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Thread: Truth about Skill Color - MUST READ Newbs & Veterans

  1. #1

    Truth about Skill Color - MUST READ Newbs & Veterans

    OK, there is just too much confusion over what skill colors mean. I just cannot stand to hear another Agent/NT/MP whine about how Dark Blue their Body Development is and cannot have enough health to do whatever. The truth is, the colors are almost MEANINGLESS!!!

    Yes, the darker the shade of blue was meant to broadly convey increasing IP cost and dictate how much you could raise per level, i.e. 5, 4 or 3 per level. However, what the colors may not tell you is the maximum you can raise per Title Level cap and this is very important.

    First off, IP cost per point determines those maximums. Press U and bring up your skills. For a level 1 character with no IP spent, all skills besides your base abilities begin at 5. So Assault Rifle to First Aid all defaults to 5. Shift left click on any skill to bring up an information window. A soldier’s Assault Rifle will show 5.0, a NT’s Assault Rifle will show 22.5, etc. Take that number and divide by 5 and you get your IP cost per point which is 1.0 and 4.5 for the Soldier and NT, respectively, for Assault Rifle skill.

    That IP cost tells you how much you will need to spend to raise your skill 1 pt by taking IP cost times current base skill. So to raise it 1 pt for each of the above examples will cost 5.0 and 22.5 respectively, another pt will cost 6.0 and 27.0, another 7.0 and 31.5, etc. Abilities such as Strength, Agility, Stamina, etc. will increase your skills in these areas but will not affect your IP cost or the maximum skill you can raise through IP alone.

    Now why is IP cost per point important? The cost dictates the maximum skill you get per Title Level cap, see the following schedule:

    IP Cost Raise TL1 TL2 TL3 TL4 TL5 TL6
    1.0-1.4 5----- 60 200 360 490 550 600
    1.5-2.4 4----- 50 180 330 450 500 540
    2.5-3.2 4----- 40 160 300 410 450 480
    3.3-4.0 3----- 30 140 270 370 400 420
    4.1-5.0 3----- 20 120 240 330 350 360

    These caps are very important to know. Even if an NT decides to spend all his IP on Assault Rifle he will never ever catch the Soldier in base IP skill thanks to the above caps. The pt per level raise is also deceiving. Take the NT again deciding on using Assault Rifle (4.5 IP) vs. Rifle (4.0), both can be initially raised 3 pts per level. But because of the Title Level caps, the Rifle skill will always be higher than Assault Rifle and adds up to 60 pts by TL6.

    Now is the whining about Body Development justified? Absolutely not! Every class except Adventurer, Enforcer and Soldier is in the 1.5-2.4 range. Yes, IP costs will vary but if you spend your IP wisely and always maximize Body Development every profession (besides the aforementioned 3) will have the EXACT same health, breed differences aside. Thus, an Agent/NT/MP can have as much health as a MA, Fixer, or Trader. And the difference between those with 1.0-1.4 skills is minor, a Solitus Soldier has 30, 60, 90, 120, 150, 180 extra health per Title Level vs. any profession with 1.5-2.4 skills. How about evades, another key skill in PvP? Yep, almost the exact same story with a few exceptions (i.e. the poor Engineer.)

    So please, think and use this information to your advantage and don’t be deceived by unjustified whines about this or that. The caps become especially relevant at high levels when the differences are greater and you might need a very high attack rating to even hit a boss or unique mob or deciding on equipping weapons with high skill reqs like Full Auto.

    Attached below is a table with all the IP cost, good and enjoy the game.

