PaqMan
Fledgling Freddie
- Joined
- Dec 22, 2003
- Messages
- 86
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I am fooling around with a ToA template right now. As sb I have a big 'wish list' in what stats/values I like to cap or increase but its tricky.. I have had great help from Hroft in some areas but I guess I am still uncertain on a final template that i let you who read this give your input.
Consider the below options for a sb with 34CS, 44Weap, 39LA
+11 in CS, 10 energy resist, 60 qui
+0 in CS, 24 energy resist, 76 qui
I think I read somewhere +1 CS raise cap on PA with 9 or so damage so I be missing ~90 damage with no CS in suit. I don't think I be doing only PA's as start so need to balance to fight when PA miss to(as I believe will happen alot due to positions, fumbling, moon phase and so on..) or when someone else jumps me wich will happen more then I want I think.
Then I also read 'somewhere' people running around with energy weapon (or spirit, got 5% on that one 'ouch') just because they know their enemies cut down on those resists.
The qui cap... 60 vs 76 qui? Speed caps out if I got +60 I think(Got only 5% speed ToA bonus yet) but still affects evades, how significant would that be?
Also... I got 23+ str cap but only 40+ hp and 12+ con cap, consider this against 18+ str, 19+ con and 120+ hp. Would the difference in my hp be 1 to 2 hits on me or so?
No rocket science involved but input on caps/resists/skills+ 'needed' and how it affected you, if you play or played SB/infil/NS, in your gameplay vs enemies stealthers and regular enemies would be most welcome. Im not interested in the 'I/he pwned him/me' or 'Do this' with no arguments, just some nice little stories how different setups affected the gameplay for you based on above info.
I havent included all the other ToA bonuses like charges, proc's, AF bonus and so on, hoping what I have will be enough.
// Thank you
I am fooling around with a ToA template right now. As sb I have a big 'wish list' in what stats/values I like to cap or increase but its tricky.. I have had great help from Hroft in some areas but I guess I am still uncertain on a final template that i let you who read this give your input.
Consider the below options for a sb with 34CS, 44Weap, 39LA
+11 in CS, 10 energy resist, 60 qui
+0 in CS, 24 energy resist, 76 qui
I think I read somewhere +1 CS raise cap on PA with 9 or so damage so I be missing ~90 damage with no CS in suit. I don't think I be doing only PA's as start so need to balance to fight when PA miss to(as I believe will happen alot due to positions, fumbling, moon phase and so on..) or when someone else jumps me wich will happen more then I want I think.
Then I also read 'somewhere' people running around with energy weapon (or spirit, got 5% on that one 'ouch') just because they know their enemies cut down on those resists.
The qui cap... 60 vs 76 qui? Speed caps out if I got +60 I think(Got only 5% speed ToA bonus yet) but still affects evades, how significant would that be?
Also... I got 23+ str cap but only 40+ hp and 12+ con cap, consider this against 18+ str, 19+ con and 120+ hp. Would the difference in my hp be 1 to 2 hits on me or so?
No rocket science involved but input on caps/resists/skills+ 'needed' and how it affected you, if you play or played SB/infil/NS, in your gameplay vs enemies stealthers and regular enemies would be most welcome. Im not interested in the 'I/he pwned him/me' or 'Do this' with no arguments, just some nice little stories how different setups affected the gameplay for you based on above info.
I havent included all the other ToA bonuses like charges, proc's, AF bonus and so on, hoping what I have will be enough.
// Thank you