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Optimizing The Skill Tree For Assaults.


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#21 Aggravated Assault Mech

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Posted 30 June 2017 - 09:47 PM

View PostH i e u, on 26 June 2017 - 02:43 AM, said:

It is not.
+4mph is good for assault mechs. I usually driving assaults and 5,6 kph is good enough to skill. you can compare to engine upgrading.


Yep, it's equivalent to like 5t or around 25 engine rating.

Maybe it's not a big deal in a Clan mech that's either locked at 64kph+, or has the free tonnage to make a significant engine upgrade, but on mechs normally capped at 48kph stock it's significant. It essentially allows you to take 5t more weaponry on a mech that's otherwise balanced around getting left behind in a Nascar... or alternatively not getting left behind as often.

Additionally, armor hardening is more efficient on a per-point basis except when a mech has structure quirks. It's 20 points to pick up all the SD nodes, but only an additional 12 to pick up AH.

An unquirked 85t mech with 20pts invested into SD is gaining 0.75 hp to their CT per point invested into the tree. The additional 12 points to fill the tree out increase the efficiency to 0.87 hp per skillpoint to the CT, at 1.08 hp per skillpoint into armor hardening. If you're skilling Skeletal Density, it makes overwhelming sense to skill AH as well, unless you're rocking big structural quirks (and IMO, even then).

#22 Void Angel

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Posted 01 July 2017 - 02:29 PM

View PostLMP, on 22 May 2017 - 08:36 AM, said:

I read this in another forum.
"Values change depending on the weight class. Light Mechs get more % than Assaults. A Kodiak (100t) gets a maximum of +25% while a 35t mech gets a maximum of +39%. Makes it more worth investing in the survival tree as a lighter mech." [-Exard3k]

What I'd like to see is a discussion about configuring an assault mechs Skill Tree, what should be used and what shouldn't be to get the best bang for the buck. I know that there is probably no one size fits all solution so you can be mech and utilization specific as well as what would work well for all.

Of course where you spend your points will depend on your intended combat role; a primary brawler needs more durability than an ERPPC sniper, for example. Additionally, the skill tree bonuses stack multiplicatively with +armor/structure bonuses (as opposed to additively, as with torso twisting rates,) so 'mechs with large bonuses to durability will benefit more from the tree, as will 'mechs with good hitboxes.

However - and this is important - many people are misunderstanding the implications of the scaling of these bonuses across the range of tonnages. This used to happen in WoW all the time: sometimes people would think that they got less and less benefit from higher armor class because their damage reduction % rose a little less with each additional armor point. However, this wasn't quite correct, and I suspect a similar misunderstanding here. However, I haven't done the math... So! Since this is a subforum of the New Player section, I shall put my analytical process down on paper for the instruction - or amusement - of all!

The skill tree has ten armor nodes, and ten structure nodes, so let's take some different tonnage points and see what we get.

The Locust gets 26% armor and 41% structure. Since a 20-ton Battlemech has a total (leaving out the head, which many don't max for a Light) of 120 armor and 60 structure. If we multiply these values, we get a total skill tree bonus of 31 armor and 24.6 structure.

And now, the Kodiak! 596 armor and 298 structure. It gains a mere 10/25% bonus to armor/structure, but this still works out to 59.6 armor and 74.5 structure.

Hrm. So a 20-ton Locust gets 52% of the armor and 33% of the structure the Kodiak gets. Of course, it's 20% of the Kodiak's tonnage, too, so this is still an obviously disproportionate amount of armor. Lets factor in some durability quirks. A Locust 1V has a grand total of 16 bonus structure and 24 bonus armor (to various locations.) Meanwhile, the Atlas D-DC has 149 bonus structure from quirks, but no armor. So, going back to our skill tree multipliers of 26/41% and 10/25% respectively, the Locust gets a total durability of 290 (220 base,) while the Atlas' durability comes out to a staggering 1,214 (1,043 base.)

Initial observations:
  • While structure and armor bonus proportions are certainly larger for the smallest as opposed to the largest 'mechs, the actual values of those bonuses are still absolutely higher for a 100-ton Battlemech than for a 20-tonner.
  • Additionally, it's useful to realize that weapon damage bonuses from the skill tree are additive with quirks (5% cooldown quirk +5% cooldown skill = 10% cooldown bonus.) This means that while you're getting tons (haha) of bonus durability, you're getting a max of 12% increased cooldown speed - effectively 12% dps. By comparison, the Locust is getting 32% increased durability, while the D-DC is still getting 16% increase to the best survivability of any Assault in the game.
Now, the next thing to do is actually go through with a spreadsheet and figure out how each tonnage point compares to all the others, but this is too much work for me right now. Happily, however, someone else has Done It For Me! No, no, GMan - Thank YOU. In any case, you can see from the spreadsheet that while the total benefit /node of structure skills increases steadily, armor benefits move along a sort of bell curve, peaking at about 60 tons. This means that if you must choose, it's generally better to go for armor up to about 80-85 tons; the crit protection skills you'll prioritize as intermediate nodes should make up for the relative increase in crit vulnerability (from taking more structure hits before you die.) This is only a general rule, and assumes you have no significant structure/armor quirks - it also assumes you're trying to pick one or the other; frankly, if I plan to take damage, I go for both.

