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NysekZePope

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  1. Just to blow your mind for a minute.... GT armor are already equal to that of level 60 armor. Thus why the resist spread seems OP after 60% cap vs lower end armors when in truth it's resists should match stage 3.
  2. Collision is possible, but NPCs only for no XP/Faction gains. In PVP it would be funny but... no.
  3. This, population is already hurting, @Grelko is not a survival game. Even then current survival games aren't even to this level of cancer
  4. Yes but that's why I asked "why". Ya that + /pvp No worries, but also means we shouldn't mess with it. There's a lot of junk to sell, problem is 9/10 times it goes to the vendor unless someone buys it. Yes but FE isn't WoW, they already messed with the nodes once and it hurt the population badly. People were making a bit of money, nothing insane, but believe it was because others could click the screen for them... tho that's been fixed. We still have slots tho. Nothing wrong with more building options, let alone "housing" systems. Crafting we have plenty of but nothing wrong with more. Hunting and Salvaging are already in-game, just gotta know what you're looking for
  5. +1, tho G1 didn't really keep much updated there either... hope they don't make the same mistake.
  6. Optional PVP allows players to even try to grasp FE, otherwise it would probably lack even more population than it currently does. Ammo crafting is fine as is, yes it's mass produced but hardly needs adjustment. NPCs providing ammo is hardly a big ordeal, you can easily make a social toon to buy/craft for cheaper than the shop can sell it for. Even then it allows a chip sink as at some point you lack reason to spend chips. More items? There's plenty already in-game, same goes for materials. Unless it gives more options at 55, you have plenty to choose from 45 and below. There's already vastly limited nodes besides harvesters/farms, again another harmful change for new players trying to get into the game. Blackjack is the only gambling disabled... but why the DNA? The game isn't even in the hundreds when it comes to population, and new players are extremely unlikely... all of these changes hurt that.
  7. It used to, I forgot to remove the dodge reduction. Everything else is as listed.
  8. You may Not Copy, Reproduce Or repost or Upload anything contained within this guide without including credit to it's owner Now I am sure I don't require to warn those involved, however this will be quite a wall of text. I will attempt to keep it detailed without killing your eyes, no promises tho. Also to make sure others know, I will use the term Gammina™ quite often. For those who do not know, it's a mixture of gamma/stamina. Thus why I will claim Nysek is made of pure Gammina™! All snares/stuns after fading provide immunity to all CC (Crowd Control) effects for 10 seconds, make sure to pay attention to not waste your snares/stuns. Skills Finding your skill/mutation cap for passives is as simple as adding the two stat modifiers together. For example, at 55 your max stats are 98 and thus your "cap" is 196. This does not mean 25% to 75% of the stat, this is the entire stat that is a modifier. This will be shown for passives constantly throughout this guide. Please remember ALL SKILLS/MUTATIONS ROUND TO THE NEAREST WHOLE NUMBER Modifiers for skills/mutations can be found under your "Attributes" menu : Default hotkey (v) Forumula : M1 + M2 = AP Example : "Primal" M1 = 98 Strength (75%) M2 = 65 Willpower (25%) Thus we need to remove 25% of strength and 75% of willpower to find out next totals Tradeskill - Is the only skill line that can scale with odd, instead of even, numbers. Please remember ALL SKILLS/MUTATIONS ROUND TO THE NEAREST WHOLE NUMBER Armor Use Do not invest more than numbers listed in this guide for % scaling, any higher/lower than the scaling listed will only result in loss. 1.1% is still 1% passive. Passive(s) Raising this skill-line will increase your character's resists to all damage types, depending on your maximum level. This scales from 1% to 15%. The way to find each percent increase is to divide the "cap" of Armor Use depending on your current level. At 55 this is 13.06 per 1% passive. This means at 55 you gain 1% at the following ranks 1% to 5% : 14/27/40/53/66 6% to 10% : 79/92/105/118/131 11% to 15% : 144/157/170/183/196 16% to 17% : 210 and 223 Must be attained with the new augmentation system. Forumula : E + C = AU/15 = AP Abilities You may only run one stance at a time. Dreadnaught Stance - You will apply a stance that will increase your primary resist spread, however you will be reduced in speed. Generally this is a "PVE" stance, I'd never recommend it in PVP