6/12/2023 0 Comments Pull the pin challenge level 15![]() ![]() The increase made to Speed is a flat increase while the rest are percent increases. As mentioned in Mod Rarity there are 11 Primary stats that mods can have: Health, Protection, Defense, Offense, Potency, Tenacity, Speed, Critical Damage, Critical Chance, Accuracy, Critical Avoidance. Primary stats are the main assigned stat that a mod will increase. While these slots have a specific name, they are commonly referred to by the shape instead. There are 6 modification slots on each character. Leveling effect on secondary stats Secondary Stat Increases per Level on a 1 to 5 dot mod When added to mods, secondary stats are chosen at random and when increasing a stat already on a mod, the stat chosen to be increased will be random. Every level will increase the Primary Stat on the mod and at Level 3, 6, 9, and 12 a secondary stat will be added or increased depending on the Tier. It is important to remember that rarity is not taken into consideration for set bonuses so all mods do not have to be the same rarity to get the set bonus.Įach mod can be enhanced by upgrading their Level using Credits, with 15 being max level. The bottom number is the max increase characters will get when all of the required number of mods for that set have been maxed out at Level 15. ![]() The first number under Set Bonus is the minimum increase characters will get to that stat for having all required pieces, but some or all are not max level. The Mod Set determines the stat bonus characters get when they meet the required number of equipped pieces. ![]() Mod tiers can be increased by Slicing the mod. Mod Tiers are indicated by a letter A-E in the Mod Name and by color in the mod image. The max additional rolls any individual stat can have is 4 so any secondary stat with a 5 next to it will no longer be eligible to get additional increases. Mod Tiers determine how powerful the Secondary Stats on mods can be by allowing them to have additional increases (rolls) to randomly chosen secondary stats. In order to equip a 6 dot mod the character must be Gear Level 12 and 7 stars. For example the mod above could be referred to as a 5A mod. Rarity is mainly referred to as dots or with the actual number and the letter of the Tier. The rarity of the mod determines how powerful the Primary Stats will be and is indicated in the name by a Roman Numeral and graphically by dots just above the mod image. The name of the mod contains the rarity, tier, set, and slot. Mods bought from the Mod Store will expire after 30 days, mods earned as rewards from Galactic Challenge will expire after 7 days, and mods rewarded in all other events will expire after 3 days if left uncollected. Once this limit is reached, all newly obtained mods will go the player's inbox and current mods will have to be sold to make space for the new ones. There is a limit of 500 unequipped mods that players can store in their inventory, equipped mods do not count toward this limit. Each character is able to equip up to 6 mods at one time. The system unlocks at Player Level 50 and they can be equipped to characters once they have reached Level 50 and Mod Battles 1-A has been completed. They are the only part of the system that allows players to choose what stats they would like to increase. Mods (short for modifications) are equippable resources that are part of the character progression system to increase the power of characters.
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