1. #1

    Question Understanding skills performance

    (Sorry mod, may you move it to Guides & Questions category ?, though that I was there when posting.)

    Hi all.

    Im a returning player, since the time of the box retail... still have it.

    It's really nice to play NC again, but, Im very confused with some skills perfomance, have searched here and googled about but still not sure, so would like to double check.

    Here is the question, I have a rifle spy, so I rely on weapon lore and rifle skills. But... how many points should I put to max it, I know in the past there was caps, but can you confirm if there is any cap now ?.

    On the other side, more points on weapon lore will mean even better and better aim ?, and, more points on rifle would mean more damage ?.

    Thank you in advance.
    Last edited by drenergetico; 29-11-16 at 21:28. Reason: Bad category, I should sleep more

  2. #2

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    It's been stated that the damage calculation is simplified and changed such that for rifles only DEX mainskill and R-C subskill are factors in the calculation. No cap, but diminishing returns from additional skill points above a certain level. So basically you can just keep adding as many R-C points as possible.

    Frequency is supposedly a static value in the current state, and not influenced by any skills at all.

    All other calculations are supposedly unchanged, so I assume the old skill influence table is still valid for them.

    Old skill influence:

    Lowtech Rifle Combat

    (Damage (100): Base 10 %, R-C 70 %, WEP 20 %) --Now based on DEX and R-C
    Aim Speed (100): Base 20 %, R-C 40 %, WEP 40 %
    Aim Precision (100): Base 20 %, R-C 40 %, WEP 40 %
    (Frequency (100): Base 10 %, R-C 40 %, WEP 50 %) --Now a fixed value, not influenced by skills
    Range (100): Base 10 %, R-C 20 %, WEP 70 %
    Handling (100): Base 10 %, R-C 30 %, WEP 35 %, AGL 25 %

    Hightech Rifle Combat

    (Damage (100): Base 10 %, R-C 70 %, WEP 20 %) --Now based on DEX and R-C
    Aim Speed (110): Base 30 %, R-C 40 %, T-C 20 %, WEP 20 %
    Aim Precision (110): Base 30 %, R-C 40 %, T-C 20 %, WEP 20 %
    (Frequency (100): Base 20 %, R-C 30 %, T-C 30 %, WEP 20 %) --Now a fixed value, not influenced by skills
    Range (100): Base 20 %, R-C 20 %, T-C 30 %, WEP 30 %
    Handling (110): Base 20 %, R-C 30 %, T-C 20 %, WEP 20 %, AGL 20 %

    If this info is incorrect, please correct me.

  3. #3

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    Quote Originally Posted by Noldus View Post
    It's been stated that the damage calculation is simplified and changed such that for rifles only DEX mainskill and R-C subskill are factors in the calculation. No cap, but diminishing returns from additional skill points above a certain level. So basically you can just keep adding as many R-C points as possible.

    Frequency is supposedly a static value in the current state, and not influenced by any skills at all.

    All other calculations are supposedly unchanged, so I assume the old skill influence table is still valid for them.

    Old skill influence:

    Lowtech Rifle Combat

    (Damage (100): Base 10 %, R-C 70 %, WEP 20 %) --Now based on DEX and R-C
    Aim Speed (100): Base 20 %, R-C 40 %, WEP 40 %
    Aim Precision (100): Base 20 %, R-C 40 %, WEP 40 %
    (Frequency (100): Base 10 %, R-C 40 %, WEP 50 %) --Now a fixed value, not influenced by skills
    Range (100): Base 10 %, R-C 20 %, WEP 70 %
    Handling (100): Base 10 %, R-C 30 %, WEP 35 %, AGL 25 %

    Hightech Rifle Combat

    (Damage (100): Base 10 %, R-C 70 %, WEP 20 %) --Now based on DEX and R-C
    Aim Speed (110): Base 30 %, R-C 40 %, T-C 20 %, WEP 20 %
    Aim Precision (110): Base 30 %, R-C 40 %, T-C 20 %, WEP 20 %
    (Frequency (100): Base 20 %, R-C 30 %, T-C 30 %, WEP 20 %) --Now a fixed value, not influenced by skills
    Range (100): Base 20 %, R-C 20 %, T-C 30 %, WEP 30 %
    Handling (110): Base 20 %, R-C 30 %, T-C 20 %, WEP 20 %, AGL 20 %

    If this info is incorrect, please correct me.
    Damage = Mainskill + Subskill
    Frequency Fixed

    Those statements are right.

    For everything else you can trash the old values, the damage is calculated completely different now.

    For the specifics we'd need an answer from NST.

  4. #4
    Registered User Drake6k's Avatar
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  5. #5

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    Thanks for your help guys, as always, really nice community.

    I was quite confused with changes and was not sure what info was correct/updated. You helped me a lot but, let me focus into Noldus answer:

    "No cap, but diminishing returns from additional skill points above a certain level. So basically you can just keep adding as many R-C points as possible."

    Would be of use to know what point are recommended to max every skill just at the point where diminishing returns appear... mmm... devs ?
    Maybe any rifle spy may tell us a recommended RC and WL levels.

    Again, thanks for your help and for answering.

  6. #6

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    Quote Originally Posted by drenergetico View Post
    Thanks for your help guys, as always, really nice community.

    I was quite confused with changes and was not sure what info was correct/updated. You helped me a lot but, let me focus into Noldus answer:

    "No cap, but diminishing returns from additional skill points above a certain level. So basically you can just keep adding as many R-C points as possible."

    Would be of use to know what point are recommended to max every skill just at the point where diminishing returns appear... mmm... devs ?
    Maybe any rifle spy may tell us a recommended RC and WL levels.

