User:Kidori/sandbox/Mods Farming Guide

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This page is a backup in case the page gets changed beyond what I personally feel is best so I can just add this as a User Guide.

Mods play a very important role for determining the potential of a player's team. They can provide the edge needed to pull off a win against a tough opponent and to get the most damage in a raid. When modded efficiently characters can reach greater potential. The mods a player will want on a character is going to be determined by the character's abilities, role, stats, and the opponent they are up against. Some characters are fine to keep the same mods across different content, while others will need slight adjustments. The exact sets and stats they may need will vary, but this guide will cover some general rules and tips for choosing mods.

Starting Out

Mod Battles will unlock when you reach Player Level 50 and you can start to get rarity 1 and 2 dot mods from them. After completing mission 1-A you will be able to assign mods to any character once they reach Level 50. After completing Mod Battles 3-G, Mod Challenges will unlock and you can start to acquire 3, 4, and 5 dot mods depending upon the Tier level you can complete.

Beginner Recommendations

For players just unlocking mods at Player Level 50 it is recommended that you skip 1 and 2 dot mods and focus on 3 dot mods from Tier 1 or 2 of Mod Challenges. 1 or 2 dot mods from Mod Battles can work for Mod-Holo-Array-E.png to get Critical Damage or Critical Chance Primary Stats and Mod-Multiplexer-E.png for Potency or Tenacity Primary Stats if you are having trouble getting them on 3 dot mods. Until Galactic War is able to be fully cleared and on sim Credit Credits are going to be tight so choosing 3 dot mods will allow you to max out more mods faster. The set bonus gain for reaching max level will overshadow the Primary Stat gain you would have gotten from the higher dots if you didn't have the Credits to max them out. Focus on Health, Critical Chance, and Critical Damage sets first. If you unlock Offense and Speed, but you are not ready to start farming and leveling up 5 dot mods yet you can also use these. Try to get mods that have Speed as a Secondary Stat on them and always try to get Speed Primary Stat for Mod-Receiver-E.png. For ideas and help on choosing other Secondary Stats and Primary Stats check out the Choosing Stats section of this guide.

Once you get a full set on at least 2-3 teams start working on farming 5 dot mods, but do not equip them yet. Only work on maxing them out if Credits allow, the mods are a good future investment, and it is for your Squad Arena team. Even though 5 dot mods can potentially make characters better at any Gear Level, they start having the biggest benefit at Gear Level 8 so try to prioritize a characters mod rarity with their gear level. By Player Level 80 if Credits allow you should start working on transitioning all of your characters to 5 dot mods that are Gear 8 or above.

5 Dot Mods

When farming for 5 dot mods start with Offense, Speed, Health, and Critical Chance sets first from Mod Challenges. These are the most widely used sets and can get you started until you start fine tuning them for specific characters and content. If you haven't unlocked Offense or Speed yet you can focus on Critical Damage sets. After finding the set and Primary you want on the mod, only level up the mods enough to see what all 4 secondary stats are. Never max level a mod without seeing all of the secondary stats. Secondary Stats are added or increased at Level 3, 6, 9, and 12 so never go beyond level 12 unless it is for a mod you are sure you want to keep. The price for leveling them drastically increases after level 12. When starting out, any mod that has speed as a secondary stat is worth holding onto. Getting mods with all the right stats is going to take a very long time so just aim for decent ones first and then work on replacing them with better ones. After you have a decent amount of those sets work on getting Critical Damage and Potency sets. Defense and Tenacity sets can be left for last. For ideas and help on choosing other Secondary Stats and Primary Stats check out the Choosing Stats section of this guide.

As you complete the highest tier in Mod Challenges the Mod Store will start carrying 5 dot mods, this is the best place to get Mods because it lets you see the Primary Stat and Secondary Stats on the mods. The Mod Store uses Credits and Ship Building Materials to purchase the mods, depending on how much you have and can generate you will want to be more selective on your choices. While Credits income is low try to only spend on mods that have multiple Secondary Stats you are looking for with the right Set and Primary Stat.

