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Star Wars Galaxy of HeroesMOD BREAKDOWN

MOD INFO BREAKDOWN

So you’ve unlocked your character and you hear that Mods a great way to power them up. Let’s talk about what mods can and can’t do and also talk about priority, just because it’s what people talk about doesn’t mean it’s what you need to focus on right away.

First, the most important thing to do is most likely increase your star count and gear on your characters. This very quickly adds protection, health, agility, and all the other stats to make your team more viable in the arena and to perform damage in the raids. So why is everyone talking about Mods if gearing and starring are more important.

It used to be everyone raced to get the best units and fastest units and then fought. However, once everyone maxed their units everyone had the same stats and ties in speed always went to the defenders. So where is the fun in that since everyone attacks in the same predictable order with the same predictable damage? Well developers realized that players couldn’t really make it their game. There was no way to alter the characters with the little tweaks we all need.

Well, Mods are something that YOU the player are in control of. You can increase the damage you do, the amount of critical damage you cause, or even how fast your characters go so you can alter the order your units will go. So now you can make Ackbar go first, then Lando performs his double down twice in a row and you can make his damage increase drastically with critical hits!

So, mods are an important and very influential source of power for your characters, however, there seems to be a lot of mystery surrounding them. This guide will clear up that mystery and make mod choices easier for everyone. We’re going to split this into four main sections to try to give as much information as possible. For the General Info and Mod sections, we’ve tried to keep as much fact as we can, but there is recommendations that reflect the current meta as well which may change over time.

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Star Wars Galaxy of HeroesMOD BREAKDOWN

There is also a misconception that fast speed mods is reserved for whales. This unbelievably incorrect. It takes patience. You can farm for a week straight and not get a 30 speed mod. It can feel like a waste where that could have been shards for a character. While it's true, it's part of the game. Mod dedication is what keeps top 10 players in top 10. There's almost no difference between a 50th position team and 1st place team on mature shards. What makes some teams superior is the mod dedication. Just be prepared to put in work if you want to be in the elite placement in arena. However, this is all completely irrelevant for whale or f2p. Like every other part of the game, a whale does it faster than the patience needed for f2p.

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Star Wars Galaxy of HeroesMOD BREAKDOWN

GENERAL INFO

Mods have four different ways that can boost or alter your stats.

● Primary stat ● Secondary stats ● Set bonus ● Dot level ● Cost

Primary Stat First, this is a Mod, say hello. It will be your friend. He will help you beat people in Arena you couldn’t before. So what exactly is a Primary stat. Well… it’s labeled. See in the mod below we have a primary stat of Protection.

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Star Wars Galaxy of HeroesMOD BREAKDOWN

A +23.5% protection modifier means this will modify your BASE protection number. So if you had a base protection of 1,000, you would have 1,235 protection after applying this mod to your character. If you had TWO mods with a +23.5% base stat, you would have 1,470 protection. It modifies your base stat of 1,000 for each mod and does not stack with other mods for multiplication.

The max value for each Primary stat will be the same. So every protection circle will have a max of 23.5% protection. More on this in Dot Level.

Secondary StatsOkay, now here comes the pain. Secondary stats are literally like gambling. They are also labeled as “secondary stats” per the picture below.

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Star Wars Galaxy of HeroesMOD BREAKDOWN

Some mods will have secondary stats to start with, others won’t. We’ll talk more about how those are impacted in the upgrading a mod section, but for now let’s pretend your mod is fully MAX so we can see all the stats that it will have.

Fact #1) All mods will have 4 secondary stats once fully upgradedFact #2) There is now way to predict what secondary stats will become unlocked or be upgraded as you level up a mod.

Each secondary stat will also impact your base stats. However, secondary stats are much weaker than a primary stat. However, sometimes they can make or break whether you’ll choose that mod. An example is in speed meta where who goes first is important, choosing a mod with a secondary stat of speed might prove much more valuable than going for a mod to add more offense.

