here's a theorycrafting question for someone that does know! If the droid speeds are as follows:
47: 130 speed (+33 modded over basic)
88: 121 speed (standard)
86: 119 speed (standard)
Leaving other droids out of it for now, and assuming a 4 droids + JE team, what speed would JE have to be to max out 47's turn meter on Recalibrate, but leave 88 just short?
I think 251 speed would do it (including the bonus speed from Crunch Time, +50 in a 4 droid + JE team). If it works like I think it does, any droid/jawa that has 138 speed or faster will get max turn meter from a 251 speed JE Recalibrate, and any droid/jawa slower than 138 will be just short, allowing you to set the order to act by the speed of the droids. Thus if 47 is faster than 88, but both are slower than 138 speed, then 47 will get to use Meatbag Mayhem every time before 88 (as long as you don't have a faster 86 in there calling 88 for an assist!)
It's complicated but worth considering. The disadvantage that comes to mind would be against the bane of droid teams, Rex leads. If all the droids get a maxed out turn meter, then when they start critting and feeding the opponents turn meter, the droids at least remain in a roll to act first against the now maxed turn metres of the opponents. If you make JE too fast so the droids don't max out (like in my theorycraft 251 speed example) then they won't be in that RNG situation to act ahead of the Rex-led opponents once you start critting. They'll just act after them.
Right now my JE is 188 (+50 for a full team of droids/jawa = 238). Would take a bit of doing to get him over that 251 mark, if it's right - but it is doable. Given that the top of my arena already runs about 50% Rex leads though, I'm not sure the payoff would be worth it.
This is fascinating, and super relevant for my team. Thanks for the detailed analysis! I must be missing something, but I don't get why JE's speed affects the post-recalibrate turn order...doesn't he add 45% TM to all droids regardless of his own speed?
In order to make sure that HK goes before 88, the only factor that would ensure 88's TM is just short of 100% while HK's is at 100% post-recalibrate would be to use mods to boost HK's speed above a certain threshold (around 130?) and keep 88's speed below a certain threshold (around 125?). Or am I missing something?
Thanks for the clarification...