Conclusion: Remember, I set out to examine the proposition that "survival tree is worth more for lighter 'mechs." I think that's only partially true. Certainly, you get more proportional survivability, but you're also starting from a lower point. That Locust is going to get maybe one extra ERPPC volley to a side torso or leg before he goes down; that's useful, but the Atlas is getting more of the same thing. Thus we're back to WoW; the misunderstanding there was people's assumption that "armor is for getting % damage reduction." It seemed reasonable; after all, that's what the stat did, when you moused over it on your character sheet. But this assumption was wrong, because armor's purpose in the game was to increase the amount of time it took to kill you. That's the purpose of Survival skill nodes in this game, and the diminished proportional returns are distracting people from the superior absolute returns for time-to-kill at any reasonable amount of weapons fire - just as the diminishing returns of % damage reduction in WoW distracted people from the linear returns for TtK.

#23 Wintersdark

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Posted 01 July 2017 - 07:22 PM

View PostVoid Angel, on 01 July 2017 - 02:29 PM, said:

  • Additionally, it's useful to realize that weapon damage bonuses from the skill tree are additive with quirks (5% cooldown quirk +5% cooldown skill = 10% cooldown bonus.) This means that while you're getting tons (haha) of bonus durability, you're getting a max of 12% increased cooldown speed - effectively 12% dps. By comparison, the Locust is getting 32% increased durability, while the D-DC is still getting 16% increase to the best survivability of any Assault in the game.



Ooops, I don't want to be That Guy, but this is an important thing to clarify. I realize this is somewhat off topic, but bear with me.

Cooldown bonuses make your weapons cycle faster; they reduce the time it takes for a weapon to cool down by the given percentage. These percentages are indeed addititve, however:

a 50% cooldown increase is NOT a 50% dps increase.

To take it to an extreme to illustrate the point: If you could somehow get a 100% cooldown decrease, you'd get theoretically infinite damage with a PPFLD weapon. This is because the cooldown would be reduced by 100% - all of it - and the weapon would fire continuously.

So, let's take an example:

You have an Autocannon that has a 5 second cycle time and does 20 damage. This leads to 4 dps.

Now lets add cooldown bonuses:


You get a 10% cooldown bonus. Your new cooldown is 5-(5*.10)=4.5. This leads to 4.44 dps - an 11% increase! Curious, but look at how it scales:
20% bonus - Cooldown is 5-(5*.2)=4. 5 dps, a 25% increase over stock, but just a 20% cooldown bonus.
30% bonus - Cooldown is 5-(5*.3)=3.5 5.71dps, a 43% increase for a 30% cooldown bonus
40% bonus - Cooldown is 5-(5*.4)=3 6.67dps! A 66% increase for a 40% cooldown bonus.
50% bonus - Cooldown is 5-(5*.5)=2.5 8dps! Thats a 100% DPS increase for just a 50% cooldown bonus. This makes sense, because you're firing your weapon twice as often.

So, if you have cooldown bonuses already, the weapon cooldown tree becomes much more valuable as the actual DPS increase scales up very rapidly as you stack on more bonuses. You don't really notice the cooldown bonuses nearly as much at low levels, though, because if you just had +10% cooldown bonus you'd only be gaining 11% dps at best, so that's just not too spectacular.

This is why those various mechs that got large cooldown bonuses in the early quirk phases could be so ridiculously powerful.

Edited by Wintersdark, 01 July 2017 - 07:22 PM.


#24 Void Angel

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Posted 02 July 2017 - 01:42 AM

Er, not actually; really, you're only firing half again as fast with a 50% cooldown bonus. Using your formula, 100% cooldown bonus would yield zero dps - and a 150% bonus would yield negative damage. Instead, the formula for cooldown reduction speed should be [BaseCD/(1+BonusCD)]. Thus, a 50% bonus to cooldown speed for your hypothetical autocannon example would yield 5/1.5 = 3.33 cooldown (6dps) while a 100% cooldown bonus would yield 2.5 second cooldown for 8 dps - which now makes sense, because you are firing the weapon 100% (i.e. twice) as fast.

