Objective: Clarity

Basic vs Advanced Views: A Basic view of mods has been created to make the introduction to the mods feature more streamlined for novice mods players. In the Basic view players can Auto Assign mods using a mod recommendation system detailed below. Additionally, the mods inventory and stats are not displayed to reduce the amount of information being served to players in Basic view. Advanced view is similar to the current mods view that is live. You can view mods inventory, stats, and manually assign any mods in Advanced view.

Note: The last view you had selected will be the view loaded when you return to mods.



A Basic view of mods has been created to make the introduction to the mods feature more streamlined for novice mods players. In the Basic view players can Auto Assign mods using a mod recommendation system detailed below. Additionally, the mods inventory and stats are not displayed to reduce the amount of information being served to players in Basic view. Advanced view is similar to the current mods view that is live. You can view mods inventory, stats, and manually assign any mods in Advanced view. Recommendation System: One of the most difficult aspects of mods is understanding which mods to put on a character. The recommendation system simplifies this by suggesting specific mod(s) from the inventory to assign. The recommendation system identifies the best set, primary stat, and secondary stats for general use of that character. If the player has an available mod that is a “decent” to “perfect fit”, it will be recommended; if not, it will identify where that mod can be found. As this system provides an all-purpose set of recommended mods for general utility, players that are experts at mod optimization will likely continue to select their own mod configurations in Advanced view (especially if the player changes mods based on the game mode).

One of the most difficult aspects of mods is understanding which mods to put on a character. The recommendation system simplifies this by suggesting specific mod(s) from the inventory to assign. The recommendation system identifies the best set, primary stat, and secondary stats for general use of that character. If the player has an available mod that is a “decent” to “perfect fit”, it will be recommended; if not, it will identify where that mod can be found. As this system provides an all-purpose set of recommended mods for general utility, players that are experts at mod optimization will likely continue to select their own mod configurations in Advanced view (especially if the player changes mods based on the game mode). Mod Auto Assign: This is a quick way to assign all the recommended mods for a character. When auto assigning mods, players can choose to have the algorithm not only search your mod inventory but also select mods that are currently assigned to specific characters and gives recommendations based on the best mods a player owns.



This is a quick way to assign all the recommended mods for a character. When auto assigning mods, players can choose to have the algorithm not only search your mod inventory but also select mods that are currently assigned to specific characters and gives recommendations based on the best mods a player owns. Mod Energy: Mod Battles and Mod Challenges now have a different energy from Cantina Energy. The purpose of this change is to allow players to do Mod Battles and Mod Challenges more frequently without sacrificing progress in Cantina Battles. Cantina Tokens will be removed as rewards for Mod Battles and Mod Challenges although players will be able to get the same amount of Cantina Tokens using their Cantina Energy in Cantina Battles. Like ship energy, mod energy will not count toward the daily 600 (or else we’d be forced to increase that requirement).

Objective: Ease of Use

Mod Loadouts: Players can now create, edit and save sets (Loadouts) of mods for re-use across characters. This is a quick way for players to swap mods onto characters for different game modes. To make the process of creating mod loadouts easier, a loadout can be created based on the mods currently assigned to a character.



Players can now create, edit and save sets (Loadouts) of mods for re-use across characters. This is a quick way for players to swap mods onto characters for different game modes. To make the process of creating mod loadouts easier, a loadout can be created based on the mods currently assigned to a character. Advanced Filters: Players can now filter their mods by a variety of criteria including slot, set, primary stat, and secondary stats. This includes searching for a mod with multiple specific secondaries (ex. Mods that have Speed and Offense). In addition to filtering, you can sort by rarity or any secondary stat to you find that elusive mod even easier





Players can now filter their mods by a variety of criteria including slot, set, primary stat, and secondary stats. This includes searching for a mod with multiple specific secondaries (ex. Mods that have Speed and Offense). In addition to filtering, you can sort by rarity or any secondary stat to you find that elusive mod even easier Assign mods already assigned to other characters: One of the new mod inventory filters will display mods that are already assigned to a character and allow moving a mod directly from one character to another.



One of the new mod inventory filters will display mods that are already assigned to a character and allow moving a mod directly from one character to another. Toggle Arrows: Players will now be able to cycle through characters on the mod menu by using the toggle arrows on the basic or advanced views. Players no longer need to return to the character select screen to select a new character.

Players will now be able to cycle through characters on the mod menu by using the toggle arrows on the basic or advanced views. Players no longer need to return to the character select screen to select a new character. Destroy button removed: We have removed the destroy button so players will no longer accidentally destroy mods.

We have removed the destroy button so players will no longer accidentally destroy mods. Mod Leveling Screen Improvement: Leveling a mod has been improved to allow selecting the desired mod level immediately without needing to tap "Select Level"



Objective: Depth

Mod Tier Coloring and Naming: One of the most confusing aspects of mods is just determining which mods are good in the first place. A mod’s Tier (Color) is based on the number of secondary stats when it is acquired. For example a Tier A (Gold) Mod has 4 secondary stats at level 1 where a Tier E (Grey) mod has no secondary stats at level 1. What is confusing is that we currently increase the tier (change the color) when leveling the mod. This results in all level 15 mods being Tier A (Gold) when there is a vast difference in the value of a level 15 mod that started at Tier A (Gold) vs one that started at Tier E (Grey). To better represent the value of the mod, we are no longer increasing the mod’s tier when leveling.

