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NysekZePope

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Everything posted by NysekZePope

  1. +1 but it's been a hell of a bad experience when testing in the past... Even in an instance it went all to hell.
  2. So... I shouldn't take down my guides to cause chaos?
  3. Something like the zenofire rifle should be available for all weapon types for new players... Beyond that I can't say much else would interest me entirely. But I'd probably say have it a market place item and cap at lvl 45.
  4. Ya might drop some numbers later.
  5. Bruh it says weapon parts in the quote
  6. .... Melee range isn't bugged, everything gets +5 meter range and another bonus meter if both players are moving when attacking or when being attacked. Swear people don't listen sometimes xD
  7. Technically I am, I simply made a toon to see if they resolved one of the many dupes. If my main account gets unbanned I'll probably be in-game sooner rather than later.
  8. Assault should not match CTF, but should be slightly comparable (I'd argue no more than 2.5k a win pre-modifier and 1.25k per loss) And Kinky is correct, Dome already give a method outside of Bloodsports to earn AP weapons. No PVE content requires AP weapons, nor would any of the existing PVE be reasonable to put said loot on. Well maybe scav bosses... But again you can do Dome if you want PVE AP weapons currently. As for Dome AP costs, move swap tier 2 and tier 3 weapon parts and you fix costs entirely. As for other bloodsports... Replace Deathmatch with team Deathmatch and replace survival with a team VIP method for each team.
  9. Currently you need about 18 (Some argue up to about 23) above weapon skill for pistol/rifle weapons that actually use a crosshair, rather than a circle. This is a pretty simple fix... make it so nomatter the rank of your weapon skill (1 or 196+) that it is always completely closed. This will help remove the need of "dot" UIs for individuals. Another option could be to allow a different selection to show spread or not, and say if you want a "centered dot" for mutations like Filtration and Bend Metal you could simply have that added. Currently most use some kind of dot or overlay addition to their gameplay since we always hit the "center" (minus pistols... they hit slightly to the left or right depending on the pistol fired.)
  10. Fairly sure this was changed before LO was announced to taking over FE. But yes a status update would be nice, I highly doubt they intend to simply leave that feature out.
  11. To be fair you said you didn't care if it duped yet it makes the servers lag to unplayable status. The dupe needs to be fixed, I hope they find a method but what they decide is whatever they decide. Split needs to come back, but not as the cost of a worse economy and poor server health. And quite a few PVE'ers bought, or got, duped items knowingly... Plenty are guilty. And PVP clans aren't excluded from this... But that's a can of worms not worth arguing since the purpose is fixing the issue not getting more people banned.
  12. Adding one more thing.... Will a keybind be added for equipped mutations so it no longer takes up the secondary mouse button? This would allow more fluid use of dual wield weapons.
  13. Dupe fixed which was the result of split being blocked currently*
  14. 1.) How will past bans be handled, especially ones with heavy bias with punishments that do not fit their crime? And if said exploit/hack is blocked/removed, will previous offenders be unbanned? (This community is a niche one, if they can't abuse it population helps) or at least not be chased for future bans if rerolled after a resolution is in place. 2.) When it comes to updates, will previous areas/content be addressed or simply another re-run of the previous staff's attempt only to make a quick buck pushing out end game content that is never finished? 3.) Will the 5 meter bonus range to all weapons, effects, and useable abilities be removed? That being said, will melee get boosted to 2-3m listed range to compensate the range loss? 4.) When bugs, especially ones that can be exploited, are reported will you simply hush us like the previous staff and drop bans for simply speaking of them? This obviously means without providing said method. 