Perhaps ironically, this is another common error people would make in WoW when calculating casting speed bonuses. =)

#25 Wintersdark

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Posted 02 July 2017 - 02:41 AM

View PostVoid Angel, on 02 July 2017 - 01:42 AM, said:

Er, not actually; really, you're only firing half again as fast with a 50% cooldown bonus. Using your formula, 100% cooldown bonus would yield zero dps - and a 150% bonus would yield negative damage. Instead, the formula for cooldown reduction speed should be [BaseCD/(1+BonusCD)]. Thus, a 50% bonus to cooldown speed for your hypothetical autocannon example would yield 5/1.5 = 3.33 cooldown (6dps) while a 100% cooldown bonus would yield 2.5 second cooldown for 8 dps - which now makes sense, because you are firing the weapon 100% (i.e. twice) as fast.

Perhaps ironically, this is another common error people would make in WoW when calculating casting speed bonuses. =)


I can't speak for WoW, but this is how it works here. Cooldown bonuses here are applied as I wrote, with a 100% bonus equalling a zero cooldown time. It SHOULD be as you wrote, but it isn't. I had this discussion with PGI when quirks went live, as I was questioning how damage ramped up and they confirmed it. The rationale for leaving it this way was that it didn't really matter as you'd never reach 100% anyways :/

I totally get what your saying, and I assumed that's how it was intended to be, but ammo usage over time on my Dragon and Wolverine didn't match expected amounts, which lead to more investigation. Unless it's changed since then, anyways, but I'm pretty sure someone would have noticed a sudden dps loss on heavily quirked Mechs.



#26 Cato Phoenix

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Posted 02 July 2017 - 03:29 AM

View PostThrudvangar, on 12 June 2017 - 09:36 PM, said:

From that standard template above... that 10% armor out of the 21 points in survival, for example, is
a bad choose because an assault will get more survivalbility out of the structure quirks. The FEW armor
points for these many nodes are = zero!

Just wanna help, dont waste your points while using "standard" templates. It's not worth it.


That's debateable. You get more 'hit points' out of the survival tree, but those hit points are vulnerable to crits and losing components. I personally think that's a great path he posted if you have AMS and is the most bang for your buck. The minimalist survival investment is just avoiding the additional nodes secondary to the AMS one and getting the right-sided dive to the bottom of the tree for +9% armor and +9% structure.

Assaults are as tricky to skill as the rest of my mechs stable. They generally carry such a large weapons loadout (and are designed to be powerful anchors) that the firepower tree deserves a large investment.

Between survival and mobility, for assaults I -usually- lean more survival, with enough agility nodes to get some anchor turn and torso twist. While the percentages are small, they are able to be felt because anything is welcome when you're that slow.

For walking weapons platforms that just need slow point and shoot, I'll forgo agility for max survival. For gunboats and the nimbler assaults (like an ERPPC warhawk) I'll use primarily mobility. Brawlers are the trickiest - you need to be nimbler in a brawl but extra armor is certainly useful, and I'll go hybrid efficiency mode on both trees.

#27 LMP

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Posted 02 July 2017 - 10:04 AM

After experimenting with the Skill Tree on the Battlemaster, Marauder, Highlander and Supernova I can say that there is no one size fits all solution, every mech is different. On any one mech intended role, play style and load out also require different Skill Tree solutions. My Marauder is the fastest assault I have and it doesn't have any Speed Tweaks enabled at all. My Highlander has all the Speed Tweaks enabled and all but 2 Reinforced Casing and 2 Skeletal Density nodes enabled in Survival so having all the Speed Tweaks enabled doesn't mean you can't have good armor too. The only thing that seems to be somewhat consistent is Firepower, but the weapons used will influence that as well.

Edited by LMP, 02 July 2017 - 10:14 AM.


#28 Void Angel

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Posted 02 July 2017 - 10:25 AM

View PostWintersdark, on 02 July 2017 - 02:41 AM, said:

I can't speak for WoW, but this is how it works here. Cooldown bonuses here are applied as I wrote, with a 100% bonus equalling a zero cooldown time. It SHOULD be as you wrote, but it isn't. I had this discussion with PGI when quirks went live, as I was questioning how damage ramped up and they confirmed it. The rationale for leaving it this way was that it didn't really matter as you'd never reach 100% anyways :/

I totally get what your saying, and I assumed that's how it was intended to be, but ammo usage over time on my Dragon and Wolverine didn't match expected amounts, which lead to more investigation. Unless it's changed since then, anyways, but I'm pretty sure someone would have noticed a sudden dps loss on heavily quirked Mechs.

That's insane. How the frack are you supposed to balance a game around increasing returns?!

Can you find me the conversations? I know it's been a while, but... I really want to see this.