    Skill ------ Adv - Age - Bur - Doc - Enf - Eng - Fix - MA - MP - NT - Sol - Tra
    Body Dev - 1.2 - 2.4 - 2.4 - 2.0 - 1.0 - 2.4 - 1.8 - 1.5 - 2.4 - 2.4 - 1.1 - 2.0
    Nano Pool - 1.6 - 1.2 - 1.4 - 1.0 - 2.0 - 1.8 - 1.6 - 1.6 - 1.0 - 1.0 - 2.0 - 1.2
    MA - 2.8 - 1.6 - 2.8 - 2.0 - 1.6 - 2.8 - 2.8 - 1.0 - 2.8 - 2.8 - 2.0 - 2.0
    Brawl - 2.4 - 2.8 - 3.2 - 2.8 - 1.0 - 2.4 - 1.8 - 1.2 - 2.8 - 2.8 - 2.0 - 2.0
    Dimach - 4.0 - 1.6 - 3.0 - 4.0 - 4.0 - 4.0 - 4.0 - 1.2 - 2.5 - 2.5 - 4.0 - 4.0
    Riposte - 3.2 - 3.0 - 3.2 - 3.2 - 1.2 - 3.2 - 2.4 - 1.0 - 3.2 - 2.4 - 2.4 - 3.2
    Advent - 1.6 - 3.0 - 2.0 - 2.0 - 1.5 - 2.0 - 2.0 - 1.6 - 2.0 - 2.0 - 1.5 - 1.4
    Swim - 1.0 - 1.6 - 2.0 - 2.0 - 2.0 - 2.0 - 2.0 - 1.4 - 2.0 - 2.0 - 1.5 - 1.5
    1HB - 1.5 - 1.6 - 3.2 - 2.4 - 1.0 - 2.4 - 2.5 - 2.5 - 2.6 - 4.0 - 2.5 - 1.8
    1HE - 1.0 - 2.0 - 4.0 - 2.4 - 1.0 - 3.2 - 2.0 - 2.0 - 4.0 - 4.0 - 2.0 - 3.2
    Piercing - 1.5 - 2.5 - 4.0 - 2.4 - 1.0 - 3.2 - 2.5 - 2.0 - 3.2 - 4.0 - 2.5 - 2.5
    2HB - 1.5 - 2.5 - 4.0 - 3.2 - 1.4 - 3.2 - 3.2 - 2.0 - 4.0 - 3.2 - 2.5 - 2.5
    2HE - 1.5 - 2.5 - 4.0 - 3.2 - 1.0 - 3.2 - 2.5 - 2.0 - 2.5 - 2.5 - 2.5 - 2.5
    Melee E - 1.5 - 3.2 - 4.0 - 3.2 - 1.8 - 4.0 - 3.2 - 3.0 - 4.0 - 3.2 - 2.2 - 2.5
    Parry - 1.5 - 1.6 - 3.2 - 2.4 - 1.4 - 4.0 - 2.4 - 1.5 - 4.0 - 3.2 - 2.5 - 2.5
    Sneak - 1.5 - 1.0 - 2.4 - 3.2 - 2.0 - 4.0 - 3.9 - 3.0 - 4.0 - 3.2 - 3.0 - 4.0
    Multi M - 1.4 - 2.5 - 4.0 - 3.2 - 1.0 - 4.0 - 2.5 - 2.5 - 4.0 - 4.0 - 2.0 - 3.2
    Fast Att - 2.0 - 2.5 - 4.0 - 2.4 - 1.5 - 4.0 - 2.5 - 2.0 - 4.0 - 3.2 - 2.4 - 3.0
    Sharp Ob - 1.6 - 1.2 - 3.2 - 3.2 - 1.6 - 3.2 - 2.5 - 1.0 - 3.2 - 2.4 - 1.6 - 2.4
    Grenade - 1.6 - 1.6 - 4.0 - 3.2 - 2.5 - 2.0 - 2.2 - 2.4 - 4.0 - 2.4 - 1.6 - 2.4
    Hvy Wep - 3.0 - 3.0 - 4.0 - 4.0 - 2.5 - 2.0 - 2.5 - 4.0 - 4.0 - 4.0 - 1.0 - 4.0
    Bow - 1.8 - 2.0 - 4.0 - 4.0 - 4.0 - 4.0 - 2.4 - 1.0 - 2.5 - 4.0 - 2.4 - 4.0
    Pistol - 1.0 - 1.8 - 1.6 - 1.6 - 3.0 - 1.5 - 1.6 - 3.5 - 2.4 - 1.6 - 1.0 - 2.0
