View Full Version : Armour, resists and HP
Dribble Joy
03-02-07, 12:05
Spent a little time sorting out the relationships that resists, armour and htl have on damage reduction and hp.
First, Armour and Resists:
http://i81.photobucket.com/albums/j223/Muffdemon/resistsarmour.jpg
Resists are of serious importance now, though keeping them at base 50 or less will be important, that gradient will halve as you start spending more points. Imp selection will be key.
http://i81.photobucket.com/albums/j223/Muffdemon/hphtl.jpg
Line is a little scraggely, due to the way hp tends to fluctuate. Seems we have a good old sweet spot above about 75 htl.
Done at 62 CON.
Jason Parker
05-02-07, 10:39
Nice work.
I totally agree with you. Apart from the tank everyone else should stick with a base resist below 50, and should for the main resistances boost it to 76 at least through Imps or Drugs. Why 76? Well since this is the starting point of the decreasing Resist function there is a jump from 33% to 36% from 75 to 76. (Done same thing as dribble in the first week of Testserver running, which resulted in a pretty detailed Table for the Skills).
Pushing the Skill above 100 can seriously be cosidered as a waste of skill points. At Skill 100 you have 50% reduction via Skill. With PPU shield (as soon as they work) and good armor on you, this should be enough to get anywhere near the Resist Capp in each class.
?? are armor and resist draws inverted ? Thought it was armor values were doing more absorption % than natural resists.
Something that I only just clicked on: Resists work different inside hacknet. (my HN spy has 45 enr/xrr. yet he gets 50% adorbtion from these (unless hack also counts...?)
Burninghead
13-04-07, 16:08
Thanatos said this :
"Furthermore, the hacker has received a special resistance calculation for energy and x-ray (the only damage types in Hacknet) – these calculations are also based on Intelligence and Hacking. We have decided on this solution because a Hacker’s possibilities to skill in the pure subskills are very limited."
In this (http://forum.neocron.com/showpost.php?p=2032153&postcount=1) post.
Dribble Joy
13-04-07, 16:30
One issue with HN, is that you don't have an option between offence and defence, as hacking and int affect both.
Perhaps some other skill could affect xray/energy resist in HN so that imps could be tailored like they are outside.
One issue with HN, is that you don't have an option between offence and defence, as hacking and int affect both.
Perhaps some other skill could affect xray/energy resist in HN so that imps could be tailored like they are outside.
There's no choice in HN full stop. And no imps either. You just use whichever of these you can reach, and have all your int in hack, almost all your dex in TC (some agil) and normally something like a 50/55/50/50 at/hlt/enr/xrr con setup. And thats all there is to it...
http://i81.photobucket.com/albums/j223/Muffdemon/hphtl.jpg
Line is a little scraggely, due to the way hp tends to fluctuate. Seems we have a good old sweet spot above about 75 htl.
Done at 62 CON.
At a tanks capped con, 92 health gives you about 1120.... it seems health is very con oriented now.
Militaryman
13-04-07, 17:08
That's the average for most HN Fullstop Hackers.
Unfortunately there are no implants in there, so it really doesn't matter. Strength and Psi don't raise at all in there and Con raises at a decent rate. Int/Dex are lax in how fast they raise as well.
The combat has been slowed down to the point of stupid, and there are at least 12 bugs that I can think of that currently make HN not viable for too much.
I've made a few posts in the Character Classes section talking about my thoughts. Feel free to look.
Powerpunsh
13-04-07, 23:02
thx dj, i hope its right what u've posted, cause ive loomed my tank a bit. :p
Dribble Joy
14-04-07, 01:05
Data was taken on the 2.2 TS on a PE.
Check some dmg logs to see what you're getting.
Remember that it's not cumulative %s, they act one after each other.
So 50% from armour (which would need something like 220) and 50% from resists (about 100) would not be 100%, but 75% reduction.
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