5.) Will there be a testing team (Like Decon) as well as proper chance to give feedback and time to hotfix prior to a "live push" as the previous staff kinda botched constantly. 6.) Will server health, especially regarding dupes and lag be addressed? And would you wipe current data if you cannot resolve lag from dupe damage thus far? 7.) Anti-cheat possible in the near future that is not simply forgotten or ignored? The current system in place only flags your account yet GMs and devs in the past have no way to figure out "what" flagged said account... And had poor method to prove legitimate play as they simply wanted a scan of your computer which obviously can be manipulated. 8.) Do you have plans to add weapons to give more options at end-game with the same cost as the current "AP" weapons? And also balance previous weapons to match where they should be based on overall boost. Example : Ice Shards (and dome variant) are actually boosted around 7 damage higher than they should after augmentation damage (114 base vs 120) since there is no "AFFA" variant for AP. Heavy pistols also, based on their damage, should have longer delay (1.2) while the reload should be brought down to increase the gap of DPS other weapons follow the rules of. But also reverting previous pistol reload changes for lights/mediums) For those wondering the general rule... Higher damage = higher delay Instead the previous staff decided reload (which personally I feel was a poor balance change and simply added downtime that wasn't required, or at least to that degree) but sadly those in testing at that time had to choose than or the complete destruction of pistols that was provided prior. 9.) Since factions are more of a PVE thing, yet do factor into ownership of keeps/zones in PVP... Will factions get more options that relate specifically to them? Nothing based on restrictions, would say weapons that relate to said faction (especially an AP variant), trinkets which give buffs/effects to stand out for that faction, and boosted armor to make them have a bit easier progression. I would not said a "GT" suit for faction is needed at this time, but the two options above would be nice. 10.) Territory control is a "PVP" focused zone but has plenty of issues.... Will faction camps be moved up to their first flag capture locations? (Vista would move to flag "11 o' clock) Will road buffs be consistent at all times when outside of faction and keep areas? Will no mount zones for keeps/flags be increased to force cars to be at least 150 meters away from said capture points to avoid LoS exploits by hiding in nearby cars during a capture? Will bombs (this is for all PVP zones) on keep doors finally do the "double damage" that was promised years ago? And will keep doors no longer be allowed to be repaired?
  15. You don't need to hold shift, by default if you right click and use "split" you will be able to still drag a stack. But yes if dragging could be removed entirely and it force split in the inventory (or clan vault) directly without allowing the ability to drag stacks... it would solve the issue I believe. Would require testing to be 100% sure tho.
  16. I'll still be on Discord and steam even if they don't, if PVP picks up enough then I'll actively play even without my main account.
  17. Not exactly "back", either I get appealed or I don't.
  18. I never did figure out why it doesn't round crafting properly... 98 int and 95 perception for "full crafter" builds.
  19. I am most likely not making another thread on "builds", they are too custom tailored to play-style and overall goal of each individual person. But even if my main account remains banned for whatever reason, I'll check this every so often and you are welcome to add me on steam under the name Reaps989
  20. Lag is only a factor in some dupes, the most common dupe was indeed with splitting which did not require lag. Yet when I reported it, then bashed Tiggs for claiming it was still there... she dropped a ban hammer since nothing (still) was being done 5 years after the exploit was reported. Split "is" broken, but not because it splits... it's what can be done with it.
