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3,610 bytes added ,  07:06, 19 February 2023
Big overhaul, categorized
A '''skill''' is a measurement of a character's proficiency in a particular discipline, whereas a '''stat''' or status is a measurement of a character attribute. Both are accessed through the Skill window.
 
== Skills overview ==
 
In UCGO skills are separated into two categories, '''Battle''' (18 combat skills) and '''Miscellaneous''' (6 crafting skills). In the UCGOHOST implementation, however, only 12 of the Battle skills are currently able to gain points.
 
The maximum any individual skill can reach is 130.0, with a total of 800.0 points available per character, a limit which includes both combat and crafting skills. Skills increase by 0.5 when some event occurs to increase them (firing a weapon, crafting a vehicle, etc.) with the chance of this increase being based on a variety of formulas that mostly depend on the skill in question. Some events may increase multiple skills at once.
 
The important point to remember is that '''no single character can max out every skill'''. Either you can be mediocre at everything, or (as players generally do) you can specialize. If you enjoy or wants to engage in [[crafting]], then you should devote a character specifically to that, as the 5 functional crafting skills (the 6th gains points but is not currently used) will take 650 points to max out, leaving little room for anything else.
 
=== Combat Skills ===
{| class="wikitable sortable"
! Name !! Description !! Recommended Skill
|-
| Mobile SuitAMBAC || Determines what Mobile Suit you can use. Having insufficient skill will give a penalty to your accuracy and dodge. Having more skill than required will give a bonus Chance to your accuracy and dodgeDodge Attacks.|| '''30130'''
|-
| CriticalBeam Cartridge Weapon || [Unused]Accuracy when using Beam Weapons. Not including Sniper Rifles. || If Beam Weapon build - '''130''', Otherwise - '''0'''
|-
| Near DodgeCQB || [Unused]Attack Power and Accuracy when using beam sabers, swords, axes, and naginata. 30 skill provides double swings. || '''030''' for Double swings, if CQB Build - '''130'''
|-
| Far DodgeCritical || [Unused]|| '''0'''
|-
| Ranged EngagementDefense || Accuracy when attacking targets at 700m or more for all Weapons.Chance to Block with Shield || '''130''' for Sniper builds, otherwise - '''040'''
|-
| Near EngagementEmergency Repair || Accuracy when attacking targets at 700m or less Chance for all Weapons.Emergency Repair Kits to succeed || '''130''' for most builds, Sniper Builds - '''30'''
|-
| Engagement|| Accuracy for all Weapons.|| '''130'''
|-
| ShootingF(ar) Dodge || Attack Power and Accuracy with Shooting Weapons. Not Including Sniper Rifles.|| '''130''' [Unused]
|-
| SnipingHand to Hand Combat || Attack Power and Accuracy when using Claws and Attack Power of Sniper Rifles Grapple Melee Weapons. || '''0''' - Unless for Sniper Builds, otherwise unless Hand to Hand Combat Build - '''130'''
|-
| CQBMobile Suit || Description Determines what Mobile Suit you can use. Insufficient skill penalizes accuracy and dodge. More skill than required gives a bonus to accuracy and dodge. || '''30''' for Double swings, if CQB Build - '''130'''
|-
| DefenceN(ear) Dodge || Chance to Block with Shield|| '''40'''[Unused]
|-
| Weapon ManupilationNear Engagement || Rate of fire of weapons. [Unused]|| '''0'''Accuracy when attacking targets at 700m or less for all Weapons.
|-
| Hand to Hand CombatRanged Engagement || Attack Power and [Unused] Accuracy when using Claws and Grapple Melee attacking targets at 700m or more for all Weapons.|| '''0''', unless Hand to Hand Combat Build - '''130'''
|-
| TacticsShell-firing Weapon || Attack Power for every weaponAccuracy when using shell-firing weapons. Not including Sniper Rifles.|| If Shell-Firing Weapon build - '''130''', Otherwise - '''0'''
|-
| Shell-Firing WeaponShooting || Attack Power and Accuracy when using Shell Firing with Shooting Weapons. Not including Including Sniper Rifles.|| If Shell-Firing Weapon build - '''130''', Otherwise - '''0'''
|-
| Beam Cartridge WeaponSniping || Attack Power and Accuracy when using Beam Weapons. Not including Sniper Riflesof sniper rifles.|| If Beam Weapon build - '''1300'''- Unless for Sniper Builds, Otherwise otherwise - '''0130'''
