Hyroo wrote:I've taken the Wallbreakers right to the edge of level 1, but I've decided to keep them at level 0 for now so that they can jump into level 1 like champions. I've been playing for a bit now, but there are some things about the stats that I don't understand.
What stat governs weapon damage, or is it determined only by weapon type?
Why do so many weapons have identical visible stats? Is there any difference between a Gun and a Hand-mounted Laser?
At what intelligence level do you unlock Repair? Is it different for each altmode that has a repair ability?
How does armor affect survivability, and how much? Do your bots take less damage, or get hit less often?
Wow. Ok first things first.
A weapons damage is determined by a few stats. First Firepower/Skill (depending upon weapon tree). While the stats may look similar (Heavy, or light to incredible) it is actually determined by a hidden value on the weapon. When you have ranges such as light to incredible that value is a calculated value done by a base * RNG. Strength has also a small play on a weapons damage since Weapon damage is an added damage off of base damage and Strength is a base damage modifier. The damage done for both base and weapon damage is added and then calculated against the armor/endurance value of your opponent and the number rolled for their RNG saving value
INT: Not all repair tactics require INT to start repair. However like firepower is an effect on Strafe, INT has its own purpose. The more INT on repair the more of a chance you have of firing it off. The more points you have in repair the greater repair you will get.
How does armor affect survivability, and how much? Do your bots take less damage, or get hit less often?:
Armor is a damage reducer on basic attacks. This does not include but aids in tactics damage reduction slightly. At lower levels a few tons of Armor can make a huge difference. However as you level up the armor needs to be upgraded to deal with higher base damage. This from what I can tell does have slight amount to do with how often you get hit, but its so small that it can be discounted.
For example if we use a base 10 system and break it down like this. (This is not reflective of the game math, but should give you a basic understanding)
The easiest way to describe damage taken is to think of the old D&D base calculations and damage rolls. First you roll to see if you successfully hit, then you roll to see what your calculated damage is and the opponent rolls to see the calculated damage reduction.
Hope that clears things up for you.