  21. AP augmentation is part of the new weapon system for the weapons attain from DT and Dome, the current "top tier" weapons. The reason being is that you can spend AP to strengthen these weapons in a few areas of choice. These weapon will cost you 300 AP in total (150 per 1h or 300 for a 2h), this can be from any AP attained on the character so do be mindful of spending to much AP when starting your weapon. There are three separate areas you can customize, please remember you cannot attain everything. Abbreviations HP : Health Points SP : Stamina Points GP : Gamma Points SPr/HPr/GPr : "X Point" Regeneration (Ticks every 6 seconds) 1H : One Handed Weapon 2H : Two Handed Weapon AU : Armor Use One Handed Weapons have half maximum benefits (per weapon) of 1 Two Handed Weapon. Thus they equal to the same total on buffs. Damage, unlike everything else, has it's costs cut in half for 1Hs. Stats Resources - Costs 2 AP per point with a maximum of 80. (In total) Health : Increases HP by 1 Stamina : Increases SP by 1 Gamma : Increases GP by 1 Regeneration - Costs 10 AP per point with a maximum of 16. (In total) Gamma Regeneration : Increases GP regeneration by 1 Stamina Regeneration : Increases SP regeneration by 1 Health Regeneration : Increases HP regeneration by 1 Stats - Cost 10 AP per point with a maximum of 16. (In total) Endurance : Increases HP by 4, HPr by .1, and Body Saves by .5 per point. Strength : Increases HP by 3, HPr by .1, and Body Saves by .5 per point. Dexterity : Increases SP by 3, SPr by .1, and Reflex Saves by .75 per point. Intelligence : Increases GP by 3, GPr by .1, and Mind Saves by .25 per point. Coordination : Increases SP by 2 and SPr by .1 Perception : Increases Reflex Saves by .25 per point Willpower : Increases Mind Saves by .75 per point It is strongly recommended to ignore Willpower, Coordination, and Charisma. You have been warned Skills - Weapon skills can go to +8 while Passives can reach +32 maximum. (In total) Weapon Skills Pistol : Increases Pistol by 1, costing 20 AP per point. Melee : Increases Melee by 1, costing 20 AP per point. Rifle : Increases Rifle by 1, costing 20 AP per point. Passives Armor Use : Increases Armor Use by 1, costing 5 per point. Power : Increases Power by 1, costing 5 per point. Precision : Increases Precision by 1, costing 5 per point. Dodge : Increases Dodge by 1, costing 5 per point. Escape Artist : Increases Escape Artist by 1, costing 5 per point. Damage - You may only put up to 10, in total, into damage types. 1H Weapons : Costs 1 AP per 1% into a damage type. 2H Weapons : Costs 2 AP per 1% into a damage type. Damage : +X% damage is based on weapon's original damage, if it has 100 damage and you have +10% it gets +10 maximum. If a weapon has 110 damage, this means you get 1.1 per upgrade. If you put 1 into each damage type, you will only get 10 into of 11 since the ".1" into those damage types will not count! This is the only time FE does not round up damage! Damage Types Primary : Sadly, unless you are a full on power build you won't maximize damage this way. Ballistic Crushing Piercing Slashing Secondary : Tertiary is better, but you're welcome to try these. Fire Cold Tertiary : Best option, period, as it will generally net you the best DPS on average. Disease Electric - Least possible to resist Poison Psionic - Second least possible to resist Sonic Recommended Setups Standard : +128 HP & 10% X Damage +80 HP +12 Endurance +10% "X" Damage Type Support : Good for "Medics" - Grants +80 HP, 12 into "X" Regenerations, and +10% damage +80 HP +12 into Stamina/Gamma (Can mix if you like) Regeneration +10% X Damage Type Crafter : Yes, this does increase your "Weight" limit - Gives +8 Kg to your maximum weight. +16 Strength Whatever else you want, doesn't matter Advanced Augmentation Armor Use It is possible to get to the next 1% in it's passive, here's an example below. 170 Base AU + 13 AU through augmentation = 183 : 14% Armor Use Passive (Please remember to check skills/mutations guide for scaling!) This does not mean you must scale by 13-14, there are players who even use +3 Armor Use to get 183 Armor Use on a build with no Coordination. Power Power is quite expensive to use with augmentation due to it's requirements, but for your power junkies out there it can easily mean another 1% to 2% armor penetration. Power Scales by 24.19 per 1%, please remember your weapon skill at 195 also gives .89% armor penetration. This means if your power gives you 5.11% armor penetration, your weapon skill puts it to 6%! Again, like Armor Use, this does not mean you must scale it by 24-25. You could even just put 1-5 into power to next your next 1% (Or more, depending on buffs) bonus. Escape Artist This is a godsend if you wish to try out the passive provide by Escape Artist, sadly it only works in PVP... but it's still fun. Please make sure to remember you need to multiple your Escape Artist by 2.25 (After 66 perception) of your opponent's Perception to reap it's rewards! Check Skills/Mutations Guide to understand scaling. 