Page 1 of 1

Stats and tactics

PostPosted: Wed Oct 08, 2008 6:40 am
by MaP_Prime
So with the reset I've wanted to rebuild my team with a better focus on the tactics their alt modes provide. I was wondering in that case which states line up with the strafe, avoid, ram and repair tactics? I am pretty sure strength goes with ram, and speed with avoid but I am uncertain about the others.

Re: Stats and tactics

PostPosted: Wed Oct 08, 2008 7:18 am
by jazzrules
Firepower goes with strafe, and I believe intelligence goes with repair - however, from what I understand, repair doesn't work well until about level 5 - so investing in repair and intelligence is not worth it at present

Re: Stats and tactics

PostPosted: Wed Oct 08, 2008 5:14 pm
by crossblades
Atm i'm experimenting with:
2 speed, 1 avoid,
1 speed 2 avoid
to see which works best, gonna try 2 of each next upgrade, only got 3 bots on 3 upgrades atm.

also i gave 6 of my bots null ray guns, and 6 swords when they all got one speed upgrade, and it seems the ones with swords are actually earning more xp for me atm after 2 days, but will have to check friday to see where they all ended up.

Re: Stats and tactics

PostPosted: Wed Oct 08, 2008 9:45 pm
by _Anshin_
Crossblades, I would be interested in any raw data you are willing to share with me. I can say you are on the right track. Looking over the data I've been collecting and talking with others, Speed/Strafe works the best for fast xp payoffs.

A 2:1 ratio of Speed:Avoid will Yield a higher payoff than the others. Jazzrules, covered the rest.

As for your weapons information, your information is only partly right. Tammuz claims he knows the math behind this, so he may be the best person to talk to, but I would look at the bots stats as he uses the weapons.

My findings both Pre-Reset, and AR are that flat out the modification rates on there should be looked at with flat stats. The indications along the side (Light, Moderate, Heavy, Devastating, Incredible) are the "roll" ranges as I like to call them. If you look at them as fractional percentages to a base damage roll and then modify them from there you should be able to guesstimate the current (appropriate damage). If you want to use a scale on 1 to 5, swords fall from 1 to 3, and Null Rays from 2 to 3. There are other factors that play into the roll but that should get you started. Disclaimer: Now I must admit this. I have not been playing that long. Perhaps about 2 or 3 months pre-reset up to now. My highest toon was 2 barely and I do alot of experimenting. My math seems to be within a reasonable margin of error though