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  1. for these higher threats...they(L.O.) can give a penalty for em killing and bashing in a district 2 threat levels BELOW their current 1s....based on your current skill lvl and gear levels to your opp in 1 match you can see as high as a 90% reduction in points/cash earned...and on your next battle you might be able to see a 20% reduction in points/cash earned.... for example...CHADCHASE a 255 rank CRIM w/ a MEDUSA in his 1st match is silver....no penalty needed.... in his 2nd match of the day he goes GOLD..again no penalty needed....(happens all the time)...Now hes considered a major threat to any 1 of low/now skilled players and new players in general in the BRONZE DISTRICTS... now match 3...CHAD here is a 255 GOLD MEDUSA USING PLAYER vs. a rank 22 Bronze ENF that still uses the STARTER gun.....lets call her Maggie.... you see Maggie dies 12 times a match gets 0 objs done and might get 3 kills if lucky for the assist....match maker is unkind to Maggie...now in this match CHAD should get a 90% reduction in points earned for killin Maggie...instead of 100 he should only get 10...if CHAD is on a DEFEND mission, he should get 1 point per minute while he's sitting on the obj...... Now for Maggie those points and cash earned should be doubled for doing OBJECTIVES and KILLING CHAD...instead of the normal 150 pts for breaking a door she should get 300...and again Maggie should get 200 pts for each kill on CHAD instead of the standard 100..... Lets increase the rewards to hunt and hurt bashers in the bronze districts while at the same time encourage the same bashers to play players of their own skill levels...not low skilled 1s..
  2. EDIT: I accidentally skimmed over Rapid99's rough transcript which makes this kinda redundant, but since I've gone and done it, I might as well leave it here. Abridged version of of the Q&A for reference and for those who haven't got the time to watch it yet. I would encourage everyone to put aside 50 minutes for this at some point, it is worth it and Matt comes across very well in it, imo. Plus I might have completely misunderstood something. Timestamps are from the recording on Kemp's twitch channel: https://www.twitch.tv/videos/265424620?t=05s @ 3:36 - Cheat detection Battleye will be introduced in "the very next patch". FF will be retained in the background, but will not be automatically banning. FF not tuned in APB for over a year because G1 couldn't pay for it. Matt can say from sitting in with support that there "unequivocally" were improper bans. "A majority" of the playerbase will be unbanned. The bulk of bans for cheating will be undone. This will not happen immediately, it will happen after Battleye is introduced. Bans will not be broadcast. Matt considers the practice toxic. Banned players can still post on forums whilst the ban policy is being worked out. Not clear if this is a permanent plan. @11:23 - Rough Roadmap First part will be "infrastructure": - New Support & Forums - New anti-cheat - New two-factor authentication Second part is "unification" - Bringing PC versions to Unreal 3.5 and unifying the PC & Console codebases. - Announcement on this in 1-2 weeks. - Unreal 4 is being worked on. No timescale was given on this. Third is dealing with critical mechanics. Fourth is 'minor' content patches. Clothing etc. Lastly 'major' content including a map. @16:36 - ARMAS / Microtransactions Matt does not consider APB pay 2 win, but there is a pay 2 win stigma. No plan to change the fundemental economic model of the game. Matt would personally like to bring the ARMAS pricing down. He thinks the excessive prices could contribute to the p2w stigma. Considering putting some current ARMAS-only items into contact progression. @ 19:26 - New Code of Conduct (nekkidness!!!) Greater GM presence. Wants it to be interactive rather than policing per se. No place for nudity in APB No hate & racically inappropriate symbols to be allowed either @22:03 - Dethreating / Threat System Threat considered part of the 'critical mechanics' to be dealt with. Needs to be reworked or possibly rebuilt from scratch. Matt finds the ability to track your matchmaking level / progress over a short time problematic. Threat changes should take longer or the ability to exploit it should be removed. @23:50 - Kemp goes for a slash and Matt reads chat. @24:55 - Devstream / Devblog / Future Q&As. Matt's enthusiastic about things like this Wants to do more Open Letters, possibly vLogs, etc. @26:12 - Login screen & music Wants to bring it back, but needs to check the legal situation on the old music Doesn't think we need a 'loading screen to get to a loading screen' @27:34 - Performance & optomisation on consoles Wants to work on this, feels its long overdue Will be worked on during both the 'unification' and 'critical mechanics' stages @29:20 - Purchasable ignore list extensions Feels charging for an ignore list expansion is the wrong approach Ignore list can't be infinite, but will seek to