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New Skill Tree Guide


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#1 Nightmare1

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Posted 20 May 2017 - 08:54 AM

Everyone is up in arms over the New Skill Tree with the community seemingly divided down the middle. This pair of videos is the stream from The Brethren Pirates' weekly Training Night. We went through the Skill Tree in great detail with multiple participants.

Please bear in mind that the views and opinions professed in the video are just that; views and opinions. They aren't necessarily representative of the meta or the most efficient skill paths. The skills I picked are ones I wanted for myself personally. The discussion regarding mechanics, UI interface, and resources should all be considered accurate though.

If anyone notices an error, please feel free to point it out constructively.

Many thanks in advance, and please enjoy the videos. I hope they help people understand the new tree and accept it. :)





Edit: One additional note! My broadcasting software glitched while I was streaming, so you may notice a few spots where the videos seems choppy. Please excuse those moments. Thanks!

#2 Nightmare1

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Posted 20 May 2017 - 11:11 AM

The missing audio basically says the following:

Take your 3 seconds of time before you lose target lock.

Target Decay adds 0.7 seconds to that time for each node you unlock.

Radar Derp removes a percentage of the seconds.

If my enemy has 3 nodes of Decay, he will have a total lock-on time of 5.1 seconds after he loses sight of me. If I have 1 node of Radar Derp, then I will remove about 1 second (rounded) from his time. If I have all 5 Radar Derp nodes, then I will remove 100 percent of his lock on time. I believe that is how it works in the new Skill Tree now.

Under the old Tree, Radar Derp was only worth 3 seconds of lock time, while Decay was worth 3.5 seconds. Hence, a Mech with Decay that targeted a Mech with Derp would have 0.5 seconds of lock-on time after losing sight.

If anyone knows better than this, feel free to speak up. We're all learning here. :)

#3 cazidin

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Posted 20 May 2017 - 11:15 AM

I'll have to listen to this later. Did you get a chance to read my abridged or advanced skill tree guide? Might offer additional insight or another perspective on things. Or we may both agree 100%. Either way, cool.

#4 Nightmare1

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Posted 20 May 2017 - 11:24 AM

View Postcazidin, on 20 May 2017 - 11:15 AM, said:

I'll have to listen to this later. Did you get a chance to read my abridged or advanced skill tree guide? Might offer additional insight or another perspective on things. Or we may both agree 100%. Either way, cool.


I was perusing the forums before our Training Night and stumbled across it. I skimmed it quickly, but didn't get to finish before I had to start the event for my Unit. I didn't disagree with anything that I saw though. :)

#5 Nightmare1

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Posted 21 May 2017 - 06:42 AM

A High Explosive Skill write-up:

First off, information on how critical hits work: https://mwomercs.com...-a-brief-guide/

TL,DR: When the armor is gone from your Mech, then your internals/components/structure are all open to incoming damage. These can be "critted." The chance to crit is based on a dice roll. The dice is rolled three times whenever damage is dealt to your internals.

1st Roll @ 25%
2nd Roll @ 14%
3rd Roll @ 3%
No Crit @ 58%

I'll use the AC/10 as an example because it's an easy damage number with which to work.

If you score a single crit, then you deal 10 points of bonus damage to your enemy's internals. For doubles, it's 10-10, and for triples, it's 10-10-10. The reason why I wrote them that way instead of "20" and "30" is because it behaves like three separate rolls.

Now, translate this to SRMs. SRMs deal damage per missile. Each missile has the same crit chances as that single AC/10 round. We'll use the SRM4 as our benchmark. A single launcher deals 8.6 damage, max. That means that each missile deals 2.15 damage.

Let's say that you get a triple crit with a single missile. That's 2.15 damage dealt initially, and then 2.15-2.15-2.15 from the crit rolls. The grand total damage dealt is then 8.6 damage from a single missile, with 6.45 being to a single internal component and the base 2.15 being dealt to the structure. If it destroys the component, then the damage stops being dealt, regardless of how much is leftover (i.e. - it does not transfer to another component).

Now, I said that the base 2.15 is dealt to the structure and the 6.45 is dealt to the component (HS, weapon, ammo, ECM, BAP, etc.). However, a small percentage of that 6.45 (I'm not sure of the exact number) is dealt to the structure health on top of the base 2.15. The formula would look like this:

Damage dealt to structure from a single SRM = 2.15 + (Total crit damage x Percentage)

If all 4 SRMs landed in the same Paper Doll Component, then the total damage dealt would be 8.6 + a percentage of whatever crits were dealt.

Now, let's look at the High Explosive Skill.

High Explosive has two nodes, each worth 7.5% for a total of 15% possible. If you read the tool tip, it states that the skill increases the damage dealt from a critical hit. Let's turn that back on our previous example.

Remember, we had a single SRM score a triple hit. That means that the total crit was 6.45 damage in the form of 2.15-2.15-2.15. If you unlock both of the High Explosive Skills, then that applies a 15% modifier to your triple crit roll. The formula looks like this:

Crit Damage Dealt = [(2.15*0.15)+2.15] + [(2.15*0.15)+2.15] + [(2.15*0.15)+2.15]

...And you never thought you would use match after High School, right? :D

Anyways, the total damage that could be dealt for a triple dice roll, using the formula above, is 7.42, rounded. Note that it's the same as if you simply took the 6.45 and added 15% to it.

