Neocron 2 Skills Guide [English & French]
Neocron 2 Skills Guide
Overview on how to read this guide:
This guide will not tell you how much skill in the different areas you need to reach the cap point in that skill. It is intended to give you a better understanding of what factors are involved in increasing your efficiency in the skill, and get you a better source of information to go on in terms of setting up your character.
This guide will list the skills name, and the factors involved in increasing that skill.
The easiest way to look at how all skills work is there is a ?hidden? number that can be considered the ?cap point?. Any points that you spend towards the skill you want to increase are added up based on their strength at raising the skill.
The first thing you may notice is that not all factors total up to 1 or 100%. For example:
Melee Weapon Damage = 0.7(70%)MC + 0.1(10%)STR
If you try to add the two factors together you only get 0.8 or 80%, what that means is if you spend 1 point in each of those 2 skills you get 0.8 points towards the ?hidden cap?. This is done for a reason, and it is not an error that they don?t equal 1 or 100%. The 0.# or XX% is their strength at raising that skill.
With the above example you will see that spending 1 point in MC has the same effect at raising the damage you do with Melee Weapons by the same amount that 7 levels of Strength would raise it.
Tradeskills
Construction:
Skill Factors involved: 0.1(10%) DEX + 0.2(20%) INT + 0.7(70%) CST
Research:
Skill Factors involved: 0.3(30%) INT + 0.7(70%) RES
Repair:
Skill Factors involved: 0.2(20%) DEX + 0.1(10%) INT + 0.7(70%) REP
Recycle:
Skill Factors involved: 0.3(30%) DEX + 0.7(70%) REC
Hacking:
Skill Factors involved: 0.9(90%) HCK + 0.1(10%) RCL
Implant:
Skill Factors involved: 0.2(20%) DEX + 0.3(30%) INT + 0.5(50%) IMP
Barter:
Skill Factors involved: 0.03(3%) INT + 0.35(35%) BRT
Physical Skills:
Movement Speed:
Skill Factors involved: 0.26(26%) ATH + 0.26(26%) AGL
Jump Height:
Skill Factors involved: 0.15(15%) ATH + 0.15(15%) AGL
Body Health:
Skill Factors involved: 0.5(50%) HLT + 0.25(25%) CON
Stamina:
Skill Factors involved: 0.6(60%) END + 0.1(10%) CON
Stamina Drain Rate:
Skill Factors involved: 0.2(20%) ATH + 0.6(60%) END + 0.2(20%) CON
Player Transport:
Skill Factors involved: 0.5(50%) TRA + 0.4(40%) STR
Physical Resists:
Resist Force/Pierce:
Skill Factors involved: 1.0(100%) FOR
Resist Fire:
Skill Factors involved: 1.0(100%) FIR
Resist Energy:
Skill Factors involved: 1.0(100%) ENR
Resist X-Ray:
Skill Factors involved: 1.0(100%) XRR
Resist Poison:
Skill Factors involved: 1.0(100%) POR
Resist PSI:
Outdated SubSkill, Do not use!