150 Escape Artist builds using spare weapons giving +32 Escape Artist can hide from players with 80 or lower Perception. 165 Escape Artist builds using spare weapons giving +32 Escape Artist can hide from players with 87 or lower Perception. 180 Escape Artist builds using spare weapons giving +32 Escape Artist can hide from players with 94 or lower Perception. 182 Escape Artist builds using spare weapons giving +32 Escape Artist can hide from players with 95 or lower Perception. 189 Escape Artist builds using spare weapons giving +32 Escape Artist can hide from players with 98 or lower Perception. Please remember that you can also use Creeper Serum, at "Average" tier it gives +54 Escape Artist. This means a build with 135 Escape Artist, +32 Escape Artist Weapon(s), and Average Creeper Serum (+54) can hide from players with up to 98 Perception. This does also mean if you run into this issue alot, you could make weapons to "scout" for toons using +Perception on spare weapons Precision Generally this option has been ignored, it is possible to get 3% extra critical chance. For example, I could get +3% critical chance on Nysek by adding 26 precision. (Mind you, this is if I'm not using Ablate which reduces Precision) 171 Precision : +17.274 Critical Chance 195 Weapon Skill : +2.189 Critical Chance Total : +19.463 Critical Chance (19% as FE passives only work in whole numbers) 26 Augmented Precision : +2.626 Critical Chance New Total : 22.089% Critical Chance (22% as FE passives only work in whole numbers) The above is an example, you do not have to do it that way but it shows how it's possible to be attained. Please check skills/mutations guide to understand how scaling works! Dodge Due to how dodge's passive isn't entirely important, it's generally recommended to ignore this unless you're already taking advantage of it with your current build. At 147 Dodge you can add 2 dodge (149) through augmentation to get 25% of it's passive. Please be sure to check if you have weapons or armor which effective your melee or range defense when attempting to increase your dodge! Please be sure to check the Skills/Mutations Guide to understand it's scaling.
  22. Recommended AP scaling Skills Armor Use - Must have in PVP to 131+ Scale based on passive, always. Abilities under this line are not as important. Scaling - 14/27/40/53/66/79/92/105/118/131/144/157/170/183/196 Dirty Tricks Only skill-line that can go based on any skill's scaling, as all of it's skills are effective. Double click the skill-line to see the skills, Sabotage and Kneecap would be wise choices to scale your investment off of. Scaling PVP - 70/75/100/105/130/135/160/165/190/195 Dodge Scale based on passive and possible "Duck and Weave" upgrades, if you plan to use the stance. Escape Artist Recommend basing it off of Dash, Misdirection, or Shake it Off. Scaling - 30/57/60/90/105/120/132/135/150/165/180/195 First Aid - Must have in PVP You must get 162 to get "Suck it Up 6" to effectively preform in PVP, otherwise you can get away with just "Resuscitation" or lower tiers of "Stanch Wounds". It is recommended to at least get 156 for PVE characters for self-sufficient healing. Recommend Scaling- 39/156/174/186 Group Tactics Focus on Overwhelm, otherwise you will make sure to focus on "Offensive Coordination" and "Give Em' Hell". Highest I'd go personally is 180, but 189 if you can fit Overwhelm 5. You could get 192 for the final "Combat Endurance". Scaling Simplified : 30/60/69/90/120/150/159/162/180/189/192 Heavy Weapons 150 for Grenades (Going any higher for grenades is pointless) 165 for PVP, thus unlocking the first launcher. Any higher than this is a waste of AP for PVP. If I personally went HW, I'd always go 165 tho. 195 for PVE, sadly the scaling of this weapon in PVP only nets an extra 12 damage along with 5 DPS. Needless to say it's depressing Again, does not require rifle skill so do not worry if you have rifle skill or not. 195 is still useful if you plan to maximize damage output or use the healing launcher (Which requires 195 First Aid as well as 195 Heavy Weapons) Scaling : 165/195 Weapons Melee Depends on the weapons you use, thus I can't recommend