as the last thing you need it something slowing your character down. The slower you are, the easier you are to hit. Soak Elements - You will apply a stance that will decrease your primary armor, however this will bolster your secondary/tertiary resists. This is great for countering Lunatic/Jackal users, however you will require to have Calibration or Green Paste to off-set it's negative effects.. otherwise you will only counter the Jackal's damage. I highly recommend only using this if someone is running Calibration in your group or you're using Green Paste as your food consume, unless you enjoy taking harder skillshots. Dirty Tricks Dirty Steel - Places a DoT on your next hit, can be dispeled up until rank 6. Stacks with all DoT's other than of course lower ranks of it. It also stuns NPCs for a short time. Kneecap - Snares your target for the next attack you make while activated, at rank 6 this ability is the hardest snare to remove in-game. You will require Shake it Off 6 to dispel Kneecap 6. Sabotage - Reduces your target's armor for a set duration which stacks with all other armor debuffs. If the target is an NPC their physical damage by the percent listed on it's skill. The percent reduction is applied before resists/dodge/etc. Thus it can be extremely powerful when used properly. Dodge Do not invest more than numbers listed in this guide for % scaling, any higher/lower than the scaling listed will only result in loss. 1.1% is still 1% passive. Unlike Armor Use you can get gear modifiers to maybe spend a few more AP to squeeze an extra %. Passive(s) Raising this skill-line will decrease your enemy's chance to land a critical hit on you and lower their armor penetration. By "reducing" armor penetration and critical hits on your character, this means based on their critical chance and total armor penetration %. So even with 36% passive, you'd reduce 196 precision (19.8% crit) by 7.128%. Or when considering power a 9.63% armor penetration build would be reduced by 3.4668%. Long story short, it's not worth investing into as a "main" source of defense. The way to find each percent increase is to divide the "cap" of Dodge depending on your current level. At 55 this is 5.44(repeating) per 1% passive. You can go over the 196 cap with equipment modifiers. This means at 55 you gain 1% at the following ranks 1% to 10% : 6/11/17/22/28/33/39/44/49/55 11% to 20% : 60/66/71/77/82/88/93/98/104/109 21% to 30% : 115/120/126/131/136/142/147/153/158/164 31% to 36% : 169/175/180/186/191/196 Forumula : P + C = D/33 = AP Abilities You may only run one stance at a time. Duck and Weave - This stance reduces 5% of all damage that hits you, this is calculated before any other increase/reductions you or your enemy have. So if your enemy's weapon does 100 damage, it reduces 5 of that. If they activate a skillshot on top of that for 140, it reduces 7 of that. Then your dodge and resist come into play and obviously your enemy's armor penetration. The only problem with this stance is it takes from 50% (maximum) down to 20% (minimum) of your maximum stamina, scaling down by 5% per rank until rank 5 which scales down by 15%. Escape Artist Passive(s) When crouching, prone, or walking you will become invisible to your enemy's radar in PVP. This means no indication on the mini-map showing your location for players not in your group. If a player selects you, passive doesn't work During this time your name, title, and faction bar will also be hidden. Obviously disabled for group members. Escape Artist scales in a odd manner. I will explain below. The numbers below are proven to promote complete radar immunity while prone/crouched while moving. Also other fun facts, isn't entirely impressive but nice to know the values. It seems to start at 2.26 and lower to 2.25. The values below are based off of no perception, 170 pistol/rifle skillcap, 185 pistol/rifle skillcap, and full on perception. Formula : P*(Ratio) = EA requirement for "stealth" effect 65 Perception - Escape Artist 147 required : 2.26 Ratio 72 Perception - Escape Artist162 required : 2.25 Ratio 87 Perception - Escape Artist 196 required : 2.25 Ratio 98 Perception - Escape Artist 221 required : 2.25 Ratio Fun facts Taking offensive action reveals you on the map for 10-11 seconds. Supportive skills/mutations will not reveal you. Taking damage does not reveal you on the radar. Abilities Dash - Increases your movement speed for 6 seconds while hitting 25% of your current stamina. This will also reduce your weapon skills by 50%, thus lowering your damage. It is recommended you do not use this when attempting to apply DPS to a target you are chasing. At rank 2 movement speed is increased by 35% and cooldown reduced to 90 seconds. Save Yourself - You increase your HP for a set amount of time, healing