In the mod above, this unit will receive a boost in Potency, Speed, Critical Chance, and defense. A very good mod to be considered for an attacking unit that casts status effects as the potency and speed help them go first and inflict status affect.

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Star Wars Galaxy of HeroesMOD BREAKDOWN

Set BonusSet bonus can be very frustrating for newer players. Most people will only have access to health mods for mk. 5 and mk. 1-3 for all mods. Getting those powerful mk. 5 mods can be difficult but worth it as the Set Bonus from mods does add up!Each mod has a classified Set Bonus. In the picture below you’ll see a man running signifying this is considered a Speed mod. This has NO impact on the primary or secondary stats, these are another way a mod can impact you stats.

The way set bonus work is you must have a certain number of them to receive the bonus. It’s either on, or off. Here you’ll see the Set Bonus lists a (4) after it. This means you must have 4 mods that are of a type speed before you receive the set bonus.

To further complicate it, if you have all mods MAX you will receive the MAX bonus which is +10% speed to your Base speed number. If any of the four speed mods are NOT MAX, then you will only receive a +5% bonus to your base stat.

So if you had a base speed of 100, and you added the mod above, what do you think it’s base speed would be?

Answer: 104

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Star Wars Galaxy of HeroesMOD BREAKDOWN

However, if you added 3 more non-MAX speed mods and none of them had any primary stat or secondary stats of speed what would you speed be?

Answer: 109

Okay, now what if they 4 speed mods were all MAX, what would your speed be?Answer: 114

Set bonuses can be powerful, but primary stats on individual mods can have a bigger impact on specific stats.

Dot LevelDot levels are the five dots above the actual mod in the picture below. While all mods go to level 15, no mod changes its dot level.

The dot level ranges from 1 to 5. This has the biggest impact on the primary stat, but it also makes the secondary stats stronger as well. THE DOT LEVEL HAS NO IMPACT ON SET BONUSES. You can have a 1 dot health mod and a 5 dot health mod, and they will give the same set bonus as two 1 dot or two 5 dot health mods. All that matters for set bonus is having the same type and the proper number.

Cost

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Star Wars Galaxy of HeroesMOD BREAKDOWN

There is, of course, a credit cost involved in upgrading mods, as well as removing them. This scales in relation to the dot level of the mod. The full cost to upgrade them is as follows:

Single upgrade:1 Dot: 375 credits2 Dot: 750 Credits3 Dot: 1250 Credits4 Dot :1750 Credits5 Dot: 2250 Credits

Full Upgrade (number of upgrades required to max)1 Dot: 28,875 Credits (77)2 Dot: 57,750 Credits (77)3 Dot: 152,500 Credits (122)4 Dot: 250,250 Credits (143)5 Dot: 474,750 Credits (211)

Mod Color and Upgrading ModsSome mods come with 1-4 secondary stats from the start. This can easily be determined by the color and name of the mod. White has no secondaries and is given the letter E, Green has one and is given the letter D, Blue has two and is given the letter C, Purple has three and is given the letter B, and Yellow has four secondary stats and is given the letter A. When leveled up to max, all mods will have 4 secondary stats.

If a mod has no secondary stats on it, it will gain them at milestone levels 3, 6, 9, and 12. If the mod already has secondary stats, those milestone are points where the secondary stats can increase. This means you should be on the lookout for mods with secondary stats that you want.

So for example a gold mod comes with 4 secondary stats by default. Let's pretend one of them is a speed secondary. As you upgrade the mod it will have 4 chances of upgrading a secondary stat. At 3, 6, 9, and 12 one of the four secondary stats will be upgraded. But it is random and you have no control over what is upgraded.

On the other side, a green mod comes with one stat revealed. Let's pretend in this example it is one with a secondary stat of speed. This mod will have a 100% chance of having that stat upgraded at level 3. However, after that at 6, 9, and 12 milestone points will just give it a new secondary stat and its speed stat will not change.

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Star Wars Galaxy of HeroesMOD BREAKDOWN

So while the gold mod has a much higher ceiling of the speed stat potentially, it is a lottery as to whether that stat will be the one upgraded.