a scaling outside of "Make sure your melee AP is high enough for your weapon when it's equipped." Please note, 185 melee using a Volatile weapon that requires 195 when it has a +10 modifier means once it's equipped you have 195 Pistol Recommend at least getting 150-153 if using Desperado. If you plan to use Attack Posture you must consider if you have a traveler/tech t-shirt as well as the pistol you use. 188 will allow use of Heavy AP pistols before additional augmentation (188 + 4 + 3 = 195) which you may tweak it further. Rifle Scaling based off your weapon, when it comes to late-game sniper rifles you get a +10 modifier so you can easily go 170 rifle to use a 180. This also allows access to 164 shotgun unlocks with ease without a faction shirt requirement. If you plan to use stances which can increase weapon skill be sure to factor them in Weapons Scaling : 6/28/45/60/75/90/105/120/135/150/164/165/180/195 Weapon stances : +15, +25, and +37 (90/120/150 unlock tiers) Example : 153 + shirt (+3) + 2 (SIR shotgun) + 37 (stance) = 195, allowing you to use the SIR shotgun when in hand at full damage. Power Please refer to power's scaling which is explained above, but it is highly recommended you scale based off of Dent Armor and Attack Posture. Scaling : 51/63/81/93/111/123/141/153/171/183 Precision Scale based of it's passive and of "Precise Hit", 141 and 171 are the highest I'd go tho personally. As they scale with the passive and also unlock the skillshots in the process. Scaling simplified - 51/81/111/141/171 Concentration scaling : 90/120/150/195 (as this was moved to precision) if you directly scale with the passive, rather than active or stance you will find that you can drop the usual 141 to 137 or 171 to 167. Be sure to check scaling after all buffs you plan to run to min/max more. Social This depends on if it's a PVP or PVE build. You will either always max it for PVE or only scale it based off the Aura for PVP. However if you like "Diplomatic Immunity" it is also wise to consider it in your build. Scaling - 60/70/90/100/120/130/150/160/180/190 OR Max if you want the full passive benefits. (Easier to cap passive at earlier levels as you won't require all social buffs to achieve it) Mutations It is recommended not to go above 180 in any mutation, it is not cost effective AP wise. You can easily spend up to 40% or higher AP just to get from a lesser rank to a higher. This means ontop of the previous rank when compared to pre-181. Empathic - Required for PVP at least to 129, is far to important to beable to crossheal. Generally you want to focus on "Benevolence" and "Restoration", once you get "Preservation 5" you can dispel almost any DoT in the game. Do not underestimate the power of this mutation line, all players should have it for PVP at least. Scaling : 48/66/72/84/90/102/108/120/126/129/138/144/156/162/174/180 Enhancement Highly recommended to scale this mutation line off Calibration and if you plan to use "Ablate" you would scale it off of that as well. Scaling Calibration : 48/66/84/102/120/138/156/174 Scaling Ablate : 72/90/108/126/144//162/180 Illumination You may scale this off of any ability as every single ability is amazing under this line Endless Reserves Scaling : 60/78/96/114/132/150/168/186 Meditation Scaling : 48/66/85/102/121/138/156/174 (121 should be 120 but hasn't been fixed) Enlighten Scaling : 54/72/90/108/126/144/162/180 Nano-Manipulation Recommended to scale this mutation line of "Filtration" and at later ranks you can push to unlock higher ranks of "Vital Osmosis" if you have extra AP. Filtration Scaling - 57/75/93/111/129/147/165 V.O. Scaling - 45/63/81/99/117/135/153/171 Patho-Transmission Recommended to scale off of "Thwarted Intentions" as it is the most effective in PVP situations. The snare "Sapping Sickness" is also an option, however, it easily dispeled in the current combat system. Wracking Pains is also viable to hurt the sustain of your target. Thwarted Intention Scaling : 60/78/96/114/132/150/168 S.S. Scaling : 72/90/108/126/144/162/180 Wracking Pains Scaling : 48/66/84/102/120/138/156/174 Primal "Beast Might" is the best method of scaling, as the other two are not as important and don't scale as insanely well. "Rampage" is nice for leftovers. "Primal Vigor" is ideal for "bruiser" characters which are fine with not having as much gamma to crossheal... but do not hurt your team by sucking at dealing damage Beast Might Scaling : 72/90/108/126/144/162/180 Primal Vigor Scaling : 48/66/84/102/120/138/156/174 Rampage Scaling : 60/78/96/114/132/150/168 Sonic Influence I would strongly recommend scaling