Quick base mod crafting question

Discussion in 'Gotham City (General Gameplay)' started by Thunderstrikke, Apr 22, 2021.

  1. Thunderstrikke Well-Known Player

    So before I get started on the process I wanted to know the answer to this question: to craft a next level mod, do you need the input mod to be loose, i.e., not in the generator and in your inventory? If so, that means I craft a .2 with a .1, then a.3 with the .2, and then finally a . 4 with the .3, and only at that point I get to use the mod in my generator? Just want it know before I stick anymore .1s in my generator vs keeping them in inventory.
  2. Iconic Simulation YouTuber

    You use (2) 40.0s to craft (1) 40.1, which you then need (3) 40.1 to craft (1) 40.2s, which you then need (4) 40.2 to craft (1) 40.3s, and which you finally need (5) 40.3 to craft (1) 40.4 mod. Why the devs did this is beyond me. They know the community hates their R&D and crafting system. They turned a blind eye at the backlash they got on the dlc livestream when they announced it and said that players would "love it". I can see this being a thorn in their side once players actually start going for their mod feats soon.

    To answer your original question, the mods have to be out of your generator to be usable for crafting.
    • Like x 1
  3. Pinky Well-Known Player

    So that means we need (120) 40.0s to craft (1) 40.4 mod.
    This means we need (480) 40.0s to craft (4) 40.4 mods to fulfill our main role.
    And an additional (480) 40.0s to craft (4) 40.4 mods to fulfill a secondary role.
    We need a total of (960) 40.0s this DLC for both main and support roles for 1 character.
    What a crappy RnD system this is.

    HappyFarmingUniverseOnline
    • Like x 1
  4. StealthBlue Loyal Player

    I've got some bad new and some good news.

    The bad news: you are only thinking about the offense and support generator mods and are forgetting the health/power mods (depending on which you use)

    The good news: .1, .2, and even . 3 can drop (1 and 2 drop fairly frequently), so that will cut down on what you need significantly.
    • Like x 1
  5. Thunderstrikke Well-Known Player

    Ugh, just awful. But thank you all for the replies!
  6. ErickStrife Well-Known Player

    What a great system that is.... :rolleyes:
  7. Illumin411 Loyal Player

    The idea is great. It’s the math/numbers that make it a PitA. Those can be easily adjusted going forward. Also, since I know the R&D system is programmed to utilize direct requirement parameters and not an “either/or” algorithm, the drops and the R&D requirements should be the Offense, Support and Health/Power boxes, not the specific stat mods. That way we don’t have to buy 100 different R&D plans.
    • Like x 1
  8. Reinheld Devil's Advocate

    The other bad news is that assuming you will need to craft the .3 mods too(I've never seen one in the wild) vs wait, there's 225 in casino tokens minimum (75 red, 75 yellow, 75 blue)...and that's if you don't split the colors into 2 mods (I normally split power/health or Resto/Dom mods)...in witch case, add another 150 or 225 if you split all 3 colors.

    Oh yeah....and a bunch of inventory space...thank god they stack at least.
    • Like x 1
  9. StealthBlue Loyal Player

    As far as splitting mods goes, you would only need to split when you craft the .4 mods, and the plans make a box that lets you choose which ones you want. So if you are crafting .3s as well (which do drop, but maybe only in high levels of FFE), you could always pick health at that level, then buy the plan that uses health .3s to craft the box that lets you choose health or power .4s.
    • Like x 1
  10. Multiverse 15000 Post Club


    I show how it works a bit here;

    :)
    • Like x 1
  11. Reinheld Devil's Advocate

    Ok. Yeah, I have not bought any plans yet, so I wasn't sure you could use any blue to craft another blue. Good to know.
  12. StealthBlue Loyal Player

    Just to make sure you are understanding correctly, at any given level there are multiple plans that make a box for the next level that lets you choose what mod you want.
    So for the first level of plans,
    There are two planes named "Health and Power v40.1", two named "Offense v40.1", and three named "Support v40.1".
    The difference between the plans is what you use to craft with, and that is listed in the description in yellow text.
    For example, one plan uses two health v40.0 mods to craft a box that lets you pick between either health v40.1 or power v40.1
    and the other plan uses two power v40.0 mods to craft a box that lets you pick between either health v40.1 or power v40.1

    What I'm saying is that if you don't get any .3 mods to drop and end up crafting those to be able to craft the .4 mods, you can make it so that you only need to buy one of the plans to craft the .4 mods for each type (offense, support, health/power). So that would be 3 plans as opposed to 7 plans.

    When opening your crafted .3 boxes, just always choose the same mod type. For example, always choose might, dominance, and health, even if you intend to do split stats at the .4 level. That way you would only need the plans that use might, dominance, and health v40.3s as crafting materials to create the .4 boxes. Then once you've crafted the .4 boxes, open to the stat you actually want.
    • Like x 1
  13. Reinheld Devil's Advocate

    Got it. I also watched Multi's video. All good in the hood.