Generally wasteful to exceed this (unless you use pulse) Pulse hard-cap
58k skillpower (29k with 4pc Tactician)
Go for hard cap pulse if you use pulse
Tactician 4-set is strong
25k “free” skillpower converts to a 31% damage boost per team member
How much skillpower is too much?
Skillpower has at least 2 effects on every ability:
Reduces the cooldown of the ability
Increases the effectiveness of the ability
Some abilities such as Smart Cover and Pulse have 3 effects: Smart Cover:
increase damage dealt
reduce damage taken
critical hit damage
Each effect has a different skillpower cap. For Pulse these skillpower caps occur at 42k (crit chance), 52k (cooldown), and 58k (crit damage). If you exceed 42k skillpower this means that additional skillpower is only beneficial for 2/3 of the ability and above 52k only 1/3.
General soft-cap = 44k skillpower (22k with 4pc Tactician)
Here you start reaching the soft-cap on skillpower for many abilities which means that at least one component of the ability is no longer benefitting from additional skillpower.
General hard-cap = 54k skillpower (27k with 4pc Tactician)
At this point the majority of abilities gain no additional benefit from skillpower.
Pulse hard-cap = 58k skillpower (29k with 4pc Tactician)
This is the cap that most people are looking for to maximize the benefit of Pulse for their team. If you are the designated Pulse user then you should ensure that you reach this cap.
Skillpower Cap Chart
The table below shows the caps for some of the most commonly used abilities. One strategy may be to stay below all of the soft-caps so that you never waste any skillpower while some may prefer to reach the hard cap for certain abilities such as Smart Cover and Pulse. You may “waste” some skillpower by pushing up to the 58k skillpower hard-cap on pulse for an extra 5% critical hit damage but it’s important to remember that all 4 team members benefit from that 5%.
The blue dots show where the “cooldown cap” is reached. For example, for First Aid (Overdose) the cooldown cap is reached at 40k skillpower and that cap is 20s as indicated by the text next to the dot. The orange dot is indicating where the “primary effect cap” is reached. For First Aid (Overdose) this means that the strength of the heal is a maximum of 100k hp which occurs at 53k skillpower.
Skillpower Caps for All Abilities
Each version of pulse has the same caps, 40% crit chance, 100% crit damage, and 20 second cooldown; however these caps occur at different levels of skillpower. For example, the skillpower required for the 20 second cooldown on pulse is 48k for None, Scrambler, and Recon Pack but Tactical Scanner requires 51k to reach the 20 second cooldown threshold. The yellow dots represent the “average skillpower” of Effect 1, Effect 2, and Cooldown which is useful for determining the value of the ability. For example, Tactical Scanner has the lowest “average skillpower” which means you are getting the most bang for your buck. All of the pulse versions reach the same cap (40%, 100%, 20s), however Tactical Scanner allows you to reach all 3 caps with the least amount of skillpower.
When you are considering using an ability with a higher “average skillpower” just make sure that you are getting additional utility out of it. For example, Zapper turret does not have the lowest average skillpower but it does provide crowd control and similarly Ammo Cache does not have the lowest average skillpower but it does reduce the cooldowns of your allies in its range.
Posted Aug 19, 16
· Last edited Aug 19, 16by Smiff
Recharger, Trapper and Concealer all scale the same and follow the same max caps:
75% damage reduction
50% damage output increase.
The max cap can be achieved with 53k skill power.
Reduced range: 6.0m
Enemies are pulsed when shot (no benefits from pulse effects save from visbility)
You are hidden from enemy pulses / lose pulse effects (although agents can see smart cover icon)
Range of 8.0m
Enemies USING the trapper cover take more damage and deal less damage (see below)
Reduced duration of 20s
Skill haste / Signature resource gain / Health Regen benefits
Smart Cover Trapper: What exactly are the hidden stats?
If an enemy uses a cover with the trapper smart cover, they will take 20% more damage (represented by a 20% drop in 'all damage resilience' in character stats). Their damage(DPS) will also drop by 10%. From what I have seen this is a base stat and does not scale at all with skill power.
Smart Cover Recharger: What exactly are the hidden stats?
Recharger adds 20% cooldown reduction and a 20% signature resource gain. For reference, signature resource gain is the amount of signature resources you get for killing an enemy and not a flat decreased cooldown on a signature skill. The health regeneration+ is not a flat increase in the health regen stat but instead it kicks in your regen faster when out of combat.
Smart Cover Concealer: What exactly are the hidden stats?
I am not sure what the decrease in threat is, but I have seen that when used, enemy npcs (while in non-aggro state) do not engage until you fire your weapon. This means that you can aim at them even at close range and they are all docile until you shoot them. Once you fire your weapon, there is no change in their behavior.
Smart cover trapper does not double your damage, it actually is only worthwhile if another OPPOSING agent uses it (neutral friendlies only get benefits). If another OPPOSING agent or NPC uses it, then yes you will get a pretty significant damage boost against them. So, to clarify, 50% damage + -20% damage resistance on said user (again they need to use the smart cover for this to happen).
Shooting an enemy smart cover with a flash bang WILL NOT destroy it. This only happens when friendlies do this (bug)
Applying a smart cover trapper over another smart cover WILL NOT disable the smart cover of an opposing team. This actually only offsets the damage reduction / damage increase stats (75%->55% dmg reduction / 50->40% damage increase)
Using a shock turret WILL NOT disable the smart cover buff. Although a person is knocked off of the cover, the 5 second buff remains giving them the chance to go back on the cover before that buff runs out.