Slicing

After completing Mod Battles map 8, you will be able to farm materials on map 9 needed for Slicing mods. It is recommended that you work on acquiring mods through Mod Challenges first until you have a good selection with Secondary Stats you want to try to have rolled again before starting to dedicate farming to Slicing materials. Mod Slicing is similar to leveling up a mod, every time you slice it a random stat will be chosen to get an increase until it reaches rarity 5A. Just like with leveling a mod if the rolls do not go in your favor then decide if it would still be worth taking to 5A for the last roll. If a mod doesn't have decent stats after rolling then do not Slice it from 5A to 6E. Try to reserve those resources for the mods that would benefit the character the most. Also try to prioritize 6E mods for characters you plan to Relic first, which should include your Squad Arena team and the crew members for your Fleet Arena teams.

Because 6E mods get a huge boost to several Secondary and Primary Stats, there is a chance that mods that worked for characters under Gear 12.3 will not be the best when they reach Gear 13 or higher. More about this is discussed in the Choosing Stats section of this guide.

Choosing Stats

The exact stats you want on a character may change depending on the content and opponent you are going against. This section will go over a general process you can use to figure out what would be best for your characters and the transitions you may have to make once your characters reach certain Gear or Relic levels. If you just want to see what others have recommended for specific characters there are several resources in the Tool and Resources section of this page you can check out.

Where your characters stats are after modding is the end result you should be focusing on. What stats you should be aiming for and at what amounts depends on all the other things you will have to take into account. Here is a process that can help you determine stat focus for a character:
Abilities ⇒ Role ⇒ Ally Abilities ⇒ Opponent Mechanics ⇒ Current Stats

  1. First thing to look at is abilities, does the character have abilities that; require certain stats to activate, are amplified by certain stats, or increase certain stats.
  2. Second thing to look at is the role the character will be utilized for on the team. Will they be bringing damage, healing, protecting other units, or bringing utility to the team.
  3. Next to look at are Ally Abilities, are there any abilities other characters on the team will have that could amplify this units stats or that could require this unit to need a certain stat.
    Note: The stat priorities that this step could bring may require changing the mods out when they are used on other teams.
  4. Once you have looked at everything for your side of the battle to help you see what stats could be beneficial to the character it is time to think about the mechanics the opponents may have. Look at mechanics and abilities they have that may need a stat to counter or that may render an ability your character may have useless.
    Note: The stat priorities that change based on opponents could require changing the mods out when doing other opponents.
  5. The last step is taking all the stats that can increase your character's potential and see which ones can be limited and which ones you want to get as much as you can for. Look at your current stats and see how much more you need for the stats that can have a limit and try to get them to it and be sure to include any bonuses from unique abilities and leader abilities. If there is more than one stat that doesn't have a limit try to prioritize which one can be better for the team composition and opponent you are facing.
    Note: The amount the character's stats are at before mods is going to determine if a percent increase or flat increase is better. This means mods will need to be changed from flat to percent secondary stats when characters reach Gear Level 13+

Roles

If just looking at their abilities is hard for you to get ideas on sets and stats to focus on you can use the characters role as a starting point. Since a units role on a team is usually going to be the same across multiple teams and for different content it can be a good place to start for determining stats to choose. It is very important to remember that Relics introduced Archetypes which combines the characters Primary Stat (Strength, Agility, Tactics) with their role to add more distinction between units with the same role and to determine their Mastery. This means units within the same roles will have their stats increased differently with each Relic level depending on their Archetype. You can find more information about this on Relic Amplifier. You can use the tables below as a starting place for sets and secondaries before moving on to check out the character's abilities to fine tune it.