|-
| AMBACTactics || Chance to Dodge AttacksAttack Power for every weapon.|| '''130'''
|-
| Emergency RepairWeapon Manipulation || Chance for Emergency Repair Kits to succeed || '''130'''[Unused] Rate of fire of weapons.
|}
'''Skill points only for recommendations'''
<br>
Total Skill *800
=== Crafting Skills ===
If your character is a crafter, max all these out (ignoring Battleship Construction). If you're not a crafter, ignore them all. The remaining 150 points can be put in Mobile Suit (so you can move your crafted suits around more easily) and then maybe some combination of AMBAC, Defense, and Emergency Repair - but honestly if you get into actual combat with someone who's specialized for it, you're just going to die. Don't try to fight on a crafter. It won't end well.
{| class="wikitable sortable"
|-
! Name !! Description !! Max Level
|-
| RefineryArms Construction|| Determines what materials you Weapons can produce be produced at the Raw Material RefineryWeapons Factory. || '''130'''
|-
| MS/MA Battleship Construction|| Determines what Mobile suits you [Unused] - can produce at the MSincrease on vehicle craft/dismantle/MA Factory.|| '''130'''improvement
|-
| Arms ConstructionClothing Manufacturing|| Determines what Weapons clothes you can be produced produce at the Weapons FactoryTailor.|| '''130'''
|-
| Mining|| Determines the chance to get valuable materials and items from Mining.|| '''130'''
|-
| Clothing ManufacturingMS MA Construction|| Determines what clothes Mobile suits you can produce at the TailorMS/MA Factory.|| '''130'''
|-
| Refinery|| Determines what materials you can produce at the Raw Material Refinery.
|}
Note: Crafting Skills, and Combat Skills account for the same Total Skill. '''Highly consider creating a separate character solely for Crafting'''
=== Character Skills =Stats ==At character generation you have 170 points to assign to the three stats - strength, spirit, and luck - however you see fit. Just as skills have a cap, so do character stats - 700 points total.
Character stats can be additionally increased beyond this limit by wearing some clothing items created by [[tailoring]].
{| class="wikitable sortable"
|-
! Name !! Description !! Max Level
|-
| Strength || Attack power. Affects all types of attacks. || '''700'''
|-
| Spirit || Accuracy, chance to get critical hit and chance to block with shield. || '''700'''
|-
| Luck || Chance to dodge attacks. || '''700'''
|}
Total == Reallocation ==Once the cap of 800.0 for skills or 700 for stats is reached, you have the opportunity to select a setting for each item (Skill window > Setting button).*An arrow pointing up indicates the skill will continue to earn points, if possible (it will not increase beyond 130.0, or 700 wfor stats).* A horizontal bar indicates the skill will remain at its present setting.* An arrow pointing down indicates the skill will decrease in order to allow other skills to increase.Settings can be selected and changed before the cap is reached; however, they will have no effect and skills/stats will simply increase regardless of setting. == Build suggestions ==The Mobile Suit skill (which is mandatory in any case, at least to some level) is both an offensive and a defensive skill due to its accuracy and dodge bonus for being overskilled for your current MS. === Offense ===The important point with offensive skills is to focus on something and specialize in it, as otherwise you will find your skill points spread very thinly. * '''Universal:''' Engagement (acc), Tactics (atk)* '''Melee:''' CQB (atk/acc, held weapons) -OR- Hand to Hand Combat (atk/acc, hand weapons)* '''Gunner (beam):''' Shooting (atk/acc) + Beam Cartridge Weapon (acc)* '''Gunner (solid):''' Shooting (atk/acc) + Shell-firing Weapon (acc)* '''Sniper:''' Sniping (atk/o tailor boostsacc) === Defense ===There are three purely defensive skills - AMBAC, Defense, and Emergency Repair.* AMBAC is dodge chance, and requires no items or conditions; its bonus will always be active.* Defense is shield block chance, so once you run out of shields this skill becomes useless until you restock.* Emergency Repair is e-rep success chance, but you can only e-rep at 50% damage or greater. [[Category:Game concepts]]
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