increase it from its current level for free @31:19 - Prestige / Noteriety system Falls under 'critical mechanics' Griefing in-mission players general needs to be tweaked / re-designed to eliminate the 'feel bad' moments @32:55 - Character server transfers Technically problematic, especially with APB's level of customisation Wants to allow it Han server placement was mis-handled, hoping to give Han players the ability to migrate to Jericho Nekrova more problematic with unique content, but still wants to find a way to balance it to allow migration to Citadel @35:57 - Trading system Wants to add one Can be a problem in terms of third-parties involving themselves in the APB economy Also opens up the possibility Credit Card fraud / laundering Trade System might be locked to above a certain level if implemented to combat this @39:12 - Competitive Scene Can't answer directly on the stream It is being discussed and he does see a place for it in APB @40:18 - Refer a Friend Loves the idea of RaF, but it has to be handled correctly On the table to be looked at in the future to re-grow the playerbase @41:43 - KttC bans These will be reversed @43:32 - Joker Boxes Rewards will be non-tradable to make the JMBs compliant May reduce price of JMBs in the future to compensate @45:16 - Shaders / Advanced Launcher "Slippery slope" Crosshair options & low config modes should be made avaialble in game Recommended players not use the Advanced Launcher until they've tested it against Battleye @48:45 Acknowledged the Fallen Earth players @49:15 - Weapon balance Weapons are fairly well balanced with some exceptions Wants to avoid a heavy-handed approach Weapon balance is overdue, however @51:04 - Daily / Seasonal Events Will do their best to get to this, but it's a little further down the roadmap
  3. Hello wastelanders! Wether you're a new player or veteran this list of frequently asked questions should hopefully help you out. CURRENT QUESTION LIST 01 - I upgraded my account, how do I obtain my Fallen Earth ATV? (No longer relevant, only relevant to pre-merge upgrades/purchases) 02 - Where are my learned mutations/abilities and how do I equip them to the hotbar? 03 - How do I obtain pen/paper? Can I craft them? 04 - Can I respec my character? If so, how? 05 - Is there a limit to how much AP I can have? 06 - How can I get a vehicle mount? (ATV/Vehicle Crafting questline info) 07 - What are reward points? How do I spend them? 08 - What is deathtoll? 09 - What are yellow and green names in chat? 10 - I am stuck! What can I do? 11 - How do I contact or see the online Game Masters? 12 - Is there Fast Travel? 13 - Where is a garage/stable? 14 - Can I put my mount back in to my inventory? 15 - How much is a Yellow/Red/Blue chip worth? 16 - My x item vanished! 17 - What is Trivia night? 18 - What's the maximum amount of quests I can have in my journal? Where can I see my quests? 19 - What's the maximum amount of crafting processes I can have, where can I see them? 20 - Where can I see the premium account types and what they give? 21 - What's the difference between vaults? 22 - How do I PM someone? 23 - What penalties are there to dying? 24 - Where can I find mount stats? 25 - How can I move the camera and see my character from the front? 26 - Can I get more inventory/vault space? 27 - I've found a bug, what should I do? 28 - How do I get my Veteran reward items? Which one is which item? How do I use them? (No longer relevant, only relevant to pre-F2P subscribers in the months leading up to F2P) 29 - Commanders Best Crafting kit. 30 - Treasure Boxes & Keys. (To get to a specific question use the find/search function of your browser. By default in most browsers this can be accessed using CTRL + F, then simply type the ID of the question) 01 - I upgraded my account, how do I obtain my Fallen Earth ATV? To obtain your promotional item you need to activate the key in-game using the in-game "/key" command to open a window, enter it there. If you don't already have this key to hand you can find it in your e-mail that you used to purchase FE. If it isn't there BUT you used the in-game upgrade button process you will be able to obtain the item key from the website by going to "My Account", then "Subscriptions". It should be listed there, otherwise you should contact support here. 02 - Where are my learned mutations/abilities and how do I equip them to the hotbar? Press the key "N" (by default). This will open up a window where you can browse all your abilities and mutations which are organised in to categories. You can equip them to your hotbar by simply dragging their icons in to an available slot. 03 - How do I obtain pen/paper? Can I craft them? You can purchase Pens and Paper from a Science merchant. You can also craft them with the recipes "Refine Paper" (for paper) and "Pen Instructions" (for pens). It is however generally unadvised to craft paper due to it being inefficient. 