    AR - 1.6 - 3.0 - 4.0 - 4.0 - 3.5 - 3.0 - 2.8 - 4.0 - 4.0 - 4.5 - 1.0 - 4.0
    SMG - 2.5 - 2.5 - 3.2 - 3.2 - 2.5 - 3.2 - 1.0 - 3.0 - 3.2 - 3.2 - 1.5 - 2.4
    Shotgun - 2.4 - 3.2 - 3.2 - 2.4 - 2.5 - 3.2 - 1.8 - 4.0 - 4.0 - 3.0 - 1.5 - 1.5
    Rifle - 1.7 - 1.3 - 4.0 - 4.0 - 4.0 - 4.0 - 2.0 - 4.0 - 4.0 - 4.0 - 2.0 - 2.8
    RE - 2.4 - 2.5 - 4.0 - 4.0 - 4.0 - 3.0 - 2.5 - 4.0 - 4.0 - 4.0 - 1.0 - 3.0
    Fling - 1.0 - 3.2 - 4.0 - 2.4 - 3.5 - 3.2 - 1.6 - 3.2 - 4.0 - 4.0 - 1.0 - 2.5
    Aimed - 2.2 - 1.1 - 4.0 - 3.2 - 3.5 - 4.0 - 2.5 - 3.0 - 4.0 - 3.2 - 1.8 - 2.5
    Burst - 1.8 - 3.2 - 4.0 - 3.0 - 3.0 - 3.0 - 1.5 - 4.0 - 4.0 - 4.0 - 1.5 - 3.5
    Full Auto - 2.4 - 4.0 - 4.0 - 4.0 - 3.0 - 3.0 - 2.2 - 4.0 - 4.0 - 5.0 - 1.5 - 3.5
    Bow Spec - 1.6 - 2.0 - 4.0 - 4.0 - 2.0 - 3.5 - 2.0 - 1.0 - 2.5 - 4.0 - 2.0 - 4.0
    Multi R - 2.4 - 1.8 - 4.0 - 4.0 - 4.0 - 4.0 - 2.0 - 4.0 - 2.5 - 4.0 - 2.0 - 2.5
    Mele Init - 1.8 - 1.6 - 4.0 - 3.2 - 1.0 - 3.2 - 2.5 - 2.0 - 3.0 - 3.5 - 2.4 - 3.2
    Rang Init - 2.0 - 1.6 - 3.2 - 3.2 - 3.0 - 3.2 - 1.6 - 2.4 - 4.0 - 3.0 - 1.0 - 2.5
    Phys Init - 1.6 - 1.6 - 2.0 - 2.0 - 1.6 - 3.0 - 2.4 - 1.0 - 3.2 - 3.2 - 2.4 - 3.2
    Nano Init - 2.0 - 1.6 - 1.0 - 1.0 - 2.4 - 1.6 - 2.4 - 2.5 - 1.0 - 1.0 - 4.0 - 1.5
    Dodge - 1.6 - 2.1 - 2.4 - 2.4 - 2.0 - 2.5 - 1.0 - 1.0 - 1.6 - 2.4 - 1.5 - 1.9
    Evade - 1.8 - 2.4 - 2.4 - 3.2 - 1.5 - 4.0 - 1.6 - 1.0 - 1.6 - 3.2 - 2.0 - 1.9
    Duck - 1.6 - 1.6 - 2.4 - 2.4 - 2.0 - 2.2 - 1.0 - 1.0 - 2.4 - 2.4 - 1.8 - 1.9
    NR - 2.4 - 1.6 - 1.6 - 1.2 - 2.2 - 1.5 - 1.6 - 1.6 - 1.6 - 1.0 - 2.2 - 1.6
    Run - 1.0 - 1.6 - 2.4 - 2.4 - 2.4 - 2.0 - 1.0 - 1.0 - 2.4 - 2.4 - 2.0 - 1.9
    ME - 1.2 - 1.5 - 1.8 - 2.0 - 2.0 - 1.0 - 1.5 - 2.4 - 2.0 - 2.0 - 2.0 - 1.2
    EE - 1.6 - 2.0 - 2.4 - 1.6 - 1.8 - 1.0 - 1.5 - 3.2 - 2.0 - 1.6 - 2.4 - 1.0
    QFT - 1.6 - 2.0 - 2.4 - 1.6 - 3.2 - 1.0 - 1.5 - 3.2 - 2.4 - 1.6 - 2.4 - 1.2
    WS - 1.6 - 4.0 - 2.5 - 1.5 - 1.5 - 1.0 - 1.3 - 2.4 - 2.5 - 3.2 - 1.5 - 1.0