IMPORTANT: any secondaries that are not present on the mod at the start will be random as it levels up. So mods that start with secondaries give you the advantage of knowing what secondaries will be there before spending credits to level it up.

Additionally, secondary stats that come with a mod from level 1 will be stronger than those randomly added with level ups. The primary stat will increase with every level at a static amount. So each level gives the same increase to the primary stat.

LEFT SIDE MODSLess variance in primary stats

Transmitter (square):This is the mod in the upper left corner. It can have any of the set bonuses. For the primary stat, you will only ever see offense. No matter what the set bonus is, or the presence or lack of any secondary stats, this type of mod will only ever have offense as a primary stat. This makes picking this one out to be very easy. The higher the dot level, the bigger increase in offense you receive. Additionally, since the primary stat is locked, you will be mainly looking at the dot level, set bonus, and secondaries for this mod to determine the best one for a given character. The primary stat of offense ranges from 1.88% on 1 dot, to 5.88% for 5 dot mods. Note that this is a percentage of the physical/special damage stat. So if you have 1000 for physical damage, a 5 dot mod will make it 1058.8

Processor (diamond):This is the mod in the center left side. Like above, it can have any set bonus. For it’s primary stat it will always be defense, just like the transmitter (square) with offense. Therefore, all that was said about that mod pertains to this one. THe primary stat of defense ranges from 3.75% on 1 dot to 11.75% on 5 dot. Note, this is a percentage of your armor/resistance stat, which is itself a percent value. This does not add a flat amount, but rather a percent of that. So if you have 20% armor, a 5 dot mod will make your armor 22.35%. This value is the percent of damage it reduces the enemy’s attack by, armor for physical, resistance for special.

Data-bus (circle):This is the mod in the bottom left corner. Again, it can have any of the set bonuses. This is the first mod in which there starts to be variance in the primary stat. It can have Offense or Defense as the primary stat, plus it adds in the possibility of Health or Protection. Since Offense and Defense already exist as primary stats on the above two mods, take this opportunity to use this mod for a new stat. Therefore, you will be deciding between Health and Protection for this mod.

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Star Wars Galaxy of HeroesMOD BREAKDOWN

For most characters, I would recommend Protection. This is for two reasons. First is, as you up your gear level, protection provides a larger portion of your overall survivability. Second, the amount of increase from mods is vastly different for these two. At 5 dot, health maxes at 5.88% increase. At 5 dot, protection maxes at 23.5%. So you are getting much more survivability out of the increased protection than health for equal level mods. The primary exception to this is anyone with a heal. Since heals are usually based off of the user’s max hp pool, the higher your healer’s hp is, the more effective their heal will be. For just about every other character though, they will generally benefit more from the increased protection than hp.

RIGHT SIDE MODSMore variance in primary stats

To start with, all of the mods on the right side can have Offense, Defense, Health, or Protection as a primary stat. Each of the three right side mods also have their own unique primary stats. If you want a particular character to have one of these stats significantly higher, then feel free, just be aware that you are losing out on the opportunity to have the unique stats as a primary. One particular case would be a tank, in which case, you could stack protection as a primary stat on all of the right side and have a tank with a protection pool that is gigantic. Most characters will be better served with one of the unique stats though, as will be discussed

Receiver (arrow):This mod has three possibilities for unique stats. Two of these don’t exist anywhere except on mods, and only on this mod. Not even gear will increase these stats. The three unique stats for this mod are Speed, Accuracy, and Critical Avoidance, the latter two of these do not exist anywhere else. Speed increase ranges from 17 on 1 dot, to 30 on 5 dot. With very few exceptions, speed is one of the most important stats you can have. The higher your speed, the sooner you’ll take turns, allowing you to make more attacks, inflict more statuses, etc. The second stat, accuracy is the direct opposite of dodge/deflection. This includes leader bonuses, such as Old Ben, and the evasion buff, like what Biggs can get. If you see a lot of Old Ben or similar leads, accuracy may be a good option to counter that. Accuracy stat ranges from 7.5% on 1 dot to 12% on 5 dot. Finally Critical Avoidance is the direct counter to critical chance. If one character has a critical chance of 20% and you have critical avoidance of 20%, then you will never receive a critical hit from that character. If you fight teams with high critical chance such as droids, this is a very good way to increase survivability. Once again, the three unique stats as primary from the arrow are Speed, Accuracy, and Critical Avoidance. Accuracy and Crit

