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Cirith MS
10-10-03, 17:48
ok was reading construction thread and the old fourmulas and i am a bit confused and concerned about .. FLip Points in stats, can someone give me an example, i belive i saw eric say the flip point of barter is at 105, so what does that mean for someone that have say 180?

as well i swore i saw a mod say that with the fourmula for construction even with 250 in it it was impossible to reach said flip point

thank you all in advance for answering

\\Fényx//
10-10-03, 18:21
Originally posted by Cirith MS
ok was reading construction thread and the old fourmulas and i am a bit confused and concerned about .. FLip Points in stats, can someone give me an example, i belive i saw eric say the flip point of barter is at 105, so what does that mean for someone that have say 180?

as well i swore i saw a mod say that with the fourmula for construction even with 250 in it it was impossible to reach said flip point

thank you all in advance for answering


I think the term flip point is now used for the thingsd like APU, where if you go over 160 or whateva you get a ''specialisation'' bonus and those points have extra effect o_O

Wannabe
10-10-03, 18:27
From what I remember, there's no flip point (ie: 256 pts equals to 1 pt etc) in construction. There was a post from a mod about it.

All those points go towards your Construction Ability which is also affected by INT and DEX. I can't remember the exact percentages but I guess it's like CST 65%, INT 20% and DEX 15%. From those your C.A. is counted and it affects the quality of the items you build. Dunno how the techlevel of the item is affected by the C.A.

// Wannabe

greploco
10-10-03, 18:57
I would have to guess no flip point, I'm 185 with bonuses.

and I also notice if I take all the INT and DEX drugs I can get my hands on before a build I do very much seem to get better outcomes in terms of slots. I think there are 5 or 6 of them, the drugs I mean. the little progress timer bar in the F7 window even goes faster.

ericdraven
10-10-03, 19:56
Actually there are two types of flip-points.

Good ones and bad ones.. :p

If you reach a "good" flip-point then the bonus you get suddenly increases drasctically.
(Barter 105, PPW 105, APU 169, PSU 105 - in terms of PSI erergy, but not that big as the PPW one)

Bad ones - if you reach this flip-point then investing more skillpoints in the subskill does not increase the effect at all or does increase it only very slightly.

(natural resists 114, Construction - see my other thread)

That's all i remember out of my head at the moment. :p

Cirith MS
10-10-03, 20:32
thanks eric! ya know off hand what the deal with hacking is? the higher ya do ya dont seem to get any easier

ericdraven
10-10-03, 20:39
Originally posted by Cirith MS
thanks eric! ya know off hand what the deal with hacking is? the higher ya do ya dont seem to get any easier
Uhm.. there is a kind of flip-point at 100 IIRC, it's the point when you get your 7th activator, and that's the maximum.

I know about rumors that too much HCK is BAD and that it will become more difficult again. Best should be around 110 or something. Can't confirm this (did not test it yet). I have a hacker around level 160 and don't really have problems to hack anything, but maybe it's even easier with 110.. *shrugs*

Cirith MS
10-10-03, 20:53
well when ya do test let me know! it will free up a lota points that can go elsewhere for the few pure hacker tradeskillers out there

ericdraven
10-10-03, 22:04
Originally posted by Cirith MS
well when ya do test let me know! it will free up a lota points that can go elsewhere for the few pure hacker tradeskillers out there
I doubt there is a pure hacker tradeskiller...

/me shouts out loud - "is there any?!" o_O

Altho i ususally have only spezialiced chars, my hacker is not. Because it's not really necessary. He has also IMP115 and still a very high hack level..

Cruzbroker
11-10-03, 00:09
well, my friend had a 130-150 hacking at it was hard for him to hack belts... It might got harder with spy 1 ....

ericdraven
11-10-03, 00:25
Originally posted by Cruzbroker
well, my friend had a 130-150 hacking at it was hard for him to hack belts... It might got harder with spy 1 ....
Belt difficulty varies drastically.. you probably need HCK 30 for someone with SL of -99.. :p
Whereas belts of someone with SL100 are harder to hack as OPs, IMO.

Cirith MS
11-10-03, 02:36
i have 160 hack now and some puzzles are impossible yet O.o

ericdraven
11-10-03, 02:39
Originally posted by Cirith MS
i have 160 hack now and some puzzles are impossible yet O.o
Like what?

Cruzbroker
11-10-03, 02:41
Originally posted by ericdraven
Belt difficulty varies drastically.. you probably need HCK 30 for someone with SL of -99.. :p
Whereas belts of someone with SL100 are harder to hack as OPs, IMO.

I know, just how many players would have sl 100 :p

SigmaDraconis
11-10-03, 03:12
Originally posted by ericdraven

(Barter 105, PPW 105, APU 169, PSU 105 - in terms of PSI erergy, but not that big as the PPW one)



you know i was gonna say 170 APU but somehow i knew it would be one off...

Shadow Dancer
11-10-03, 03:26
I think the flippoint for apu modules is TL of the item + 68. I could be wrong, but that's what I suspect.

SigmaDraconis
11-10-03, 03:28
no its static number..for PPU anyway..after LoMing i put 3 points in ending at 170..after i checked my stats i gained over 70% on some spells