    PT - 2.4 - 1.6 - 2.4 - 1.0 - 1.6 - 1.5 - 1.5 - 2.4 - 2.0 - 2.4 - 2.0 - 1.0
    NP - 4.0 - 2.4 - 1.6 - 1.6 - 2.4 - 1.2 - 2.0 - 2.4 - 1.0 - 1.0 - 2.0 - 1.3
    CL - 1.6 - 1.6 - 1.0 - 1.0 - 1.6 - 1.3 - 1.0 - 2.0 - 1.0 - 1.0 - 2.0 - 1.5
    Psy - 1.6 - 1.0 - 1.0 - 2.3 - 1.0 - 2.4 - 1.5 - 1.6 - 1.6 - 2.4 - 1.5 - 1.0
    Chem - 1.6 - 1.5 - 2.4 - 2.0 - 1.0 - 1.2 - 2.0 - 2.4 - 2.0 - 2.0 - 2.4 - 1.3
    Tutor - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0
    MM - 1.8 - 1.2 - 1.6 - 1.0 - 2.5 - 1.0 - 2.4 - 2.0 - 1.0 - 1.0 - 2.0 - 1.6
    BM - 1.5 - 1.6 - 1.0 - 1.0 - 2.5 - 2.4 - 3.2 - 1.6 - 1.0 - 1.0 - 2.4 - 1.8
    PM - 1.8 - 1.6 - 1.0 - 1.6 - 2.5 - 2.4 - 2.4 - 2.0 - 1.6 - 1.0 - 2.0 - 1.5
    MC - 1.8 - 1.3 - 1.6 - 1.6 - 2.5 - 1.0 - 2.5 - 2.4 - 1.0 - 1.0 - 2.5 - 1.5
    TS - 1.8 - 2.4 - 1.6 - 1.6 - 2.5 - 1.0 - 3.2 - 1.6 - 1.0 - 1.0 - 3.2 - 1.5
    SI - 1.6 - 1.6 - 1.0 - 1.6 - 2.5 - 2.4 - 2.4 - 1.6 - 1.6 - 1.0 - 2.4 - 1.8
    FA - 1.2 - 2.0 - 2.0 - 1.0 - 1.6 - 2.0 - 1.2 - 1.6 - 2.0 - 2.0 - 2.0 - 1.6
    Treat - 1.0 - 2.0 - 2.0 - 1.0 - 2.0 - 1.6 - 1.2 - 2.0 - 2.0 - 2.0 - 2.0 - 1.6
    Conceal - 1.7 - 1.0 - 2.4 - 2.4 - 2.0 - 3.2 - 1.6 - 1.5 - 2.5 - 2.5 - 2.0 - 1.8
    B&E - 2.0 - 1.5 - 2.0 - 2.0 - 2.0 - 1.6 - 1.0 - 2.0 - 2.4 - 2.5 - 2.0 - 1.8
    Disarm - 1.6 - 2.0 - 2.4 - 2.4 - 2.4 - 1.6 - 1.0 - 2.5 - 2.4 - 2.4 - 2.4 - 2.4
    Percept - 1.6 - 1.0 - 1.6 - 2.4 - 2.4 - 2.4 - 1.0 - 1.6 - 2.4 - 2.4 - 2.4 - 1.3
    Veh Air - 1.0 - 2.4 - 2.0 - 2.4 - 1.6 - 1.6 - 1.0 - 3.0 - 2.5 - 2.4 - 1.6 - 1.3
    Veh Grd - 1.0 - 2.4 - 2.4 - 1.6 - 1.0 - 1.6 - 1.0 - 2.5 - 2.5 - 2.4 - 1.0 - 1.3
    Veh Wat - 1.0 - 2.4 - 2.4 - 2.4 - 1.6 - 1.6 - 1.0 - 2.5 - 2.5 - 2.4 - 1.6 - 1.3
    Map Nav - 1.0 - 1.6 - 2.0 - 1.6 - 1.6 - 1.6 - 2.0 - 2.0 - 2.0 - 1.6 - 1.6 - 1.3
    Last edited by Autocrat/Seraph; Feb 7th, 2003 at 22:48:29.
    Autocratt Atrox Bureaucrat 200
    Current PvP Armor Setup
    Seraphfirst Nanomage MP 175 Current Fire Reflect Armor Setup (67%)