yourself for the increased amount compared to your "maximum" HP. You may wish to be careful as if you fall below the amount of HP granted from this ability your character will die. For example if you have 1000 HP and reach 1200 HP with it active, if you are at 200 or below when it wears off, you die. Think of it is imaginary HP. Misdirection - The most powerful ability in this skill-line, it will provide a boost to all resist type for 30 seconds with a 60 second cooldown. This single ability is amazing if you're able to afford spending AP into it, it will counter most (if not all) armor debuffs towards yourself. In some cases, give you 50% resists to every damage type regardless of enemy armor debuffs or penetration. Shake it Off - Removes snares and DoT effects on yourself, has a 1 second cast time, 30 second cooldown, and can be used while attacking. First Aid Resuscitation - This skill can be used to revive a target, during this time if you take any damage or shoot/swing it will be canceled. You can, however, use mutations. This is idle for if you're reviving an ally and require to heal another, thus empathic/nano heals can be used. Be careful tho, your fallen ally will not beable to act as soon as they get up, so be ready to give them a heal if someone can do harm to them. Renew - Single target snare and DoT remover with 2 second cast time, cancels if you attack, 40 second cooldown, and is a bit weaker than Shake it Off but is highly recommended to have this ability at least if you plan to PVP. Stanch Wound - The stronger mobile heal a player can cast on themself, however you cannot swing/shoot while using it. Be careful as you need to make sure you are targeting yourself or an ally (within 5 meters) as you can heal an enemy if you use it at the wrong time. Suck it Up - Dispels DoT's from your target, all snares are dispeled within 1 or 2 casts of this ability. As for DoT's I recommend only using it in combination with Preservation, meaning if you use Preservation and a DoT is still applied you hit SiU to finish the job. Group Tactics You may only run one aura at a time. Combat Endurance - Aura that increases your entire group's dodge (melee and range defense) starting at 10 with a maximum of 60. This will reduce enemy critical chance and armor penetration on your group and of course yourself. At the maximum rank you will get 11% of dodge's passive. Give Em' Hell - Aura that increases your team's power up to a possible maximum of +90, this translates to 2.78% armor penetration . I will explain armor penetration once we get to power. Offensive Coordination - Aura that increases your team's precision up to a possible maximum of +60, this translates to 6.06% crit chance. This also increases your stamina regeneration as well, all of which is effected by rank. Overwhelm - This ability reduces the targets armor and melee/range defense (dodge) depending on the rank, it will also mark the target in a white smoke so others notice as well. Think of it as a method of "target calling", especially for those that may not be on your voice comms. If you notice this is on an enemy, assume others are making an attempt to attack this target, take them out Heavy Weapons This skill tree unlocks at level 40 and you may train heavy weapons to 165 to 195 to use respective grenades or launchers accordingly. Grenades unlock at 150 to 180. Is not effected by power, precision, or rifle skill. Tested and proven 6/6/13! Requires LoS of targets hit, this means you cannot shoot around a corner and hit someone that you can't see. You must at least see "part" of the character's body to "land" the hit. Abilities Caltrops - Snares your target and any other targets (this can include yourself) in said radius. This snare is extremely hard to dispel. Soften Em' Up - Lowers your target's piercing, fire, and acid resists along with reducing reflex saves. This effect works the same as Caltrops in terms of AoE'ing players around your target as well, be careful please. This effect cannot be dispeled. Suppressive Fire - This stance gives 5% to 10% extra damage for your Grenades, Heavy Weapons, and Mutations. Sadly does not effect DoT's Melee Most weapons do have +X weapon skill and there is equipment you can also attain modifiers on. Passive(s) Depending on your weapon skill compared to the melee weapon you have, your weapon will do either less or up to full damage. This cannot go lower than .5%, supposively, but can result in 0 damage per swing. (This means you can still equip a weapon while having lower weapon skill, I'd write a complete guide on this but just find out the percent of AP missing to find out the amount of damage you lose per swing) Increases your armor penetration, with melee weapons, up to a possible .93% at skill cap. For those interested, at