    Again, thanks for your help and for answering.
    Depends on TL of weapon, i think to reach 100% on a tl 115 you need something like 119 mainskill 275 subskill?

    You'll have to find it out yourself with testing.

  7. #7

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    Does melee need any weapon lore?

  8. #8
    Registered User nikkon's Avatar
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    Default

    what about hacknet with all the skills changing can we get a link to show what all is needed for each type of combat?
    loose wire- researcher ,live wire - cst, bartmoss- droner/hacker
    , mrs lovitt- rifle spy(wifes char)nikkon-HC tank,

    Clan fury - we have what you need

  9. #9

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    Hacknet seems just to need Hacking and Tech Lore.

  10. #10

    Default

    I am trying to understand this more as a returning player. I see the link Drake6k posted to the THN wiki... is this still correct?

    I was told on the Help channel today that droners WPW is just a req and has no influence, but on the wiki it shows WPW is in the calculations more than just a req:
    Drone Combat (RCL)
    ## Damage (100): Base 10 %, RCL 70 %, T-C 10 %, WPW 10 %
    ## Aim Speed (100): Base 20 %, RCL 40 %, T-C 20 %, WPW 20 %
    ## Aim Precision (100): Base 20 %, RCL 40 %, T-C 20 %, WPW 20 %
    ## Frequency (100): Base 10 %, RCL 30 %, T-C 40 %, WPW 20 %
    ## Range (100): Base 10 %, RCL 20 %, T-C 40 %, WPW 30 %
    ## Handling (100): Base 10 %, RCL 30 %, T-C 30 %, WPW 30 %


    So, what is right? I don't care if the numbers are absolute or not, but it would be nice to know if something was a req or contributed to the weapon.

    Thanks!

  11. #11

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    Quote Originally Posted by hudsonbeck View Post
    I am trying to understand this more as a returning player. I see the link Drake6k posted to the THN wiki... is this still correct?

    I was told on the Help channel today that droners WPW is just a req and has no influence, but on the wiki it shows WPW is in the calculations more than just a req:
    Drone Combat (RCL)
    ## Damage (100): Base 10 %, RCL 70 %, T-C 10 %, WPW 10 %
    ## Aim Speed (100): Base 20 %, RCL 40 %, T-C 20 %, WPW 20 %
    ## Aim Precision (100): Base 20 %, RCL 40 %, T-C 20 %, WPW 20 %
    ## Frequency (100): Base 10 %, RCL 30 %, T-C 40 %, WPW 20 %
    ## Range (100): Base 10 %, RCL 20 %, T-C 40 %, WPW 30 %
    ## Handling (100): Base 10 %, RCL 30 %, T-C 30 %, WPW 30 %


    So, what is right? I don't care if the numbers are absolute or not, but it would be nice to know if something was a req or contributed to the weapon.

    Thanks!
    TH is pre patch and meani gless.

    For damage Cap Mainskill + Subskill. Frequency is fixed.

    Might be that WPW helps with handling. But i would go for 89 and maybe throw the rest into Barter. More pointd are not worth it imo.

  12. #12

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    Through testing on my Tank, there is no difference in damage at 116 STR and 250 H-C than there is with 121 STR and 250 H-C.

  13. #13

    Default

    I was reading and reading about, doing some tests with chips and this is what I realized:

    If you open a weapon, you will see all the stats, have tried to remove chips and imp others, to increase skill points and this is what I get with a TL98 Ray of Good... keep in mind that Im DEX113, with 163 rifle combat, 109 high tech, 150 weapon lore.

    damage.jpg

    Ive marked the damage stat, 74% and it does no goes up, at least, at this point, no matter what I increase (rifle, high tech, weapon lore).

    So, there is any way to max the damage output ?.

  14. #14

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    Quote Originally Posted by drenergetico View Post
    I was reading and reading about, doing some tests with chips and this is what I realized:

    If you open a weapon, you will see all the stats, have tried to remove chips and imp others, to increase skill points and this is what I get with a TL98 Ray of Good... keep in mind that Im DEX113, with 163 rifle combat, 109 high tech, 150 weapon lore.

    damage.jpg

    Ive marked the damage stat, 74% and it does no goes up, at least, at this point, no matter what I increase (rifle, high tech, weapon lore).

    So, there is any way to max the damage output ?.
    T-C and weapon lore don't matter.

    Go for 200 R-C then reopen info (it doesn't refresh) you should see a substantial change.

  15. #15

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    Oh no !!!... it didnt work

    Here are the differences increasing RC upon 3 weapons.

    Silent Hunter:
    Rifle Combat - Damage stat - Real amount
    176 --- 69% --- 498 + 124
    183 --- 72% --- 523 + 130
    192 --- 76% --- 548 + 137
    198 --- 76% --- 548 + 137
    200 --- 76% --- 548 + 137

    Ray of God:
    Rifle Combat - Damage stat - Real amount
    176 --- 78% --- 154 + 44 + 22
    183 --- 82% --- 162 + 46 + 23
    192 --- 86% --- 169 + 48 + 24
    198 --- 86% --- 169 + 48 + 24
    200 --- 86% --- 169 + 48 + 24

    Redeemer
    Rifle Combat - Damage stat - Real amount
    176 --- 73% --- 131 + 32
    183 --- 76% --- 138 + 34
    192 --- 80% --- 145 + 36
    198 --- 80% --- 145 + 36
    200 --- 80% --- 145 + 36

    So, at 192 RC, stats and damage does not increase and of course, stats nor damage are capped... barely 80%. The only improvement is that aiming and range increased too per every RC point, as example, SH moved from 193 to 211 at aiming and 1447 to 1481 range, not much for that amount of points.

    Feel that loomed some stats to raise RC for nothing and now, have allocated points in RC that are not of use, so should loom again, any idea ???.

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