We’re going to set each mod’s color to the tier of the mod when it was first acquired, however the mod’s stats will remain unchanged. This may be somewhat of a visual shock, but keep in mind that the stats are not changing through this update. We’d also suggest that until these changes go into effect, you may want to avoid mass selling your 5-dot mods, so you can make a more accurate decision about their value.



One of the most confusing aspects of mods is just determining which mods are good in the first place. A mod’s Tier (Color) is based on the number of secondary stats when it is acquired. For example a Tier A (Gold) Mod has 4 secondary stats at level 1 where a Tier E (Grey) mod has no secondary stats at level 1. What is confusing is that we currently increase the tier (change the color) when leveling the mod. This results in all level 15 mods being Tier A (Gold) when there is a vast difference in the value of a level 15 mod that started at Tier A (Gold) vs one that started at Tier E (Grey). To better represent the value of the mod, we are no longer increasing the mod’s tier when leveling. We’re going to set each mod’s color to the tier of the mod when it was first acquired, however the mod’s stats will remain unchanged. This may be somewhat of a visual shock, but keep in mind that the stats are not changing through this update. We’d also suggest that until these changes go into effect, you may want to avoid mass selling your 5-dot mods, so you can make a more accurate decision about their value. Mod Slicing (upgrading Tier): We’re introducing a new feature, Slicing, that allows players to increase a mod’s tier. Slicing can only begin after a mod has been leveled to 15. Similar to crafting gear, Slicing requires new pieces of salvage that can be acquired through Mod Battles. This is a new battle tier (tier 9), so if you haven’t completed your Mod Battles yet, one way you can prepare for this update is to do that now. Once the salvage has been acquired, players then elect to slice the mod which will improve the mod’s Tier, increasing a random secondary stat and changing to the next color. This process can be repeated until the mod is at the max tier of 5A (Gold) which will have roughly similar stats to a natural 5A, but requiring the investment of slicing materials and credits compared to a natural 5A. For example, you can now take a rarity 5E mod (Grey) and increase its stats by slicing it four times to a max tier of 5A (Gold).





We’re introducing a new feature, Slicing, that allows players to increase a mod’s tier. Slicing can only begin after a mod has been leveled to 15. Similar to crafting gear, Slicing requires new pieces of salvage that can be acquired through Mod Battles. This is a new battle tier (tier 9), so if you haven’t completed your Mod Battles yet, one way you can prepare for this update is to do that now. Once the salvage has been acquired, players then elect to slice the mod which will improve the mod’s Tier, increasing a random secondary stat and changing to the next color. This process can be repeated until the mod is at the max tier of 5A (Gold) which will have roughly similar stats to a natural 5A, but requiring the investment of slicing materials and credits compared to a natural 5A. For example, you can now take a rarity 5E mod (Grey) and increase its stats by slicing it four times to a max tier of 5A (Gold). Mod Salvage/Recipes: Slicing a mod will require Mod Salvage ingredients. The ingredients required will change depending on the Tier of the mod.



Slicing a mod will require Mod Salvage ingredients. The ingredients required will change depending on the Tier of the mod. Slicing to 6E: The primary reason we introduced Slicing was to find a way to introduce rarity 6 mods while respecting current mod investment. Rarity 6 mods will be acquired through slicing from Rarity 5, Tier A to Rarity 6, Tier E. This process increases all the existing stats on the mod. 6-E will be the highest that a mod can be sliced at this time. See the Balance section for more details.







5A vs 6E Primary Stat Values



Objective: Balance

Max Level Set Bonuses: To give value to all mod sets, the set bonuses of under utilized mod sets like Defense have been improved. No sets have been decreased.



To give value to all mod sets, the set bonuses of under utilized mod sets like Defense have been improved. No sets have been decreased. Rarity 6 Mods with Secondary Stat Balance: When a mod is sliced from 5A to 6E, all secondary stats will be increased by a multiplier to new 6E values. No secondary stats will get an additional roll at that time.





Here’s an example of slicing a Speed Mod:



In the example above, your Flat Health increases from 632 to 796 when you sliced from 5-A to 6-E.



Another important thing to note is that we didn’t change the relative range of possible values for your mods. A mod which has accumulated 30% of the maximum possible value at 5A, will scale to 30% of 6E’s maximum possible range when sliced.



In short, top mods will still be awesome after slicing…and your not so great mods, though having higher stats at 6E, may still be candidates to sell.

Tier E (Grey): 0 Secondaries

0 Secondaries Tier D (Green): 1 Secondary

1 Secondary Tier C (Blue): 2 Secondaries

2 Secondaries Tier B (Purple): 3 Secondaries

3 Secondaries Tier A (Gold): 4 Secondaries

Complete Mod Battles in preparation for tier 9.

Level up your Green, Blue or Purple mods if you want to take advantage of how revealed substats are currently leveled into prior to the upcoming change.

Hold off on selling lower level mods until slicing is available.

<<MEGATHREAD>>