04 - Can I respec my character? If so, how? Yes, you can respec your characters AP. You can do this by purchasing what is known as a "Recombinant injector" from a Mutagenics merchant. The recombinant injector will allow you to reassign up to 5 AP each, so be sure to purchase as many as you need. Do note to purchase the appropriate injector for your skill bracket. ALTERNATIVELY - You can purchase Pristine Recombinant Injectors from Reward Point Merchants OR the Fallen Earth webstore. This would be recommended if you have in excess of 1,000 AP and wish to full respec. 05 - Is there a limit to how much AP I can have? What you can spend - Yes, there is a limit of 35 AP spent per level (at level 1 the cap is 70 instead of 35) which equates to 1960 AP at level 55. You can however earn as much AP as you like and stockpile it and spend it at the next level. 06 - How can I get a vehicle mount? (ATV/Vehicle Crafting questline info) Vehicle mounts are generally speaking the 'best' in the game. There are currently four ways to obtain them. Via the auction house for chips, via crafting them yourself (must complete ATV questline first), via reward points merchants (for reward points) or via the Fallen Earth webstore for cash. Certain mounts can only be obtained through the store or reward points merchants. The current list is (reward point mounts are denoted with R, FE webstore with S): Badland Rider (S), Flame Rider (S), Scavangers Dune Buggy ®, Striped Interceptor Speedster ® To craft a mount you MUST complete the ATV questline, full information on which can be found by going to the Fallen Earth knowledgebase and searching for article "442". The knowledgebase can also be accessed in-game via typing /support in chat. 07 - What are reward points? How do I spend them? Reward points are a form of in-game currency. They can be obtained through either recruiting your friends or by simply playing the game. You will recieve a set amount of reward points per month depending on your account type, F2P accounts get 50 reward points per month whereas premium accounts get significantly more. You can find a comparison sheet of account tiers here. 08 - What is deathtoll? Deathtoll is a form of currency earned via PvP actions ranging from kills to capturing a faction control point for your faction. They can be used at deathtoll merchants and used to purchase special weapons, gear and ammunition. 09 - What are yellow and green names in chat? People with YELLOW names are Game Masters. People with GREEN names are Hazmat player volunteers. 10 - I am stuck! What can I do? Don't panic! Follow these steps and you'll be back to hunting those pesky mutants in no time. Firstly, try relogging, usually this will resolve any issue. Secondly (if the above fails), contact the online Game Master and ask for help. Thirdly (if no GM is online), you can use the /unstuck command WHICH WILL KILL YOU and respawn you at the nearest Lifenet facility. 11 - How do I contact or see the online Game Masters If your issue isn't major I'd advise contacting a Hazmat player volunteer who'll be more than willing to answer any questions you have. Else you can contact the online Game Master by opening the social window (O) and clicking the GMs tab. 12 - Is there fast travel? Yes there is. To use Fast Travel you must go to a relevant Lifenet Centre and 'activate' it before you can travel to/from it. At a lifenet centre (with FT capability) you only need to select your destination and confirm it, and withing a matter of seconds you will respawn there. Do note however that fast travel costs chips depending on the distance. Plus if you're towing your mount it'll cost even more. A full list of Fast Travel lifenet centres can be found here 13 - Where is a garage/stable? Garages/Stables are generally found near towns or points of interest. You can find a map of garages/stables for most sectors on the knowledgebase. Article ID's 416 (S1), 524 (S2), 526 (S3), 712 (Deadfall) As of Patch 2.4 there is now an ability in-game which can be accessed by pressing N then expanding general, it will allow you to locate the nearest garage and get a handy waypoint to guide you to it. 14 - Can I put my mount back in to my inventory? The simple answer is no, you cannot. Once a mount is activated in the world it stays active unless you place it in a garage/stable to store it, or delete it. 15 - How much is a Yellow/Red/Blue chip worth? One yellow is worth 1,000,000 white. One red is worth 10,000 white. One blue is worth 100 white. 16 - My x item vanished! Don't worry. Usually you will recieve the lost item within 60 minutes to your mailbox, in a mail from "Lost & Found". Should you not recieve said mail contact the online GM or contact support here. 17 - What is Trivia night? Trivia night is an official event hosted (usually) by Tiggs at Embry's bunker bar. You will see announcements when the next one is on the launcher, under the announcements on the forums or on the website. Trivia night is an excellent little social event where you can meet other players, chat and win awesome prizes! 