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Star Wars Galaxy of HeroesMOD BREAKDOWN

Avoidance will not appear anywhere else, including as secondary stats, so if either of those are valuable to you, this is the only place to find them.

Holo-array (triangle):This mod has two possibilities for unique stats. Those are Critical Chance and Critical Damage. These can appear as secondaries on other mods, but the biggest percentage change comes from these two spots. Additionally, unlike Offense or Defense, these two are not a percent of an existing number, but a flat increase. So a 10% Critical Chance means it adds 10% to your crit chance, not 10% of the existing percent chance. The crit chance increase ranges from 7.5% on 1 dot to 12% on 5 dot. The crit damage range is from 21% on 1 dot to 36% on 5 dot. This is also a flat increase. So a 5 dot crit damage mod will take your crit damage from 150% (base) to 186%. I’m not sure of the exact math, but i believe it is somewhere around the 35-40% range in critical chance, where increased crit damage, statistically, will be more effective than an increased crit chance. So if before mods, your character has somewhere in that neighborhood of crit chance, crit damage is more effective. Also keep in mind any special abilities that increase crit chance/damage as well. For example, Lando’s special when maxed adds 15% critical chance to whatever his base crit chance is. So be aware of the relationship between crit chance and crit damage numbers.

Multiplexer (plus):This is the final mod slot. This also has two unique primary stats. Those are Potency and Tenacity. These two stats function in opposition to each other. Potency is your ability to land a status effect. NOTE: this is independant of the chance for an effect to fire. For example, Royal Guard has an 80% chance to stun. Potency will not increase this chance to activate, that is determined by the RNG of the game. After a status effect passes the RNG check for it to activate, it then does a check of your potency against the opponents tenacity. A higher potency will make it more likely for a status effect to land when activated. Conversely, a higher tenacity will make it more likely for you to resist status effect placed on you. If you have a character that has a negative status effect ability, it is almost always advisable to have potency on this mod. The range is from 15% on 1 dot to 24% on 5 dot. If you have a character that has no status effects at all, Tenacity will help them resist negative statuses which can seriously hinder them. If they have a naturally high tenacity, or you run a tenacity leader, or you are less worried about status effects you can opt for one of the other 4 main stats like the left side had here.

SET BONUS COMPARISON

I will explain the benefit of each set bonus as well as their maximums by category.

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Star Wars Galaxy of HeroesMOD BREAKDOWN