this line off of the Catastrophic Dissonance, only because it is the most powerful ability. I wouldn't personally use it for PVE tho... so I will give PVP scaling. PVP Scaling : 60/72/78/96/114/132/150/168 This is not to say other abilities are bad under this line, I personally will be using sonic actively on my main character! Suppression It is recommended to scale this off of "Thwarted Intentions" until you go past 126. Then scale it off of whatever skill you're focusing on. All abilities are useful in PVP but PVE should scale via Siphon energy, I don't recommend it for PVE tho. Recommended PVP Scaling : 126/132/138/144/150/156/162/168/174/180 PVE Scaling via Siphon Energy : 60/78/96/114/132/150/168 Telekinesis All abilities under this line are amazing. Feel free to scale it off your favorite one Always Armed Scaling : 48/66/84/102/120/138/156/174 Bend Metal Scaling : 72/90/108/126/144/162/180 Propel Scaling : 60/78/96/114/132/150/168 Thermal Control I personally wouldn't use cold snap... this doesn't mean it's bad. However, all of the other abilities I would recommend scaling off of Hypothermia Scaling : 48/66/84/102/120/138/156/174 Molotov Cocktail Scaling : 72/90/108/126/144/162/180 Napalm Scaling : 57/75/93/111/129/147/165
  23. Mutations First rule of mutations, never increase your Willpower. The returns in terms of AP are not cost effective, Willpower is the worst stat in the game. Second rule, always make sure your mutations have synergy with your build. "Toggle" abilities are the only ability you can use multiple of, remember this. Due to recent changes mutations can be a viable source of damage output, but be warned this can stress your gamma pool. Due to recent changes, offensive mutations will be noted if they can be used while moving/attacking. Follow the same formula to find AP caps as I did for skills. Empathic Benevolence - A single target heal that requires you to stand still to cast, this heal does heals twice as strong on other players. You may also break the animation/cast early and still attain the heal, however this takes a decent amount of practice. This is one of the most common heals used in cross-healing. Do not ignore it. This mutation has a 30m range. Can be used while attacking. Restoration - A single target HoT (Heal over Time) that lasts 5 seconds, this can be used while mobile. This is great for healing yourself but amazing when healing others, recommend opening with this heal when crosshealing as it is instant cast. This heal can easily save a player (or yourself) when used properly. It is the second longest range single target (effective) heal in the game. Restoration has the worst gamma to health ratio, so do not spam it, make sure whenever you use it that you wait out it's entire timer. Can be used while attacking. Preservation - Another single target ability, however this one does not heal. It allows you to dispel DoT's from your target. This ability can also be used while moving. Can be used while attacking. Share Life - Single target ranged revive, just like Resuscitation you cannot take damage or move to preform it. It has the lowest cast time of any revive, however, it takes 60% of your HP to preform at the end of the cast. Be ready to heal yourself as it hits. Please be mindful, you can cast Stanch while using this ability on yourself to off-set it if timed properly. You will require Line of Sight of your target and it will only work on targets within 5 meters of you. Cannot be used while attacking, if you attack while casting it will be canceled. Enhancement Ablate - A stance that increases primary, secondary, and tertiary damage types. This is the most effective stance for a supportive character, however, it lowers your power/precision. It is recommended when using this stance to ignore power (As you will not beable to get enough to matter) and instead to invest the AP not spent into power to increase your precision. Calibration - Aura that gives your group increased primary resists, this helps negate some of the armor cuts in the game. This is the superior aura of this mutation-line, as most of the damage dealt from players/NPCs in FE is physical. Obviously there are times where secondary/tertiary damage types are dealt, which brings us to the next aura. Resilience - Aura that gives your group increased secondary/tertiary resistance, this was recently changed as of 9/25/13. Will post ranks later. (Max is 315 and 415 secondary/tertiary) Illumination Endless Reserves - Restores the caster's team's Gammina™ when used, does not apply to the caster tho. Amazing for long fights even if it has a 2 