Attacker
Common Sets Critical Damage • Offense • Critical Chance • Health
Conditional Sets Potency • Speed
Common Priority Secondary Stats
1 Speed
1 Offense
2 Critical Chance
3 Health
3 Protection
4 Defense
Conditional Potency
Conditional Tenacity
Notes
  • Stop gaining Protection after Gear Level 13
  • Offense sets will bring more damage over a Critical Damage set until a unit reaches 85-90% Critical Chance.
Tank
Common
Sets
Health • Defense • Tenacity
Conditional Sets Potency • Speed
Common Priority Secondary Stats
1 Speed
1 Defense
2 Health
2 Protection
2 Tenacity
3 Offense
Conditional Potency
Conditional Critical Chance
Notes
  • Defense will bring more survivability to a unit than Health and Protection, but will be useless against enemies that can completely ignore defense.
  • Tanks that can taunt without needing to use an ability will not need as much speed as one that does.
Healer
Common Sets Health
Conditional Sets Potency • Speed • Offense • Critical Chance
Common Priority Stats
1 Speed
1 Health
2 Protection
3 Offense
4 Defense
Conditional Potency
Conditional Critical Chance
Conditional Tenacity
Notes
  • Stop gaining Protection after Gear Level 13
  • Pay attention to what determines the amount healed. Units that heal based on the healers max health will need much more health than ones that do not.
Support
Common Sets Health • Potency • Speed
Conditional Sets Critical Damage • Critical Chance • Offense • Critical Chance
Common Priority Stats
1 Speed
Varies Health
Varies Protection
Varies Offense
Varies Defense
Varies Potency
Varies Critical Chance
Varies Tenacity
Notes
  • Stop gaining Protection after Gear Level 13
  • Support have such a wide range of utility that most Secondary Stats are going to depend on each characters abilities and how they will be used in battle.

Secondary Stats

The hardest part about farming mods is getting the desired secondary stats and at the amounts desired. While there is no trick to getting the stat you want to proc on the roll it is still possible to get a good mod without it being perfect.

Secondary Stat Rankings

Every stat has a range that each roll can be, see Mods for details, which makes it hard to tell just how good the rolls are making the mod. Below is a table that should help players see how their mods rank. Below the Stats it will show the rolls expected to reach those numbers and the probability of getting that stat chosen for that roll. If the rolls taken to reach the stat are higher than the rolls shown at the bottom then the overall potential of that mod will be less but the ranking should still remain as it relates to that stat.

  • Note: Rankings are based on obtainable range for 6E mods, difficulty in achieving the amount from rolls and the actual increase amounts impact on character stats. The following rankings uses data gathered from every member in over 30 guilds including the top 15 highest GP guilds. Check out Technical Information if you are interested in the details.
Stat Rankings
Stat Decent Good Great God Tier
Critical Chance % 3.00% + 4.50% + 6.00% + 8.00% +
Defense 20+ 32+ 45+ 60+
Defense % 5.50% + 8.00% + 11.50% + 14.00% +
Health 600+ 1000+ 1500+ 2000+
Health % 2.00% + 3.50% + 5.00% + 7.00% +
Offense 70+ 100+ 140+ 180+
Offense % 1.50% + 2.50% + 4.00% + 6.00% +
Potency % 3.00%+ 5.00% + 7.00% + 9.00% +
Protection 1200+ 1600+ 2500+ 3500+
Protection % 3.50% + 5.30% + 7.50% + 10.00% +
Speed 9+ 15+ 20+ 25+
Tenacity % 3.00% + 5.00% + 7.00% + 9.00%+
Estimated Rolls 2 3 4 5
Probability 25% 6.25% 1.53% 0.391%

Below is a table that takes the stat rankings above and shows you what their amounts would look like at 5A before slicing them to 6E. Use this table below to give you a better idea of what mods to prioritize slicing.

5A stats before Slicing to 6E
Stat Decent Good Great God Tier
Critical Chance % 2.15% + 3.21% + 4.29% + 5.72% +
Defense 13+ 20+ 28+ 37+
Defense % 2.35% + 3.42% + 4.92% + 5.99% +
Health 477+ 794+ 1191+ 1588+
Health % 1.08% + 1.89% + 2.69% + 3.77% +
Offense 64+ 91+ 128+ 164+
Offense % 0.50% + 0.83% + 1.33% + 1.99% +
Potency % 2.26%+ 3.76% + 5.27% + 6.77% +
Protection 1082+ 1442+ 2253+ 3154+
Protection % 2.64% + 3.99% + 5.64% + 7.52% +
Speed 8+ 14+ 19+ 24+
Tenacity % 2.26% + 3.76% + 5.27% + 6.77%+
Estimated Rolls 2 3 4 5
Probability 25% 6.25% 1.53% 0.391%

Percent increase vs Flat for Secondary Stats

While getting a secondary stat for both flat and percent is the best scenario, there are only a limited amount of rolls that can be done and there is usually a clear difference on which would be better. Deciding between percent increases and flat increases is ultimately going to come down to gear. If a character is Gear Level 12 or less, flat increases will be best. At Gear level 12 units are able to upgrade Mods to 6E which will significantly boost the stat bonuses the mod gives. For some units this will allow percent increases to be valued more on a case by case basis, but will usually be limited to just Health and Protection for Secondary Stats. There are significant base stat increases for characters starting at Gear 13 and drastic differences with Relics. Mods that worked for characters at Gear Level 12 will most likely need to be replaced when they reach Relic 1. Below are several different tables that can hopefully let you get a better idea of when percents will be better than flat.