Weapons Skills:
Melee Weapon Damage:
Skill Factors involved: 0.7(70%) MC + 0.1(10%) STR
Melee Weapon Aim:
Skill Factors involved: 0.2(20%) MC + 0.3(30%) AGL
Melee Weapon Handling:
Skill Factors involved: 0.3(30%) MC + 0.3(30%) AGL
Pistol Weapon Damage:
Skill Factors involved: 0.6(60%) PC + 0.4(40%) WEP
Pistol Weapon Aim:
Skill Factors involved: 0.2(20%) PC + 0.35(35%) WEP
Pistol Weapon Frequency:
Skill Factors involved: 0.5(50%) PC + 0.3(30%) DEX + 0.2(20%) WEP
Pistol Weapon Range:
Skill Factors involved: 0.35(35%) PC + 0.5(50%) WEP
Pistol Weapon Handling:
Skill Factors involved: 0.5(50%) PC + 0.3(30%) DEX
Rifle Weapon Damage:
Skill Factors involved: 0.7(70%) RC + 0.25(25%) WEP
Rifle Weapon Aim:
Skill Factors involved: 0.4(40%) RC + 0.6(60%) WEP
Rifle Weapon Frequency:
Skill Factors involved: 0.5(50%) RC + 0.4(40%) DEX
Rifle Weapon Handling:
Skill Factors involved: 0.4(40%) RC + 0.4(40%) DEX + 0.2(20%) STR
Rifle Weapon Range:
Skill Factors involved: 0.3(30%) RC + 0.5(50%) WEP
Heavy Weapon Damage:
Skill Factors involved: 0.8(80%) HC + 0.35(35%) WEP
Heavy Weapon Frequency:
Skill Factors involved: 0.5(50%) HC + 0.4(40%) WEP
Heavy Weapon Handling:
Skill Factors involved: 0.6(60%) HC + 0.35(35%) WEP + 0.35(35%) STR
Heavy Weapon Range:
Skill Factors involved: 0.6(60%) HC + 0.45(45%) WEP
Passive PSI Damage:
Skill Factors involved: 0.65(65%) PPU + 0.35(35%) PPW
Passive PSI Range:
Skill Factors involved: 0.4(40%) PPU + 0.4(40%) PSU
Passive PSI Frequency:
Skill Factors involved: 0.4(40%) PPU + 0.4(40%)PSU
Aggressive PSI Damage:
Skill Factors involved: 0.65(65%) APU + 0.35(35%) PPW
Aggressive PSI Range:
Skill Factors involved: 0.4(40%) APU + 0.4(40%) PSU
Aggressive PSI Frequency:
Skill Factors involved: 0.4(40%) APU + 0.4(40%)PSU
PSI Energy Pool:
Skill Factors involved: 0.65(65%) PPW + 0.1(10%) PSI + 0.15(5%) PSU
Remote Control:
Skill Factors involved: 0.6(60%) RCL + 0.3(30%) WPW
Remote Weapon Damage:
Skill Factors involved: 0.65(65%) RCL + 0.6(60%) WPW
Remote Weapon Handling:
Skill Factors involved: 0.6(60%) RCL + 0.65(65%) WPW
Remote Weapon Range:
Skill Factors involved: 0.6(60%) RCL + 0.65(65%) WPW
Vehicle Weapons:
These use the same skills as Heavy Weapons. I.e. The TL18 gun on the Combat Hovertec is the same as a TL18 Cannon.
Hacknet Skills:
Hacknet Health:
Skill Factors involved: 0.1(10%) INT + 0.3(30%) HCK + 0.6(60%) HLT
Hacknet Stamina:
Skill Factors involved: 0.1(10%) INT + 0.3(30%) HCK + 0.6(60%) END
Hacknet Energy Pool:
Skill Factors involved: 0.1(10%) INT + 0.3(30%) HCK + 0.6(60%) TC
Hacknet Weapon Damage:
Skill Factors involved: 0.1(10%) INT + 0.5(50%) HCK + 0.4(40%) TC
Hacknet Weapon Handling:
Skill Factors involved: 0.1(10%) INT + 0.5(50%) HCK + 0.4(40%) TC
Hacknet Weapon Range:
Skill Factors involved: 0.1(10%) INT + 0.5(50%) HCK + 0.4(40%) TC
Requirement Skill only:
MST: This skill is use as a requirement only and has no effect on the level at which you can use/do anything ingame.
--------------------------------------------------------------------
Guide de compétences Neocron 2
Comment lire ce guide :
Ce guide ne vous montrera pas le niveau que vous devrez atteindre dans chaque compétence pour l'optimiser. Il vise à vous donner une meilleure compréhension des facteurs impliqués dans l'augmentation de votre efficacité dans une compétence donnée, et à vous donner de meilleures bases dans le projet de progression de votre personnage.
Ce guide liste les compétences existantes, et les facteurs impliqués dans l'augmentation de cette compétence.
La meilleure manière d'aborder la question est de considérer qu'il existe un chiffre "caché", que vous pouvez considérer comme le "point de cap". Tous les points que vous dépensez dans une compétence donnée sont ajoutés selon leur influence dans l'augmentation de la compétence.
