When initiating automation, the list of input mods determines the resulting output.
- Locked mods are always removed from the list of available mod pools. If you have a unit that you know if modded perfectly, lock their mods to ensure they do not change.
- When kicking off automation for a single unit, or clicking the “Resume\Continue” button, all mods currently assigned to characters higher in the priority list will not be included in the mod pool.
- When using the “simulate as six e” the tool will use a six e mod if it meets the minimum speed specified and the unit can equip six e mods.