    Suggestions for Revising the Bureaucrat Profession
    1) Charming our own Droids
    2) A fear, and area snare as good as the enforcer's and fixer's
    3) New super short mez nanos and mez nano init changes for PvP
    4) The nuke changes
    5) Highly increased range on speech nanos

  2. #2
    Nice reference post! Thanks for writing it up.

    Here's a question - is it "cheaper" to raise a skill currently at a low level to a new value than to raise that same skill to the new value from a higher "base" (from previous investments)? IOW, does each "proposed" skill point get calculated as the new "base" for the next point, or only the points actually existing as the base at the time you start? (Does that make sense? )

    Thanks!
    Martek
    Last edited by Martek; Feb 7th, 2003 at 19:49:21.

  3. #3
    There is no real difference. The base is recalcuated for every point invested so it makes no difference. EX: a NT, wielding a basic pistol wants to use an energy weapon. the EW skill is still at the base for the class but it takes the same amount of IP to raise it to the needed lvl for the weapon as it would have taken to raise it to the max every level. Hope this helps
    Gaylene 'Lyric' Scheer - Level 30 NT Atlantean
    The Power is in the Music: Sing and Taste the Magic

  4. #4
    Awesome post

    Very informative thk you

  5. #5
    Originally posted by Martek
    Here's a question - is it "cheaper" to raise a skill currently at a low level to a new value than to raise that same skill to the new value from a higher "base" (from previous investments)? IOW, does each "proposed" skill point get calculated as the new "base" for the next point, or only the points actually existing as the base at the time you start?
    I think I know what you are asking and the answer is there is no way to save IP by "playing" the system. Every IP raise is calculated individually.

    Take a level 2 soldier with 1.0 IP cost Assault Rifle skill. If he raises it at level 1 to max, and then again when he hits level 2 vs. raising it to the max only at level 2 there is no IP cost difference.

    Now there are ways to save IP cost by raising abilities vs. the actual skill. (Really only applies when you are squeezed for IP.) Every 4 pts of ability will raise the skill by 1. So let's take Aimed Shot that is 100% Sense based. For say a nanomage MP using a rifle, Aimed Shot cost 4.0 IP per pt and Sense 2.0 IP per pt. After awhile, Aimed Shot becomes real real expensive, i.e. if you raised it to 100, the next pt costs a whopping 400.0 IP. But say his Sense is only 25, raising Sense by 4 pts costs you about 212.0 IP and Aimed Shot is derivatively raised by 1 pt. Not only do you save IP but other skills which are Sense based go up, i.e. Rifle would have gone up theoretically 0.4 pts thanks to Sense, etc.

    One last piece of advice, at low levels you might not believe it but you will eventually raise every ability to the breed maximum one day for the above reasons, even psychic for Atroxes and strength for Nanomages. The derivative skill buff from base abilities is very important at high levels. If you want to save IP, max out your abilities before investing in one-timer skills like Vehicle Air and Map Navigation.
    Last edited by Autocrat/Seraph; Feb 7th, 2003 at 21:43:22.
    Autocratt Atrox Bureaucrat 200
    Current PvP Armor Setup
    Seraphfirst Nanomage MP 175 Current Fire Reflect Armor Setup (67%)

    Suggestions for Revising the Bureaucrat Profession
    1) Charming our own Droids
    2) A fear, and area snare as good as the enforcer's and fixer's
    3) New super short mez nanos and mez nano init changes for PvP
    4) The nuke changes
    5) Highly increased range on speech nanos

  6. #6
    Wow, great post. Could this be made a sticky for awhile? It'll probably take a week or two for the logic and basic math to work its way through my skull.

    Theed

  7. #7
    Nice post!
    I knew how the system worked, but I didn't know the differences in for instance body dev were so small. Thank you for writing all this down.
    Vanguard Mharc. Self-equipper extraordinaire no longer. I'm back!

  8. #8
    Very nice post. Thanks for the info!
    .: Naraya :.