La première chose que vous remarquerez, c'est que certains facteurs ne totalisent pas 100% (ou 1 point). Par exemple :
Dégâts de mêlée = 0.7(70%)MC + 0.1(10%)STR
Si vous additionnez les deux facteurs, vous arrivez à 0.8, ou 80%, ce qui signifie que si vous dépensez un point dans chacune de ces deux compétences, vous gagnez 0.8 points. Ce décalage est volontaire, ça n'est pas une erreur. Le pourcentage que vous voyez, c'est l'influence de telle ou telle compétence dans l'augmentation de votre efficacité.
Dans l'exemple ci-dessus, vous remarquerz que dépenser un point en MC entraîne le même effet sur l'augmentation des dommages en mêlée que si vous gagniez 7 niveaux de Force.
Tradeskills
Construction:
Facteurs : 0.1(10%) DEX + 0.2(20%) INT + 0.7(70%) CST
Research:
Facteurs: 0.3(30%) INT + 0.7(70%) RES
Repair:
Facteurs: 0.2(20%) DEX + 0.1(10%) INT + 0.7(70%) REP
Recycle:
Facteurs: 0.3(30%) DEX + 0.7(70%) REC
Hacking:
Facteurs: 0.9(90%) HCK + 0.1(10%) RCL
Implant:
Facteurs: 0.2(20%) DEX + 0.3(30%) INT + 0.5(50%) IMP
Barter:
Facteurs: 0.03(3%) INT + 0.35(35%) BRT
Compétences physiques:
Vitese de course:
Facteurs: 0.26(26%) ATH + 0.26(26%) AGL
Saut en hauteur:
Facteurs: 0.15(15%) ATH + 0.15(15%) AGL
Points de vie:
Facteurs: 0.5(50%) HLT + 0.25(25%) CON
Endurance:
Facteurs: 0.6(60%) END + 0.1(10%) CON
Perte d'endurance:
Facteurs: 0.2(20%) ATH + 0.6(60%) END + 0.2(20%) CON
Charge totale:
Facteurs: 0.5(50%) TRA + 0.4(40%) STR
Résistances physiques:
Resist Force/Pierce:
Facteurs: 1.0(100%) FOR
Resist Fire:
Facteurs: 1.0(100%) FIR
Resist Energy:
Facteurs: 1.0(100%) ENR
Resist X-Ray:
Facteurs: 1.0(100%) XRR
Resist Poison:
Facteurs: 1.0(100%) POR
Resist PSI:
Compétence inutilisée !
Compétences de combat:
Dégâts Melee:
Facteurs: 0.7(70%) MC + 0.1(10%) STR
Visée Melee:
Facteurs: 0.2(20%) MC + 0.3(30%) AGL
Manipulation Melee:
Facteurs: 0.3(30%) MC + 0.3(30%) AGL
Dégâts Pistol:
Facteurs: 0.6(60%) PC + 0.4(40%) WEP
Visée Pistol:
Facteurs: 0.2(20%) PC + 0.35(35%) WEP
Fréquence Pistol:
Facteurs: 0.5(50%) PC + 0.3(30%) DEX + 0.2(20%) WEP
Portée Pistol:
Facteurs: 0.35(35%) PC + 0.5(50%) WEP
Manipulation Pistol:
Facteurs: 0.5(50%) PC + 0.3(30%) DEX
Dégâts Rifle:
Facteurs: 0.7(70%) RC + 0.25(25%) WEP
Visée Rifle:
Facteurs: 0.4(40%) RC + 0.6(60%) WEP
Fréquence Rifle:
Facteurs: 0.5(50%) RC + 0.4(40%) DEX
Manipulation Rifle:
Facteurs: 0.4(40%) RC + 0.4(40%) DEX + 0.2(20%) STR
Portée Rifle:
Facteurs: 0.3(30%) RC + 0.5(50%) WEP
Dégâts Heavy:
Facteurs: 0.8(80%) HC + 0.35(35%) WEP
Fréquence Heavy:
Facteurs: 0.5(50%) HC + 0.4(40%) WEP
Manipulation Heavy:
Facteurs: 0.6(60%) HC + 0.35(35%) WEP + 0.35(35%) STR
Portée Heavy:
Facteurs: 0.6(60%) HC + 0.45(45%) WEP
Dégâts Passive PSI:
Facteurs: 0.65(65%) PPU + 0.35(35%) PPW
Portée Passive PSI:
Facteurs: 0.4(40%) PPU + 0.4(40%) PSU
Fréquence Passive PSI:
Facteurs: 0.4(40%) PPU + 0.4(40%)PSU
Dégâts Aggressive PSI:
Facteurs: 0.65(65%) APU + 0.35(35%) PPW
Portée Aggressive PSI:
Facteurs: 0.4(40%) APU + 0.4(40%) PSU
Fréquence Aggressive PSI:
Facteurs: 0.4(40%) APU + 0.4(40%)PSU
Réserve énergie PSI:
Facteurs: 0.65(65%) PPW + 0.1(10%) PSI + 0.15(5%) PSU
Remote Control:
Facteurs: 0.6(60%) RCL + 0.3(30%) WPW
Dégâts drones:
Facteurs: 0.65(65%) RCL + 0.6(60%) WPW
Manipulation drones:
Facteurs: 0.6(60%) RCL + 0.65(65%) WPW
Portée drones:
Facteurs: 0.6(60%) RCL + 0.65(65%) WPW
Compétences Hacknet:
Santé Hacknet:
Facteurs: 0.1(10%) INT + 0.3(30%) HCK + 0.6(60%) HLT
Endurance Hacknet:
Facteurs: 0.1(10%) INT + 0.3(30%) HCK + 0.6(60%) END
Energie Hacknet:
Facteurs: 0.1(10%) INT + 0.3(30%) HCK + 0.6(60%) TC
Dégâts arme Hacknet:
Facteurs: 0.1(10%) INT + 0.5(50%) HCK + 0.4(40%) TC
Manipulation arme Hacknet:
Facteurs: 0.1(10%) INT + 0.5(50%) HCK + 0.4(40%) TC
Portée arme Hacknet:
Facteurs: 0.1(10%) INT + 0.5(50%) HCK + 0.4(40%) TC
Seulement par prérequis:
MST: Cette compétence est utilisée seulement comme prérequis, et n'a aucun effet sur l'efficacité de vos actions en jeu.
Tradeskill Implications - Now is my math right?
I assume that it still takes a Skill Factor equal to twice the TL of the item to cap quality on CST or guarantee RES? The items in the game that have a TL > 100 tend to have quality caps, so effectively the max TL for these purposes may be 100, or maybe 110. Let's use 110. That means that to guarantee success on a CST or RES roll, you need a combined Skill Factor of 220.
CST: The formula counts 10% of your INT and 20% of your DEX so 30 of that 220 is covered, but only if you're a capped spy. Assume CST chips 1, 2, and 3, plus one rare +10 chip, +5 for self-buff, +15 if you can get the faction database item the Constructor Machina Glove. That's a lot off pluses, a total of +60, not even counting any factory outpost bonuses. So you're on your own to cover the remaining 130, or 145 if you can't get the CST glove. Knock 5 off of that if you can get two of the rare CST chips. Result is 5 to 10 points lower than the last estimate of capped skill for an Engineer. Granted, that's 25 to 50 free skill points, but my enthusiasm is muted.
RES: E-parts are 115, right? So that's 230 skill factor. 30% of INT counts, so a maxed spy or monk gets 30 of those points right there. There aren't as many RES implants, so you're going to be doing good to have 25 counting one rare implant, 35 if you can get two, and another 15 if you can get it for the researcher machina glove. So let's figure it at +40 for implants. +4 for self-buff. That's a total of 74 skill factor points without any lab outpost bonus, leaving the RESer to need a raw RES of 156. Lower if you have access to a lab and don't mind the commute, higher if you're a dual CST/RES because the CST implants have minuses to RES.
Can you do both? Assuming no outposts, you'd need 130 CST (225 points) and about 160 RES (475 points), or 700 points even. A capped spy gets 578 INT subskill points, or about 122 points short. So figure RES comes up short by 25, guaranteeing about a 10% failure rate (and therefore 5% breakage rate?) on e-parts, top spells, and top drones. In other words: Yep, still one skill, even if you're willing to completely forgo the combat requirements of WEP and WPW.