Health: Requires 2 for set bonus, maximum of 3 total set bonuses. For each set bonus it will add 2.5% hp for non-maxed, and 5% hp for maxed mods. The maximum set bonus possible is +15% health. These are the easiest set bonus mods to obtain, as they are the first challenge unlocked, and you can use all characters in the challenge, unlike others which have restrictions.Defense: Requires 2 for set bonus, maximum of 3 total set bonuses. For each set bonus it will add 2.5% defense for non-maxed, and 5% defense for maxed mods. The maximum set bonus possible is +15% defense. These are the second easiest set bonuses to obtain. The defense challenge requires Jedi, which is the most abundant faction in the game.Critical Damage: Requires 4 for set bonus, maximum of 1 total set bonus. A set bonus will add 15% crit damage for non-maxed, and 30% crit damage for maxed mods. The challenge for these requires Jawas. Jawas have good synergy together so a team of all five jawas at 5* and gear 8, the challenge is very doable.Critical Chance: Requires 2 for set bonus, maximum of 3 total set bonuses. For each set bonus it will add 2.5% crit chance for non-maxed, and 5% crit chance for maxed mods. The maximum set bonus possible is +15% crit chance. The challenge for these mods requires Scoundrels. The difficulty for T2 challenge is roughly between the difficulty of T3/T4 credit heist. So if you are able to complete T3 credit heist without anyone dying, and are able to complete T4 with a death or two, T2 crit chance challenge is doable. T3 challenge is harder than T4 credit heist, so you must be able to beat Credit Heist T4 without any deaths to be able to complete the final tier.Offense: Requires 4 for set bonus, maximum of 1 set bonus. A set bonus will add 5% offense for non-maxed, and 10% offense for maxed mods. This is a percent increase of your Physical/Special damage stat. This challenge requires a First Order team to complete. Unsure of difficulty at this point, but to complete T3, will probably require all 5 first order characters to be at least 6* and Gear 8, if not higher. Tenacity: Requires 2 for set bonus, maximum of 3 set bonuses. For each set bonus it will add 5% tenacity for non-maxed, and 10% tenacity for maxed mods. The maximum set bonus possible is 30% tenacity. The challenge requires Rebels. Unsure of difficulty, but if your rebel team is able to unlock full 7* EP, this challenge is probably doable.Potency: Requires 2 for set bonus, maximum of 3 set bonuses. For each set bonus it will add 5% potency for non-maxed, and 10% potency for maxed mods. The maximum set bonus possible is 30% potency. The challenge requires an Empire to complete. WIthout EP lead, it is very difficult. With EP lead, it is considerably easier.Speed: Requires 4 for set bonus, maximum of 1 set bonus. A set bonus will add 5% speed for non-maxed, and 10% speed for maxed mods. This is a percent increase to your speed stat. The challenge requires a Resistance team. A 7* Rey with Gear 9 under a Poe lead supposedly does very well, but you will still need all 5 Resistance members at least 5* and gear 8 if not 9 to handle the incoming damage.

EVALUATION: Note: this is my opinion on the worth of these set mods, while the above section lists facts about the actual values present on themThis document is proprietary and confidential. Distribution of this information in whole or in part to anyone other than TeamSkunk Guardians leaders is unauthorized. Page 1 of 7To chat with us or join one of our TeamSkunk guilds click here: https://discordapp.com/invite/SVmYcn9 Authored by AdeganSentait{αGuardiansOfficer} and unatratnag {α Guardians-Officer} and Tobi {α/β Guardians-Lead}

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Star Wars Galaxy of HeroesMOD BREAKDOWN

Health: Solid increase in hp pool, but favors tankier characters. Easiest to obtain 5 dot with any consistency. A good set bonus to use if you have trouble, or can’t obtain others.Defense: Since the increase is a percent of a value that is a percent itself, the value is not terribly strong. Also remember, a 5 dot diamond adds 11.75% defense on it’s own, more than two complete set bonuses. Health is a more valuable set bonus, but if primary/secondary stats are good enough, these are not bad.Critical Damage: Of the mods that require 4 for a set bonus, this one is easily the best. But since it does require 4, it only allows one other set bonus. When combined with Critical Damage on Triangle, this set bonus allows critical damage to range from 201% to 216%, compared to 150% without either. This set bonus is very good for most characters whose primary or only role is attacking. Best when combined with a Critical Chance set bonus.Critical Chance: This bonus is also a flat increase like critical damage, so the returns for it are very good. With very few exceptions, this set bonus is best when combined with a Critical Damage set bonus. Notable exceptions include Aalya Secure, who can stun when she crits, so as high of a crit chance as possible increases the chance of stuns, or Geonosian Soldier, who gains turn meter when he crits, so he can potentially do more damage over time by going more often than by hitting harder each hit.Offense: This set also requires a set bonus of 4. For your primary damage dealers, you will likely want either this set bonus, or crit damage. How do you determine which is better? Check your crit chance. Since a damage dealer will likely have one crit chance set and one of either crit damage and offense, their crit chance determines which is better. If their crit chance is about 40% or higher, Statistically, crit damage will be more effective. However, under 40% crit chance, the boost in base offense will have a more noticeable effect. Bear in mind any additional crit chance increases a character may receive outside of just their base crit chance. This includes passive abilities or crit chance up.Tenacity: Similar to Defense set bonus, in that, being able to resist status effects is a good thing, but it has diminishing returns. If it is the only set bonus you have, or you have good Primary/Secondary stats with this set bonus, then go for it, but don’t prioritize it.Potency: For certain characters, this set bonus is necessary. For example, Teebo for raids, at max gear only has 26% potency, and he needs at least 60-70% for T6, probably more for T7, and the only way to get that is a combination of potency primary, extra potency secondaries and 3 set bonuses. A full set of potency set bonuses adds 30%, so it is very valuable. That said, for most characters, you won’t need that much potency unless all they do is inflict statuses, so perhaps one set bonus along with some others would be good if they are status heavy.Speed: Unless you are trying to squeak out every last possible little bit of speed on a character, don’t bother. This mod only adds 10% of your speed stat which, the fastest character has a speed of 164, so you’re only getting 16 speed, whereas a 1 dot arrow mod with speed as primary adds 17. Plus mods can have speed as a secondary stat as well. This is especially true of characters that are notoriously slow, such as Jedi Knight Guardian, who doesn’t even have

