#What’s the rule of thumb for mods

13 messages · Page 1 of 1 (latest)

hazy portal
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I’m new and I don’t want to spend currency revealing bad primary mods, so basically what I’m asking is there a place where I can learn the 101 about mods in general?

I know swgoh.gg shows you the “best” mods per toon by popularity, (which is complete garbage when trying to understand the concept as a whole) but I generally want to understand everything from the ground up when it comes to the mod category.

I know most of the users generally learnt what they know from experience since game release (8years of experience) instead of using outside sources/tools, and they feel as though the knowledge they accumulated for modding is “common sense” by this point, when they never even developed some sort of place to store this information but rather kept it all internalized in some sort of hive mind fashion. In other words they labeled the information as common sense in the swgoh community, kept it internalized and amongst discussions but never developed a physical place or form to actually store the knowledge for new users to start at. Plus a lot of the users here when I ask for help are extremely toxic and condescending.

sturdy garnet
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Tons of videos, Nooch2gud has his Mods 101 and 201 series

hazy portal
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Aren’t those more subjective on his own personal opinions rather than factually grounded amongst the swgoh community?

hazy portal
sturdy garnet
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A lot of creators have their own Discords, they communicate with each other and lots of members in the community. But there's no central place of truth if that's what you're asking for.

hazy portal
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That’s exactly what I figured. It’s just discussions rather than a definitive place to source the information

cosmic hornet
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Here's my 2 cents from someone who's put a lot of time into mods, and is holding his own in K3 on a sub-2 year account at sub-10M GP. I'll write these notes in terms of being the MOST conservative with mod materials.

  1. At 5E, only upgrade if the mod has 5 speed. Fuck 3 or 4 speed mods. On a very early account, 3 and 4 speed mods can bring value, but if you're purely optimizing, stick with 5 speed.
  2. At 5D, only upgrade if the mod hit a speed roll (i.e. is at 8, 9, 10, or 11 speed)... higher the better.
  3. At 5C, only upgrade if the mod is 10 speed or higher.
  4. At 5B, only upgrade if the mod is 10 speed or higher on proper primary Triangles / Crosses / Circles. i.e. If you have a Crit Damage triangle on any set, I'm upgrading all 10+ speeds at 6B. I'm gonna be more weary if it's like a tenacity primary, as those are less needed.
  5. At 5A, only upgrade to 6-dot mod on mods that are 15+ speed. You can bring this threshold down a bit the newer your account is... I've 6-dotted plenty of 12/13/14 speed mods, but if you're trying to save mats, stick with 15+
  6. At 6-dot, you can pretty much upgrade everything to 6D that isn't already 5-rolled into speed... the resource cost is minimal from 6E to 6D.
  7. Only upgrade past 6D on 15+ speed.
  8. Only upgrade past 6C on 20+ speed. This is when it gets pretty expensive, so be conservative here.
  9. Only calibrate mods of 20+ speed at 6A. Only calibrate the 15/25/40 ones, don't use 75 on a single calibration.

Again, this is pretty basic, but if you're trying to be conservative with mod materials and get the most bang for your buck, this is it. Also get Jabba if you haven't already, SR2 is busted.

last harbor
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If you want raw data SWGoH.gg has it. Not the most readily accessible format but if you’re proposing some sort of rigorous analysis you’ll have to have the technical skills to pull that kind of data.

HotUtils pulls from some sort of data source as well, could ask the people that run that service.

hazy portal
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I was more along the lines of reputable people coming together and compiling a structured source for learning mods in general from the ground up, instead of the generic flowchart of what to do without the understanding as to “why”

Understanding the mod concept as a whole

hazy portal
last harbor
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Ultimately it’s very dependent on what the character does and the “why” depends on their kit but everybody except for a very narrow few wants more speed (usually more about going first and getting a second turn first than getting 11 turns instead of 10). Resistance Hero Finn only needs speed, the rest of this stats do very little. Tanks like General Kenobi care about other stats (health, armor, etc…), damage dealers care about offense but sometimes care more about crit damage, etc…

That having more mods with more speed is good is the rule of thumb, the specifics beyond that get very context-specific very fast.

Wanting tenacity on the CLS team because it prevents specific teams from countering it isn’t something that’d be generically obvious from looking at Chewbacca’s kit.