Dots/Rarities
Similar to Stars for Characters, Mod Dots or Rarities (attributed here using *) relate to a very general strength of the mod and also gating for the mod’s max stats. A 5* mod is “stronger” than a 2* mod in roughly the same way a 5* character is “stronger” than a 2* character. A 2* mod and a 5* mod could end up with the same listed primary and secondary stats, but the totals for the 5* mod will be much higher at every level than for the 2* mod.
Mod Rarities for for 1* – 4* mods are static, but with Mod Slicing (later discussed in more detail), 5* mods can be sliced into 6* mods. Slicing is only available for 5* mods. A 1, 2, 3, or 4* mod is always going to be a 1-4* mod and there is no way to change a lower rarity mod into a higher rarity.
Levels
Like characters, mods can be levelled, but only between Levels 1 – 15. All mods, farmed or purchased, start out at Level 1.
Mods are levelled or upgraded using credits. Mods can be upgraded by small increments or they can be upgraded to specified levels at once using larger increments of credits. The costs to upgrade increase logarithmically, as with characters, meaning it costs more credits to upgrade to the higher levels.
Different mod rarities also have different costs to level:
Rarity | Total Lvl 15 Cost |
---|---|
• | 13,400 |
•• | 28,800 |
••• | 73,200 |
•••• | 128,700 |
••••• | 248,400 |
As mods are upgraded, the primary stat will increase and a secondary stat will either get added or will increase depending the number of secondary stats shown. The color of the mod will remain the same as the mod level increases. This is reviewed in greater detail in the Colors/Qualities section.
The below table provides the individual level upgrade costs by Mod Rarity:
1* | 2* | 3* | 4* | 5* | Level Action | |
---|---|---|---|---|---|---|
1 | 0 | 0 | 0 | 0 | 0 | Starting Level |
2 | 350 | 750 | 1200 | 1800 | 3450 | Primary Increase |
3 | 700 | 1500 | 2400 | 4500 | 6900 | Secondary Addition or Increase |
4 | 1050 | 2250 | 3600 | 7200 | 10.3K | Primary Increase |
5 | 1400 | 3000 | 5400 | 9900 | 13.8K | Primary Increase |
6 | 1925 | 4125 | 7200 | 12.6K | 18.4K | Secondary Addition or Increase |
7 | 2450 | 5250 | 9000 | 15.3K | 24.1K | Primary Increase |
8 | 2975 | 6375 | 10.8K | 18K | 29.9K | Primary Increase |
9 | 3500 | 7500 | 13.2K | 22.5K | 37.9K | Secondary Addition or Increase |
10 | 4200 | 9000 | 16.2K | 27.9K | 48.3K | Primary Increase |
11 | 4900 | 10.5K | 19.2K | 33.3K | 58.6K | Primary Increase |
12 | 5775 | 12.3K | 27.6K | 47.7K | 86.2K | Secondary Addition or Increase |
13 | 7525 | 16.1K | 37.8K | 63.9K | 121.9K | Primary Increase |
14 | 9625 | 20.6K | 49.2K | 81.9K | 157.5K | Primary Increase |
15 | 13.4K | 28.8K | 73.2K | 128.7K | 248.4K | Primary Increase; Max Level |
While mods are free to assign to a character, all mods, regardless of level, incur a cost to remove depending on the mod rarity:
Rarity | Removal Cost |
---|---|
• | 550 |
•• | 1050 |
••• | 1900 |
•••• | 3000 |
••••• | 4750 |
•••••• | 8000 |
Next: Colors/Qualities
Other Pages:
- Mod Basics
- Mod Views and In-Game Recommendations
- Dots/Rarities and Mod Levels
- Colors/Qualities
- Mod Shapes
- Mod Sets
- Primary and Secondary Stats
- Understanding Mod Stats
- Speed, aka The Holy Grail
- Mod Farming
- Guide to Mod Slicing
- Mod Loadouts
- How to Choose Good Mods
- Farming Quick Tips
Last Updated: 10/2/18