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Star Wars Galaxy of HeroesMOD BREAKDOWN

over 100 speed. So the lower the base speed, the less this mod will do. But if you need your Jawa Engineer to be that much faster than everyone else, this is how to do it.

TL;DR Version

I’ll do a general outline by class type of how to set up mods to be as efficient as possible. Keep in mind, this is my personal opinion, but the following are what I think are the best for each class type.

Attacker (aka DPS):Set bonus: 2 mods with Critical Chance, 4 mods with either Critical damage or Offense set bonus**.Secondaries: Crit Chance, Speed, Offense (# or %), protection, potency if neededSquare: primary - offenseDiamond: primary - defenseCircle: primary - protectionArrow: primary - speed or accuracy depending on needsTriangle: primary - crit damage or crit chance depending on needsPlus: primary - potency, tenacity or protection depending on needs

** Note: if crit chance is below 40%, use offense, if above 40%, use crit damage

Healer:Set bonus: all 6 mods with health set bonusSecondaries: Health (# or %), Protection (# or %), SpeedSquare: primary - offenseDiamond: primary - defenseCircle: primary - healthArrow: primary - speed or crit avoidance depending on needTriangle: primary - crit chance if they do decent damage, otherwise, healthPlus: primary - potency if they also inflict a status, otherwise health

Tanks:Set bonus: combination of health/defense depending on which they needSecondaries: Protection (# or %), Health (# or %), speed if needed, potency if neededSquare: primary - offenseDiamond: primary - defenseCircle: primary - protection

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Star Wars Galaxy of HeroesMOD BREAKDOWN

Arrow: primary - speed or crit avoidance depending on needTriangle: primary - crit chance if they do decent damage, otherwise protectionPlus: primary - potency if they inflict a status, otherwise protection

Status Effect Specialists:Set bonus at least 2 mods with potency set, up to full 6 depending on potency needs, otherwise healthSecondaries on all mods: potency, speed, hp/protectionSquare: primary - offenseDiamond: primary - defenseCircle: primary - protectionArrow: primary - speed or accuracy, depending on needTriangle: primary - crit chance if they do decent damage, otherwise protectionPlus: primary - potency

This covers about 95% of what you need to know for mods. I hope this helps everyone understand them better and be able to use them more effectively. As always, if anyone has any questions, ask away. There’s a wealth of knowledge in this guild and we are all happy to share.

This document is proprietary and confidential. Distribution of this information in whole or in part to anyone other than TeamSkunk Guardians leaders is unauthorized. Page 1 of 7To chat with us or join one of our TeamSkunk guilds click here: https://discordapp.com/invite/SVmYcn9 Authored by AdeganSentait{αGuardiansOfficer} and unatratnag {α Guardians-Officer} and Tobi {α/β Guardians-Lead}