1. #1
    Father of the Lil Bastard Dirus's Avatar
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    Post 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.
    Last edited by Lupus; 01-03-05 at 06:23.
    Quality in a product or service is not what the supplier puts in. It is what the customer gets out and is willing to pay for. A product is not quality because it is hard to make and costs a lot of money, as manufacturers typically believe. This is incompetence. Customers pay only for what is of use to them and gives them value. Nothing else constitutes quality. - Peter F Drucker.

  2. #2

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    Why are most of the Factors not 100%? And some are even more than 100%!

    And why is the subskill "psi resist" not removed? Every Newbie skills Resist Psi...

  3. #3
    Registered User jernau's Avatar
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    Quote Originally Posted by Maroc
    Why are most of the Factors not 100%? And some are even more than 100%!
    More than 100% = easier to cap / more effective
    Less than 100% = harder to cap / less effective

    It's a way to apply balancing factors accross a whole weapon class.

  4. #4
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    Quote Originally Posted by Maroc
    Why are most of the Factors not 100%? And some are even more than 100%!
    Erm?

    Quote Originally Posted by Lupus
    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.
    avert your eyes a little higher.

    Quote Originally Posted by Maroc
    And why is the fu***ng subskill "psi resist" not removed? Every Newbie skills Resist Psi...
    Fuck knows, it's long over due...unless they actually want it to do something.
    - Genty

  5. #5
    Bitter Old Fart Dribble Joy's Avatar
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    I thought there was going to be other changes to some stuff... or did you change your mind?

  6. #6
    Father of the Lil Bastard Dirus's Avatar
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    Quote Originally Posted by Dribble Joy
    I thought there was going to be other changes to some stuff... or did you change your mind?
    What changes were those? The stuff in my Combat System rework?
    Quality in a product or service is not what the supplier puts in. It is what the customer gets out and is willing to pay for. A product is not quality because it is hard to make and costs a lot of money, as manufacturers typically believe. This is incompetence. Customers pay only for what is of use to them and gives them value. Nothing else constitutes quality. - Peter F Drucker.

  7. #7
    Neocrack addict Sakletare's Avatar
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    Quote Originally Posted by Lupus
    Resist PSI:

    Outdated SubSkill, Do not use!
    Outdated subskill, please remove from the game entirely.

  8. #8
    Tech Haven Network Brammers's Avatar
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    Construction:

    Skill Factors involved: 0.1(10%) DEX + 0.2(20%) INT + 0.7(70%) CST
    Ello thats changed... Didn't that used to be 0.1(10%) DEX + 0.3(30%) INT + 0.7(60%) CST in NC1?

  9. #9
    Neocrack addict Sakletare's Avatar
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    Quote Originally Posted by Brammers
    Ello thats changed... Didn't that used to be 0.1(10%) DEX + 0.3(30%) INT + 0.7(60%) CST in NC1?
    It says "Construction: 0.25(25%) DEX + 0.1(10%) INT + 0.6(60%) CST" in the old thread.

    Edit: Better take that PA off while contructing, the -INT hurts more than the +DEX it gives now.
    Last edited by Sakletare; 11-11-04 at 00:41.

  10. #10
    Tech Haven Network Brammers's Avatar
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    Quote Originally Posted by Sakletare
    It says "Construction: 0.25(25%) DEX + 0.1(10%) INT + 0.6(60%) CST" in the old thread.
    Only 5% out! I swear somewhere else it read 30% oh well.... The change that's got me wondering is the 10% on construct skill alone.

    Current conclusion, construction is a little harder.

  11. #11
    Father of the Lil Bastard Dirus's Avatar
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    Quote Originally Posted by Brammers
    Ello thats changed... Didn't that used to be 0.1(10%) DEX + 0.3(30%) INT + 0.7(60%) CST in NC1?
    It was Construction: 0.25(25%) DEX + 0.1(10%) INT + 0.6(60%) CST in NC1 yes. Not sure when it changed. But it was prior to me adjsting the Combat skills.

    Dex was lowered, INT & CST were raised.
    Quality in a product or service is not what the supplier puts in. It is what the customer gets out and is willing to pay for. A product is not quality because it is hard to make and costs a lot of money, as manufacturers typically believe. This is incompetence. Customers pay only for what is of use to them and gives them value. Nothing else constitutes quality. - Peter F Drucker.

  12. #12
    Tech Haven Network Brammers's Avatar
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    Quote Originally Posted by Lupus
    It was Construction: 0.25(25%) DEX + 0.1(10%) INT + 0.6(60%) CST in NC1 yes. Not sure when it changed. But it was prior to me adjsting the Combat skills.

    Dex was lowered, INT & CST were raised.
    Actually it was my bad, got DEX and INT the wrong way around in my original post.

  13. #13
    Registered User jernau's Avatar
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    Quote Originally Posted by Lupus
    It was Construction: 0.25(25%) DEX + 0.1(10%) INT + 0.6(60%) CST in NC1 yes. Not sure when it changed. But it was prior to me adjsting the Combat skills.

    Dex was lowered, INT & CST were raised.
    What about STR?

  14. #14
    Bitter Old Fart Dribble Joy's Avatar
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    Quote Originally Posted by Lupus
    What changes were those? The stuff in my Combat System rework?
    Erm.. dunno.. the whole WEP and pistol stuff that I thought was.. bad.

  15. #15
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    one question. hitech combat works the same as mst yes? simply a req and not actually worth a hoot
    ______________________________________________________________________________________
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    Where are the people asking for free candy or Double-XP ?

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