18 - What's the maximum amount of quests I can have in my journal? Where can I see my quests? The maximum amount of quests you can have activate at once is 20. You can view all your current assigned quests by opening your journal which is by default J. 19 - What's the maximum amount of crafting processes I can have, where can I see them? The maximum amount of crafting processes you can have is 1 for F2P (3 if you have ever made a previous purchase), 20 for Survivalist subscribers and 30 for Wastelander/Commander subscribers. You can view them by clicking the small stack of cards in the bottom left of the crafting window. The crafting window can be opened with L, by default 20 - Where can I see the premium account types and what they give? You can find a comparison sheet of the account types (F2P & premium tiers here. 21 - What's the difference between vaults? The only difference between the vaults is how common they are. You can place items in one Sector vault in S1 and retrieve them say in a Sector vault in S3. Sector - Every bank. Barter - Major Towns, Progress Towns, Faction Territory Control-zone. VIP - Sector Capitals, Progress Towns, Blaine in S2, Faction Territory Control-zone. Utility - Los Almos, Embry Crossroads, Progress Towns and Faction Territory Control-zone. 22 - How do I PM someone? Type "/tell <firstname> <lastname>, <message>". Alternatively you can right-click their name. NOTE: The comma is a NECCESSITY if they have a first and last name. 23 - What penalties are there to dying? The only penalties to dying in PvE/PvP are a Cloning Sickness XP penalty and damage to your gear. 24 - Where can I find mount stats? You can find vehicle/flesh mount statistics on the G1 Fallen Earth knowledgebase located here; http://help.gamersfirst.com/?t=47561 25 - How can I move the camera and see my character from the front? Out of combat mode (toggle with middle mouse button or TAB by default), hold ALT and the right-mouse button, then move the mouse. 26 - Can I get more inventory/vault space? You can increase your slot capacity on your player with an item from the FE webstore, the item gives 4 slots (to a maximum of 32), you can also increase your weight capacity by simply raising your strength stat (1 point of strength is 0.5kg). As for vaults, you can increase your slot capacity through various means.. You can craft them, buy them off the auction house, buy them from a reward points merchant or buy them from the Fallen Earth webstore and best of all, no matter where you buy them from they stack. 27 - I've found a bug, what should I do? Use the in-game /bug command, make sure that you've tested the issue beforehand (relogged/done a file check on the launcher to make sure it's not a random glitch with your client), and confirmed with other players that it's a bug (and not simply your misunderstanding of a quest objective, for example). 28 - How do I get my Veteran reward items? Which one is which item? How do I use them? Your veteran reward items for having an active in July, August or September (2011) will be sent out to the e-mail bound to the account (and also noted under 'Redeem Codes' on the account page) in August, September and October respectively. Generally the 'first' code is the clothing item (example: Snazzy White Hat) and the second is the pet (example: Skindog Pup). Each code can only be applied to a single character, to do so type /key in-game on the character you want the item/pet on and enter the key there, the item will be in your inventory. Alternatively you can go to the website www.gamersfirst.com/fallenearth and login, then click Account on the FE page. Click "Redeem Keys" and you will see a list of codes there. Should you be eligable for any of the Veteran reward items and have not recieved them contact support here and they will investigate the issue for you. 29 - Commanders Best Crafting kit The Commanders Best Crafting kit is a unique item that can be used in place of the other Crafting Kits which (Nature, Science, Geology, Ballistics, etc) to save much needed room in your inventory. It should be noted that it is NOT required as the recipe says. The Commanders Best crafting kit can be purchased from a reward points merchant or the FE Webstore. 30 - Treasure Boxes & Keys There are four types of Treasure Box (Lockboxes) in the game (Green Copper, Blue Steel, Red Titanium and the mysterious Black box), they can drop from any mob. They contain an assortment of items of varying rarity. Red Titanium lockboxes have a 100% chance to drop a FE webstore item. You will need a relevant key to open a box (which are also consumable), these can be dropped by Boss/Master mobs or can be purchased via the FE webstore or a reward points merchant. Black boxes do not have their own key and are opened by using Red Titanium keys. NOTE: Last Update: 19/5/2012 @ 09:16 (GMT) - Applied changes relevant to pach 2.4
  4. 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.
  5. 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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