Based on 2400 units. This shows the priorities used in assigning mods to the characters. For example: speed, offense would prefer speed over all else and then offense next. These are not necessarily good mod setups, but they are commonly used.
The example stats are shown for these mods being applied to an R5 character.
Typical Mods: crit damage +30, protection +2586, potency +0, offense +6, health +603, speed +53, crit chance +8
| Great Mods: crit damage +30, protection +1577, potency +0, offense +250, health +6814, speed +104, crit chance +0
|
Typical Mods: speed +111, offense +277, health +1589, protection +1313, crit chance +8
| Great Mods: speed +160, offense +161, health +4728, protection +3141, crit chance +0
|
Name | Description | Count | Percent |
---|---|---|---|
![]() | Old Republic allies gain 30% Potency, Tenacity and Critical Avoidance. Whenever an enemy is inflicted with a Damage Over Time effect, all Old Republic allies recover 3% Health and Protection.\n\nWhen an Old Republic ally uses their Basic ability during their turn, they have an 80% chance to call another Old Republic ally to assist, dealing 50% less damage (limit once per turn).\n\nWhile in Territory Battles: Old Republic allies have +20% counter chance, Defense, and Max Health for each Old Republic ally. Whenever an Old Republic ally uses a Special ability, they inflict 4 Damage Over Time effects on the target enemy, which can't be evaded, and then Carth is called to assist. Whenever an Old Republic ally attacks out of turn, they recover 5% Health and Protection and gain 25% Offense (stacking) until the end of the encounter. | 1070 | 64% |