  9. #9

  10. #10
    Originally posted by Isis
    Or use this
    That link is way better than my chart for listing IP cost. But be careful, if you look closely I think you will understand my point about colors being meaningless. For example, Body Dev shows an Enforcer at full green, but MA, Adv and Soldier at the same colors. But I as stated above, Enforcers/Soldier/Adv all get the same title caps and can raise it 5/level whereas the MA is in the same boat as all the other classes and can only raise it 4/level. Those dark blue Body Dev colors for Agent/NT/MP has certainly led many players to think their health is gimped.
    Autocratt Atrox Bureaucrat 200
    Current PvP Armor Setup
    Seraphfirst Nanomage MP 175 Current Fire Reflect Armor Setup (67%)

    Suggestions for Revising the Bureaucrat Profession
    1) Charming our own Droids
    2) A fear, and area snare as good as the enforcer's and fixer's
    3) New super short mez nanos and mez nano init changes for PvP
    4) The nuke changes
    5) Highly increased range on speech nanos

  11. #11

    Thumbs up

    It would be great if more people knew what thye were talking about on this board, obviously youve done a lot of research. Great advice.
    Great post, hope to see others follow suit.
    Jenslove-165
    Born-July 3rd, 2001

    Finally got me a naner suit...

    Account Created - 2001-06-28 03:53:22

    Jenslove is not, has never been, and will never be Ebayed. So stop harrassing me.

  12. #12
    bump for sticky
    Autocratt Atrox Bureaucrat 200
    Current PvP Armor Setup
    Seraphfirst Nanomage MP 175 Current Fire Reflect Armor Setup (67%)

    Suggestions for Revising the Bureaucrat Profession
    1) Charming our own Droids
    2) A fear, and area snare as good as the enforcer's and fixer's
    3) New super short mez nanos and mez nano init changes for PvP
    4) The nuke changes
    5) Highly increased range on speech nanos

  13. #13
    Great post Autocratt Your comments on IP cost and title limits are great and I know I am going to use this as a ref from now on.

    I have one comment on health and class differences though. There is some health and nano that you get solely by leveling and has nothing to do with body dev or stamina etc. The amount of this is determined primarily by class and secondarily by breed.

    As an example, lets look at a nanomage vs atrox NT and enforcer. These numbers are calcuated by the AO skills emulator before the +700 hp/nano for atrox/nanomage are taken into account. Body dev and stamina have not been raised.

    health:
    NT Enforcer
    nanomage 1020 2220
    atrox 1246 2446

    nano:
    NT Enforcer
    nanomage 2236 1036
    atrox 1618 418


    Now with body dev, nano pool, stamina, and psychic maxed in both cases:

    health:
    NT Enforcer
    nanomage 2312 3632
    atrox 3226 4606

    nano:
    NT Enforcer
    nanomage 4390 3010
    atrox 3012 1692

    The NT and Enforcer are at the extreme ends of this difference, but the classes seem to fall into groups with increasing health as follows:

    Lowest: NT, MP, Engie, Doc
    Agent, Adv, Trader, Crat
    Fixer
    Soldier
    Highest: Enforcer, MA

    So it does seem there is a difference in basic hps between the classes. However, this is not as extreme as some may think when playing a class.

  14. #14
    Originally posted by Thelcia
    I have one comment on health and class differences though. There is some health and nano that you get solely by leveling and has nothing to do with body dev or stamina etc. The amount of this is determined primarily by class and secondarily by breed.
    Thanks Thelcia, yes I noticed that health and nano bonus by level since my numbers would never pan out. But I had no clue as to how to figure out nor have I ever seen anyone else mention it until you (yes, thank you!) pointed it out.

    I guess I can take a run at the emulator and figure out which formula it is using.
    Autocratt Atrox Bureaucrat 200
    Current PvP Armor Setup
    Seraphfirst Nanomage MP 175 Current Fire Reflect Armor Setup (67%)

    Suggestions for Revising the Bureaucrat Profession
    1) Charming our own Droids
    2) A fear, and area snare as good as the enforcer's and fixer's
    3) New super short mez nanos and mez nano init changes for PvP
    4) The nuke changes
    5) Highly increased range on speech nanos

  15. #15

    Sticky

    Very informative post, worth a sticky in my book
    If you are Failing to Plan,

    You are Planning to Fail.

  16. #16

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