level 55 it's .465% per 98 into the skill. Increases your critical chance, with melee weapons, up to a possible 2.2% at skill cap. For those interested, at level 55 it's 1.1% per 98 into the skill. Did not list formula/scaling as I couldn't find a way to explain it easily to others reading this guide, sorry. Not to mention the fact it's only a huge deal end-game as you don't have to worry about leveling which will effect the skill cap. Abilities Charge - Increases your movement speed for a short time, if you shoot/swing during this ability it will dispel so be sure to reach your target before doing so. Has a 40 second cooldown. Provoke - Can taunt NPCs to attack you, is much more effective at higher ranks. If you are not doing any damage to the NPC without refreshing this ability, the NPC will just continue to attack the highest DPS target. This will also block the target effected by this ability from using "Charge" of lesser ranks, based of investment (Rank 3 Provoke will block/remove Rank 1 Charge) while reducing their melee/range defense (dodge) for the duration. Bloodlust : This stance will increase your melee skill by a set amount, only one stance can be used at a time. If you lack any stance in your build it is strongly recommended to use this for a melee build just to save AP. Pistol Passive(s) Depending on your weapon skill compared to the pistol weapon you have, your weapon will do either less or up to full damage. This cannot go lower than .5%, supposively, but can result in 0 damage per shot. (This means you can still equip a weapon while having lower weapon skill, I'd write a complete guide on this but just find out the percent of AP missing to find out the amount of damage you lose per shot) Increases your armor penetration, with pistol skill weapons, up to a possible .93% at skill cap. For those interested, at level 55 it's .465% per 98 into the skill. Increases your critical chance, with pistol skill weapons, up to a possible 2.2% at skill cap. For those interested, at level 55 it's 1.1% per 98 into the skill. Did not list formula/scaling as I couldn't find a way to explain it easily to others reading this guide, sorry. Not to mention the fact it's only a huge deal end-game as you don't have to worry about leveling which will effect the skill cap. Abilities You may only run one stance at a time. Perfect Timing - Increases your Precision by a set amount for 6 seconds and will increase your critical chance for all attacks made during this time. Incendiary Strike - Will apply a fire DoT on your next attack. Desperado : This stance will increase your pistol skill by a set amount, only one stance can be used at a time. If you lack any stance in your build it is strongly recommended to use this for a pistol build just to save AP. Power Only DT and GORE pistols have decent modifiers. There is equipment you can also attain modifiers on. Power can continue to be increased by outside modifiers, please take these into account when maximizing armor penetration. Passive(s) Increases your armor penetration by up to 6.07% when at the cap for your level. At level 55 this scales by 32.2899 per 1%. Be warned that only whole numbers count when calculating total, so 5.5% is still 5% armor penetration until you get another .5%. Armor Penetration effects your targets armor percentage. If your target only has 60% after fully buffing, if you have 8% armor penetration, you will reduce it to 52. If the target is over-buffed which comes out to 64%, with the same 8% armor penetration, it acts like they had 60% so they will still be at 52% until armor debuffs are applied which will then factor their "overflow" armor as normal resists. This does mean if the target is at 0%, it will go into the negatives. This means at 55 you gain 1% at the following ranks 1% to 3% : 33/65/97 4% to 6% : 130/162/194 - I stopped here because 2 AP for .07 isn't worth mentioning. 7%+ : Continues scaling by 32.2899, do remember if you use a 195 weapon you passively get .0.925 armor penetration. There is no "limit" to power. Please remember you get .925 armor penetration from 195 weapon skill. Example : To hit 6% armor penetration without stance, you may go 164 power and 195 weapon skill. (5.078% via power and .925 via weapon) Forumula : S + E = P/6.07 = AP Abilities Attack Posture - Stance that increases your power by a set amount while decreasing your precision. Obviously this will increase your armor penetration but reduce your critical chance if you have invested (or have gear) that increases precision. This does not mean to ignore precision while using this stance. Dent Armor - On your next attack you will reduce your targets armor, this will stun NPCs for 2 seconds as well. Stacks with all armor debuffs. Precision Precision can continue to be increased by outside modifiers, please take these into account when maximizing critical chance. Passive(s) Increases your critical chance by up to 19.8% depending on your skill cap. Critical Attacks increase you damage from 50% (Known minimum) to it seems a maximum of 80% (Requires further testing on 80%) This can be increased by gear/aura/stance/GTC/TC modifiers as well. Just like power, if you do not reach a whole number in percent you will only gain that amount. 