This means that, for a single SRM missile with a triple crit, you gain and extra 0.97 points of damage. A single crit would yield 2.47 points of crit damage for a bonus amount of 0.32.

That sounds underwhelming for a skill that costs so many nodes. However, keep in mind that it's real power is in stack.

I have a Timber Wolf with 4x SRM4s. Remember that the chance to roll a single crit is 25% every time. That's one in 4 missiles. If I have 4x SRM4s, then that means a single alpha strike has 16 missiles. If I use Artemis and am close to my target, then most of those missiles will strike the same component. If my enemy already has all three torsos expose, then I'm virtually guaranteed crits. Simply put, out of 16 SRMs, at 25% for a single crit, then that means I am likely going to score 4, single crit rolls. Then there are the second crit rolls to consider. Since second crits have a 14% chance of rolling successfully, I am likely to score at least one, possibly two double crits.

Let's assume I score four single crits and one double crit with a 15% modifier from High Explosives. That means I have the following:

2.15, 2.15, 2.15, 2.15-2.15

The last numbers represent the double crit roll. The High Explosive modifier would change them to be

2.47, 2.47, 2.47, 2.47-2.47

If I sum them to see what the total possible damage dealt would be, then it comes to 12.35.

Compare this to the un-modified crits, and see that the un-modified damage would be 10.75.

That's a difference of 1.6 damage points.

Now, since the crit chance is 25% for every missile, your rolls could be fickle. You may have bad RNG and not score any crits. You may have good RNG and score 8 or 10 crits. For LRMs, considering the massed amounts that can be fired, the stacking damage from the High Explosive Skill can grow very quickly.

So, all that to say, High Explosive is a nice skill to gain a mild damage bonus for your missiles. The more missiles, the greater it stacks and the more potent it becomes. Keep in mind that most components have between 3 and 5 health, with some having additional health. Also bear in mind that a small percentage of your crit damage is transferred to the internal structure health, so High Explosive also bolsters the damage you do against the enemy's remaining hit points, in addition to his individual components.

Whether or not the amount of skill nodes needed to unlock both High Explosive Skills are worth the investment is entirely up to you. I personally don't recommend it unless you have at least four launchers.

Also, as one final thought, keep in mind that Hardened Casing in the Survival Tree can reduce the chance for incoming crits. Just by spending a few points on the right side of the tree, it's pretty easy to pick up about an 8% reduction. You'll have to take that into account when planning on whether to purchase High Explosive or not, since HE does not increase the crit chance; it only increases the damage crits deal.

Hope this helps! :)



...What do y'all think? Accurate? Mistakes?

#6 cazidin

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Posted 21 May 2017 - 07:04 AM

I stand by my original statement that unless SRMS are paired with LBX than you can and should avoid the high explosives skill node and get the 5% missile spread reduction instead. Both with LBX. Sorry but, crits don't win battles usually and SRMs typically deal enough damage to safely ignore them.

#7 Nightmare1

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Posted 21 May 2017 - 07:07 AM

View Postcazidin, on 21 May 2017 - 07:04 AM, said:

I stand by my original statement that unless SRMS are paired with LBX than you can and should avoid the high explosives skill node and get the 5% missile spread reduction instead. Both with LBX. Sorry but, crits don't win battles usually and SRMs typically deal enough damage to safely ignore them.


I'm not really encouraging the use of High Explosive so much as just trying to explain it. There was a guy on Steam who had no idea what it did.

That being said, I tend to agree. You don't see crit damage being very powerful in this game, particularly in the group queue where you face focus fire. However, if someone decides that they do want it, I would recommend they run at least four launchers to capitalize on the stacking damage.

#8 cazidin

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Posted 21 May 2017 - 07:10 AM

View PostNightmare1, on 21 May 2017 - 07:07 AM, said:


I'm not really encouraging the use of High Explosive so much as just trying to explain it. There was a guy on Steam who had no idea what it did.

That being said, I tend to agree. You don't see crit damage being very powerful in this game, particularly in the group queue where you face focus fire. However, if someone decides that they do want it, I would recommend they run at least four launchers to capitalize on the stacking damage.


Why DID PGI go with the 3 tier crit system? I thought that was phased out after the late 90's of RPGs for the simpler, you crit and deal double damage system. Is it strictly related to TT?

#9 Nightmare1

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Posted 21 May 2017 - 07:12 AM

View Postcazidin, on 21 May 2017 - 07:10 AM, said:


Why DID PGI go with the 3 tier crit system? I thought that was phased out after the late 90's of RPGs for the simpler, you crit and deal double damage system. Is it strictly related to TT?


I'm not entirely sure, to be honest. It's pretty confusing. I just tried to educate myself by reading the guides and then testing some of it in game.

#10 Nightmare1

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Posted 21 May 2017 - 06:11 PM

Bump for those that need help with the Skill Tree.

This guide has also been included in my New Player Help Thread here: https://mwomercs.com...ers-start-here/

#11 Nightmare1

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Posted 23 May 2017 - 03:07 PM

Bumping for those that need help.

#12 cazidin

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Posted 23 May 2017 - 03:09 PM

See? I like your post! Posted Image





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