minute cooldown. Meditation - Aura that is extremely strong at boosting Gammina™ regen for your team, it also has a secondary effect that boost mutation damage by a percent. This does not effect any DoT's under mutation lines... sadly. It also does not effect Denial or Syphon Energy under Suppression. Enlighten - Increases your team's maximum Gammina™ pools by up to 50. It is recommended to run this if your team already has someone running Meditation as a "backup" aura. Nano-Manipulation Filtration - The most effective and longest range heal in the game (effective heal) while also having the best gamma to HP ratio. The only drawbacks to this ability is that you must equip it, aim it, and fire it at your target (right click by default) which can lead to healing an enemy without meaning to. This heal can also not be used on the caster. Vital Osmosis - Currently is a pbAoE (Point Blank Area of Effect) group heal, which does not heal the caster, with a long cooldown. It is "suppose" to heal only team/raid members within 30m and within LoS (Line of Sight, meaning you must beable to shoot/see an ally). This ability is amazing to heal your entire group, nothing in-game can replace it's raw healing potenial. You must also stand still while casting (must like Benevolence) to an extent or it will not work. Revitalization - Increases your team's HP regnetation for a short time, this increases their regeneration for at least 5 "ticks" of regen. It's not extremely effective, but it does add to EHP (effective HP) if you survive long enough and is recommended to use during teamfights. This does not mean it is "trash" for solo play, it is just far more viable in group play. Cannot be used while attacking, if you do it will cancel mid-cast. Reconstruction - Extremely long casting cone AoE revive, this is most likely the least used ability in PVP. Like other revives, you cannot move nor get hit to use this ability. As it isn't easy to use until after a fight and by the time you cast it most of your team will be revived. However, if you can pull this off mid-fight make sure your Vital Osmosis is ready to heal anyone you revive. I have effectively done this for 15 group fights, it completely changed the fight as I normally would revive 3-5 targets at once. This is an extremely hard revive to use thanks to LoS checks like "Share Life". Cannot be used while attacking, if you do it will cancel mid-cast. Patho-Transmission All abilities under this line can be ussed while moving and attack. Thwarted Intentions. - Applies a debuff to your target that reducing healing effects on that target, recommended to use when the target is primary or when it needs heals badly. This will change the course of a fight, quickly, and sadly is not effective at all in PVE. Sapping Sickness - Long range targeted AoE % snare, based on rank. This cannot hit anyone in your team and hits up to 8 targets. Snares are very easy to remove in the current system, however currently it is bugged and does not show an icon on your buff/debuff window. It is very easy to confused players not expecting it, take advantage of it. If the targets effected are NPCs they will also have their physical damage reduced for the duration, does not take with Sabotage. Wracking Pains - Single target HP regen and Gammina™ regen debuff, this means for the duration it's on your target will have a slightly harder time keeping their resources up. Primal All abilities under this line can be ussed while moving and attack. Beast Might - This adds damage to your next attack at the cost of HP by a percentage. This is the most effective skillshot in the game, far superior than "Bull's Eye" or "Precise Hit". This is because it's resource is HP. If you, or an ally, can keep your health up it is frankly OP (Overpowered) and will be abused by many players in PVP if they are "heavy hitters". Primal Vigor - Toggle that increases your HP at the cost of 50% gamma, so in terms of crosshealing you will be cut a bit short in your effectiveness for long battles. It's great if your team can sacrifice crossheals, not so much if your group is not effective in this area. Rampage - Short term duration buff that increases primary armor, precision, and power. Once it the buff fades you will have the same amount of armor/precision/power reduced. This is extremely effective to take down a target quickly but obviously can hurt you once you receive the debuff afterwards. Sonic All abilities under this line can be ussed while moving and attack. Catastrophic Dissonance - Is a single target snare, doesn't require aim, but can be quite expensive to