Recommended Stats for using percents
Stat 5A Mod 6E Mod
Offense 7000+ 3200+
Defense* 52.3% + 38.61% +
Health 35,000+ 27,000+
Protection 40,000+ 31,000+
*Amount listed for Armor/Resistance

Tools and Resources

To find recommendations on mods you can view the characters page on the wiki (Work in Progress) or use one of the external options listed below.

External Resources

  • Grandivory's Mods Optimizer - Mod Management: Web App that helps you find the best mods to use for characters based on the stats you select.
  • SWGOH.gg - Mod Management and Recommendations: Web site that lets you see mods equipped to your characters and shows meta reports on what mods most people use for each character.
  • Crouching Rancor mods advisor - Mod Recommendations - Web App that recommends mods with some Mod Management options. Also available as a discord bot.
  • SWGOHBOT - Mod Recommendations: Discord Bot that recommends mods and a lot more.
  • Imperial Probe Droid Discord Bot: Mod Recommendations - Discord Bot that recommends mods from several sources.

Notes

This section will primarily be used for references and detailed reasons for the recommendations in this guide.

Mod Data

Data was gathered using an api that pulls information straight from the game. The data includes over 800,000 equipped mods from every character in every member's roster for 35 Guilds including the top 15 largest GP guilds in the game as of June 25, 2020. You can find the results of the data at Google Sheet - SWGoH: Mods Analysis.

Stat Rankings Formula

To rank the stats the following formula was used:

  • Decent = Lowest single Roll value x3, round to .5 or .0 then apply 6E conversion
  • Good = Lowest 2 Roll value x2, round to .5 or .0 then apply 6E conversion
  • Great = Lowest 3 Roll value x2, round to .5 or .0 then apply 6E conversion
  • God Tier = Lowest 4 Roll value x2, round to nearest .5 or .0 then apply 6E conversion

Rounding up or down was dependent upon how hard it was for others to reach that amount and how it lined up in strength with other similar stats.

Flat increase limits formula

To determine breakeven points for flat increases as compared to percent increases the Average stat amounts for rolls 2 through 5 for both flat and percent bonuses were compared against different stat totals a handful of characters had when at Gear Level 12, Relic Level 3, 5 and 7. This was done for both 5A averages and 6E averages.

3 Dot Farming

For Players that do not purchase the Hyperdrive Bundle or want to spend real currency on the game for Credits, getting lower dot mods is the best option to start with. It lets you quickly get fully maxed sets on your characters that still have decent primary increases. This also gives you more time to work on finding the best 5 dot mods for your units. By the time you reach Player Level 85 you should have a very large selection to choose from and can easily replace the lower dot mods one at a time as you get the right mods you want for them. Observations that support recommendation:

  • When at 144 Mod Energy Mod Challenge Tier 1 gets you 14 mods, Tier 2 gets you 12 mods and doing Tier 3 will get 9 mods. You can get more mods each day to choose from to quickly get equipped with them.
  • Fully maxing 3 dot mods costs Credit 73.2K, fully maxing 5 dot is Credit 248.4K. You can max level three 3 dot mods for each 5 dot you do.
    • Over spending Credits on mods will make it harder for you to increase Character Levels which will also impact their Gear Level. It will cost about 5.17M Credits to get a Character from level 60 to 85 and that doesn't include costs for crafting gear pieces or increasing character abilities. All mod set bonuses are based on percents of base stats which are impacted greatly by gear levels. It is actually more beneficial to increase a characters Gear Level before increasing the mod rarity so if Credit resources are low prioritize on Leveling and Gearing up the character first.

<div style="display:none;">[[Name of guide::{{PAGENAME}}]]</div> [[Category:Beginner Guide]]