19.8% is still 19% until you find another .2 crit chance. This means at 55 you gain 1% at the following ranks - 9.89 per 1% 1% to 5% : 10/20/30/40/50 6% to 10% : 60/70/80/90/99 11% to 15% : 109/119/129/139/149 16% to 19% : 159/169/179/189 19.8% : 196 Just like power, this does not have a limit and continues beyond 196. Make sure to scale by 9.89 per 1% and remember with 195 weapon skill you gain 2.185% critical chance passively. A good example of this is how I run 187 (18.89%) precision and 195 (2.185%) weapon skill for "maximum" critical chance on my sniper troll setup, as 188-196 doesn't give me my next 1% unless I use other buffs to push it farther. Forumula : D + P = C/19.8 = AP Abilities Concentration - This stance increases all weapon skills by an amount depending on rank, it also increases precision by the same amount. The downside to this stance is that it will decrease your melee/range defense. This allows alot of AP to be saved when used for multi-weapon builds, or just saving AP while going pistol. The only downside to this stance is that it reduces power Power is still extremely useful to have, but don't stress it to much unless you have the AP or at least are using equipment/auras to offset the power reduction. Precise Hit - Increases your damage for your next attack by a percentage, if you miss you do not get a second attempt, if you hit your attack gains the bonus damage for that single attack, and will also slow NPCs hit while this ability is active. Rifle Most weapons do have +X weapon skill and there is equipment you can also attain modifiers on. Passive(s) Depending on your weapon skill compared to the rifle weapon you have, your weapon will do either less or up to full damage. This cannot go lower than .5%, supposively, but can result in 0 damage per swing. (This means you can still equip a weapon while having lower weapon skill, I'd write a complete guide on this but just find out the percent of AP missing to find out the amount of damage you lose per shot) Increases your armor penetration, with rifle weapons, up to a possible .93% at skill cap. For those interested, at level 55 it's .465% per 98 into the skill. Increases your critical chance, with rifle weapons, up to a possible 2.2% at skill cap. For those interested, at level 55 it's 1.1% per 98 into the skill. Did not list formula/scaling as I couldn't find a way to explain it easily to others reading this guide, sorry. Not to mention the fact it's only a huge deal end-game as you don't have to worry about leveling which will effect the skill cap. Abilities Agonizing Wound - On your next attack you will slow your target. Bull's Eye - Increases your damage for your next attack by a percentage, if you miss you will lose this effect, but if you hit you will gain the bonus damage for that attack. Marksman : This stance will increase your rifle skill by a set amount, only one stance can be used at a time. If you lack any stance in your build it is strongly recommended to use this for a rifle build just to save AP. Social I do not have enough experience with social to understand it's scaling, as sell/buy price is also effected by an NPC's level. So you can infact sell items at top profit when it's much lower than your current level. So I cannot post a formula or scaling system. Passives Increase sell price of items to NPCs up to 35% Decrease cost of items from NPCs up to 40% (GTC will also stack with this effect) Abilities Diplomatic Immunity - Is a single target primary, secondary, and tertiary resistance buffer which also increases dodge (melee/range defense). It lasts 15 seconds with a 60 second cooldown. If used on self it will reduce the amount by 50% (If the buff claims to buff for 800 primary resists it will only do 400 on self) which is for all benefits of this buff. Inconspicuous - Reduces agro generated from NPCs towards you, must target NPC. Sadly I never found this skill useful either, easier to just stop DPS for a moment if I don't want agro from NPCs. (In a group, that is) You may only run one aura at a time. Motivational Speaker - Amazing aura that increases your entire team's healing by 3% to 15%. I only recommend going to 12% on PVP builds unless it has synergy with your build. Makes social amazing for PVP when done properly.
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