Using concealer will not make NPCs prioritize other agents, once an npc is aggro'd it appears to be random who they decide to shoot (assuming all agents are in their line of sight).
Shooting a friendly smart cover with a sticky bomb (any mod) will destroy the smart cover
Shooting a friendly smart cover with a seeker mine (explosive) will destroy the smart cover
Friendly explosive rounds will destroy the smart cover.
Placing the smart cover (not aiming) while in cc status effects may result in skill gray out.
Posted Aug 23, 16
· Last edited Aug 23, 16by Smiff
Now there are certain skills/talents in this game that provide you with with positive resistance (booster shot, smart cover etc.) and the ones that reduce your damage resistance (reckless, trapper smart cover).
The way game calculates total resistance is by assigning values to these skills/talents and just adding them up.
Here is a list of all the talents/skills that work this way.
ADR: All Damage Resilience (Found in Character Tab)
Booster Shot +15% ADR
Smart Cover (Max) +75% ADR
Critical Save (Talent) +40% ADR
On The Move (Talent) +30% ADR
Reckless (Gear Talent) -10% ADR
Trapper Smart Cover (On Hostiles) -20% ADR
Mobile Cover +20% ADR
Survivor Link +80% ADR
Battle Buddy (Talent) +50% ADR
Evasive Action (Talent) +30% ADR
ADR has a cap of 90%.
Now, utilizing this list you can calculate how much damage resilience you would have under certain effects by just adding them up.
There are certain applications of this that you need to watch out for:
Using Booster Shot while on a Max Smart Cover puts you at 90% ADR, making you practically invincible.
Using Reckless chest on a Max Smart Coverdecreases your ADR from 75% to 65%, effectively increasing the damage you take by 40% (25% damage taken > 35% damage taken) and can cause your death.
Trapper gains value the stronger somebodys smart cover is. Using trapper on someone with max smart cover decreases their ADR from 75% to 55%, effectively increasing the damage they take by 80%. (25% damage taken > 45% damage taken).
Trapper gains even more value when somebody is using booster shot with max smart cover. It decreases their ADR from 90% to 70%, effectively increasing the damage they take by 200%(10% damage taken > 30% damage taken). You may argue that 200% of a small number is still a small number but it might allow you to burst them down instead of barely doing any damage.
Utilising max smart cover with the mobile cover will give you 90% ADR at all times and allow you to still get 75% resistance even if you are trappered. This also means that if you use mobile cover + smart cover and your team uses booster shot, you can ALWAYS sit at 90% ADR even if other teams use trapper on you, making it their only choice to try and destroy your mobile cover.
Popping booster shot after using survivor link will increase your ADR from 80% to 90% making you even harder to kill.
Triggering Critical Save while on smart cover will allow you to reach 90% ADR even if you are trappered.
1) Q: Does the Precision Skill (Headshot an enemy to pulse them for 10 seconds) actually apply a pulse?
A: Yes, but only the un-modded version, no your skill power doesn't effect it either.
2) Q: Does the Precision Skill stack with a standard pulse?
A: No, Critical Headshots under the effect of pulse do not increase further with precision, if you are running both you are wasting a talent.
3) Q: Does Smart Cover (Concealment) give the target the pulse effect?
A: Yes, but as with Precision it only gives the un-modded version. No Skill Power
4) Q: If I have concealment or Precision and my teammate uses Pulse, will they stack then?
A: No, pulse overrides all abilities that grant a "bonus" pulse. If you are running these skills and pulse, you are wasting them.
5) Q: What's the best out of these three then?
A: Very dependent upon factors, if you are playing solo, I would personally suggest you go for Smart Cover (Concealment) which gives you two for the price of one.
If you are playing as a team have pulse, but remove any talents or mods that pulse the enemy (if that's it's only effect) for example use either Trapper or Regenerative Smart Cover and use your talent else where.
Got a lot of stuff in your stash and want to prune it a little?
Can't decide whether or not to keep a piece you just picked up, well here is a quick and dirty guide on whether or not to hang on to a Gear Piece.
First, is it part of a gear set you are collecting? Or is it a Gold with a particular High End Talent you have been chasing?
Then apply the 80% rule (i.e. must be in the top 20 percentile to make the cut):
Native Amour: 1,943+
Primary Stat: 1,240+
Major 2: PVE: DTE, PVP: Health or EDR
Native Amour: 971+
Primary Stat: 1,240+
Major 1: PVE: DTE or SP, PVP: SP, CHC or Health
Native Amour: 1,618+
Primary Stat: 1,240+
Native Amour: 1,294+
Primary Stat: 1,240+
Native Amour: 971+
Primary Stat: 1,240+
Major 1: Preferred Primary Weapon Damage
Major 2: CHC
Major 3: CHD
Native Amour: 971+
FSE Stats: 1,240+
If a particular piece meets this hang on to it as it is worth re-rolling
Looking for something specific to finish off that great gear set you're working on?
Well since 1.4, anything can pretty much drop anywhere. What's that I hear you say?
"But that's a lot of variables to manage! and a lot praying to RNGesus!!"
Some "good" news! There is a way to stack some of the odds in your favour. The different Incursions drop specific gear item types, enabling you to focus your farming for a particular item type (and focus your RNGesus praying to just the gear set!):
For Gloves or Masks farm Falcon Lost
For Chest or Holsters farm Clear Sky
For Backpacks or Kneepads farm Dragon’s Nest
Good luck out there agents!!
Posted Jan 19, 17
· Last edited Jan 19, 17by Smiff
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