I mean, seriously - it's an industry standard practice! From World of Warcraft to Mass Effect, every game I've played - at least to the depth of theorycrafting - has done this.

#29 Wintersdark

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Posted 03 July 2017 - 02:20 PM

View PostThrudvangar, on 12 June 2017 - 09:36 PM, said:

From that standard template above... that 10% armor out of the 21 points in survival, for example, is
a bad choose because an assault will get more survivalbility out of the structure quirks. The FEW armor
points for these many nodes are = zero!

Just wanna help, dont waste your points while using "standard" templates. It's not worth it.

This is just wrong.

Dude, if you're going to offer advice like this, do the math first.

You understand that mechs have twice the armor in a location as structure, right? Let's say you have 50 armor and 25 structure. You gain 10% structure and 5% armor. Structure gets you 25*.1=2.5 points of structure. 5% armor gets you 50*.05=2.5 points of armor.

I mean, come on! These aren't your typical hidden systems, the mechlab shows armor and structure values now.

An unquirked 65t heavy, for example, has 60/30 armor/structure on its legs, 40/20 arms, 60/30 side torsos, and 84/42 CT.

That same 65t heavy gains 17% armor and 32% structure(note that this is in fact LESS than half the armor value). For it's CT, that means:

60*1.17=70.2 Armor (a gain of 10.2 points of health) and 30*1.32=39.6 structure, a gain of 9.6 points of health.


So, not only is Armor better than structure from the start, but you actually gain more health with the armor nodes than you do with the structure nodes.

#30 Wintersdark

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Posted 03 July 2017 - 02:33 PM

View PostVoid Angel, on 02 July 2017 - 10:25 AM, said:

That's insane. How the frack are you supposed to balance a game around increasing returns?!

Can you find me the conversations? I know it's been a while, but... I really want to see this.

I mean, seriously - it's an industry standard practice! From World of Warcraft to Mass Effect, every game I've played - at least to the depth of theorycrafting - has done this.

Haven't been able to track it down - this was back when the quirks where first released, and I'm not even sure off hand which platform I talked to them about it on - but it's totally testable even today with a mech sporting heavy quirks.

As to industry standard practice and how can you balance with increasing rewards....

Did you even just ask that? Really? You ought to know better =)

You can also see this in Li Song Mechlab's DPS calculations, btw. I don't know if she's updated for the Skill Tree or not, but if you take a HBK-4G in there, with just a AC20, it shows 7.1DPS (with the 25%). Add a 12% cooldown module, and that goes to 8.6DPS. It's quite visible here as you're adding 12% to 25% - so while you'd assume the 12% module just adds 12% dps, it's in fact adding 21% dps to the previous value.

#31 Void Angel

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Posted 06 July 2017 - 12:19 PM

I didn't think you would - the way the forums are organized, and the search engine... I actually have a folder in my bookmarks labeled, "PGI Is Stupid About Info Announcements," which contains things like how laser crits work, and PSR posts.

#32 Wintersdark

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Posted 06 July 2017 - 02:10 PM

View PostVoid Angel, on 06 July 2017 - 12:19 PM, said:

I didn't think you would - the way the forums are organized, and the search engine... I actually have a folder in my bookmarks labeled, "PGI Is Stupid About Info Announcements," which contains things like how laser crits work, and PSR posts.
hell, the very best info dump we ever had was Karl Berg's epic megathread in Off Topic(!!) which was totally full of low level systems discussion... But was also entirely unorganized and largely unsearchable. *Sighs*

You k ow, if there was just one thing I could change about PGI, it would be having them actually release real information about how the game works, up front and open. Hidden game mechanics don't help anybody


#33 Void Angel

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Posted 06 July 2017 - 09:58 PM

I miss "Paging Karl Berg."

And yeah, that's top of my list. The first thing that struck me about the game was that there really wasn't any way to figure out some very basic things without finding some player who did lots of science and testing to it. Things like "how do lasers apply critical hits," or "what does a 3x crit do?" Or "how do heat sinks really work?"

I'm still flabbergasted that they're using increasing returns - it's both counterintuitive and intrinsically unbalanced.

#34 Gibson Ibanez

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Posted 19 July 2017 - 03:44 AM

I had backed off running my Kodiaks after they decoupled agility and engine size because they felt as sluggish as an Atlas without the extra armor so I did an experiment with the new skill tree and my KDK-1(S). I maxed everything in survival except the two ams nodes and took every node in mobility. Now my Kodiak runs and feels like they did before the agility nerf. The rest was spent on radar derp/sensors but I just took one node for seismic. One node for the extra consumable.

To each their own eh?

#35 Wildstreak

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Posted 19 July 2017 - 11:10 AM

Don't see how you can tell given all those Mad Cat MkIIs running around.

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