use. Rending Vibration - A cone AoE DoT that has a minute long cooldown that deals sonic damage. This ability does not hit group members in PVP. This is very ideal for stopping players from using combat revives, in pvp, within a large stack of players who is not part of your group. Sonic Lance - Damages a single target and reduces their dodge (melee/range defense) for 10 seconds. It is not amazingly strong but can be helpful when you need that final hit or are focusing down a target in PVP with "burst". Suppression All abilities under this line can be ussed while moving and attack. Denial - Applies a Gammina™ nuke effect on your next attack, however, it will not apply the swing/shot damage for that attack. This is great for after an enemy attempt to use their reserves, or to quickly surprise them and scare them into not using abilities that use either to hastefully in a fight. This is not very effective in PVE, infact I'd never use it on a PVE character. Currently is "most likely" bugged and does not benefit from Meditation's X% damage aura, it is already reported so hopefully it's addressed. Siphon Energy - Will drain gamma from your target and giving half of the amount drained to the caster and their team, again is used to drain enemy reserves to force stress to that resource. Once again, I would not use this in PVE as it's only truely effective in PVP. It does, however, still gives your team gamma in PVE. Because this is a drain, it is possible it's "intended" for it not to benefit from Meditation's mutation damage buff. So don't expect to get +20% boost to it's offensive gamma attack. Sap Stamina - Will drain stamina from your target and giving half of the amount drained to the caster and their team, again is used to drain enemy reserves to force stress to that resource. Once again, I would not use this in PVE as it's only truely effective in PVP. It does, however, still gives your team gamma in PVE. Because this is a drain, it is possible it's "intended" for it not to benefit from Meditation's mutation damage buff. So don't expect to get +20% boost to it's offensive gamma attack. Telekinesis All abilities under this line can be ussed while moving and attack. Always Armed - Applies a DoT that lasts 5 seconds with a 5 second cooldown. Great for pulling, dealing extra damage, and blocking revives if you PVP. Bend Metal - Single target equipped mutation primary armor debuff, this is the most powerful method of armor reduction in the game. Will cause weapon delay, you may have to wait a brief moment to attack. Currently, it has a 3 second cooldown and 30 second duration. It's weakness is it's large gamma cost over time, if applied to the target (or targets) consistently. Propel - Deals a large sum of crushing damage to your target, great for finishing off targets or just applying heavy "burst" damage. Thermal Control All abilities under this line can be ussed while moving and attack. Cold Snap - Deals cold damage to your target. Hypothermia - Low cooldown but cold DoT, this is much more effective than the fire DoT on this mutation line. Mostly because if dispeled you can reapply it within 5 seconds, you can easily use this to drain your enemy's gamma resource (if they are dispeling it) in certain situations. Molotov Cocktail - Strong fire nuke, again has a huge gamma cost. it is recommended to use this for killshots/burst more than anything else. Napalm - Long cooldown but moderately strong fire DoT. It has a very low duration of 5 seconds, if your enemy is constantly dispeling this fire DoT (quickly) it is recommended to not to recast it due to the fact they will instantly dispel it. You should then switch from this ability to "Molotov Cocktail" to get more effective DPS with less gamma cost.
  24. 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 .97% at skill cap. For those interested, at level 55 it's .485% 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 .97% at skill cap. For those interested, at level 55 it's .485% 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% : 33/63/97 4% to 6% : 129/162/194 - 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 0.6965% armor penetration. There is no "limit" to power. Please remember you get .7 armor penetration from 196 weapon skill. Example : To hit 6% armor penetration without stance, you may go 164 power and 195 weapon skill. (5.0789% via power and .9215% 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 .7% at skill cap. For those interested, at level 55 it's .35% 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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