Difference between revisions of "Skills"

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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.
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 +
== 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 want 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 ===
 
=== Combat Skills ===
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
! Name !! Description !! Max Level
+
! Name !! Description !! Recommended Skill
 
|-
 
|-
| Mobile Suit|| 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 to your accuracy and dodge.|| Example
+
| AMBAC || Chance to Dodge Attacks. || '''130'''
 
|-
 
|-
| Critical|| [Unused]|| Example
+
| Beam Cartridge Weapon || Accuracy when using Beam Weapons. Not including Sniper Rifles. || If Beam Weapon build - '''130''', Otherwise - '''0'''
 
|-
 
|-
| Near Dodge|| [Unused]|| Example
+
| CQB || Attack Power and Accuracy when using beam sabers, swords, axes, and naginata.  30 skill provides double swings. || '''30''' for Double swings, if CQB Build - '''130'''
 
|-
 
|-
| Far Dodge|| [Unused]|| Example
+
| Critical || [Unused]
 
|-
 
|-
| Ranged Engagement|| Accuracy when attacking targets at 700m or more for all Weapons.|| Example
+
| Defense || Chance to Block with Shield || '''40'''
 
|-
 
|-
| Near Engagement|| Accuracy when attacking targets at 700m or less for all Weapons.|| Example
+
| Emergency Repair || Chance for Emergency Repair Kits to succeed || '''130'''
 
|-
 
|-
| Engagement|| Accuracy for all Weapons.|| Example
+
| Engagement || Accuracy for all Weapons. || '''130'''
 
|-
 
|-
| Shooting|| Attack Power and Accuracy with Shooting Weapons. Not Including Sniper Rifles.|| Example
+
| F(ar) Dodge || [Unused]
 
|-
 
|-
| Sniping|| Accuracy and Attack Power of Sniper Rifles || Example
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| Hand to Hand Combat || Attack Power and Accuracy when using Claws and Grapple Melee Weapons. || '''0''', unless Hand to Hand Combat Build - '''130'''
 
|-
 
|-
| CQB|| Description || Example
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| Mobile Suit || 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'''
 
|-
 
|-
| Defence|| Chance to Block with Shield|| Example
+
| N(ear) Dodge || [Unused]
 
|-
 
|-
| Weapon Manupilation|| Rate of fire of weapons. [Unused]|| Example
+
| Near Engagement || [Unused] Accuracy when attacking targets at 700m or less for all Weapons.
 
|-
 
|-
| Hand to Hand Combat|| Attack Power and Accuracy when using Claws and Grapple Melee Weapons.|| Example
+
| Ranged Engagement || [Unused] Accuracy when attacking targets at 700m or more for all Weapons.
 
|-
 
|-
| Tactics|| Attack Power for every weapon.|| Example
+
| Shell-firing Weapon || Accuracy when using shell-firing weapons. Not including Sniper Rifles. || If Shell-Firing Weapon build - '''130''', Otherwise - '''0'''
 
|-
 
|-
| Shell-Firing Weapon|| Accuracy when using Shell Firing Weapons. Not including Sniper Rifles.|| Example
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| Shooting || Attack Power and Accuracy with Shooting Weapons. Not Including Sniper Rifles. || '''130'''
 
|-
 
|-
| Beam Cartridge Weapon|| Accuracy when using Beam Weapons. Not including Sniper Rifles.|| Example
+
| Sniping || Attack Power and Accuracy of sniper rifles. || '''0''' - Unless for Sniper Builds, otherwise - '''130'''
 
|-
 
|-
| AMBAC|| Chance to Dodge Attacks.|| Example
+
| Tactics || Attack Power for every weapon. || '''130'''
 
|-
 
|-
| Emergency Repair|| Chance for Emergency Repair Kits to succeed || Example
+
| Weapon Manipulation || [Unused] Rate of fire of weapons.
 
|}
 
|}
 
Total Skill *800
 
  
 
=== Crafting Skills ===
 
=== 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"
 
{| class="wikitable sortable"
 
|-
 
|-
! Name !! Description !! Max Level
+
! Name !! Description
 
|-
 
|-
| Refinery|| Determines what materials you can produce at the Raw Material Refinery. || Example
+
| Arms Construction|| Determines what Weapons can be produced at the Weapons Factory.
 
|-
 
|-
| MS/MA Construction|| Determines what Mobile suits you can produce at the MS/MA Factory.|| Example
+
| Battleship Construction|| [Unused] - can increase on vehicle craft/dismantle/improvement
 
|-
 
|-
| Arms Construction|| Determines what Weapons can be produced at the Weapons Factory.|| Example
+
| Clothing Manufacturing|| Determines what clothes you can produce at the Tailor.
 
|-
 
|-
| Mining|| Determines the chance to get valuable materials and items from Mining.|| Example
+
| Mining|| Determines the chance to get valuable materials and items from Mining.
 
|-
 
|-
| Clothing Manufacturing|| Determines what clothes you can produce at the Tailor.|| Example
+
| MS MA Construction|| Determines what Mobile suits you can produce at the MS/MA Factory.
 
|-
 
|-
 +
| 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 ===
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== 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"
 
{| class="wikitable sortable"
 
|-
 
|-
! Name !! Description !! Max Level
+
! Name !! Description
 
|-
 
|-
| Strength || Attack power. Affects all types of attacks. || Example
+
| Strength || Attack power. Affects all types of attacks.
 
|-
 
|-
| Spirit || Accuracy, chance to get critical hit and chance to block with shield. || Example
+
| Spirit || Accuracy, chance to get critical hit and chance to block with shield.
 
|-
 
|-
| Luck || Chance to dodge attacks. || Example
+
| Luck || Chance to dodge attacks.
 
|}
 
|}
Total *700 w/o tailor boosts
+
 
 +
== 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 for 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/acc)
 +
 
 +
=== 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]]

Latest revision as of 15:43, 19 February 2023

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 want 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

Name Description Recommended Skill
AMBAC Chance to Dodge Attacks. 130
Beam Cartridge Weapon Accuracy when using Beam Weapons. Not including Sniper Rifles. If Beam Weapon build - 130, Otherwise - 0
CQB Attack Power and Accuracy when using beam sabers, swords, axes, and naginata. 30 skill provides double swings. 30 for Double swings, if CQB Build - 130
Critical [Unused]
Defense Chance to Block with Shield 40
Emergency Repair Chance for Emergency Repair Kits to succeed 130
Engagement Accuracy for all Weapons. 130
F(ar) Dodge [Unused]
Hand to Hand Combat Attack Power and Accuracy when using Claws and Grapple Melee Weapons. 0, unless Hand to Hand Combat Build - 130
Mobile Suit 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
N(ear) Dodge [Unused]
Near Engagement [Unused] Accuracy when attacking targets at 700m or less for all Weapons.
Ranged Engagement [Unused] Accuracy when attacking targets at 700m or more for all Weapons.
Shell-firing Weapon Accuracy when using shell-firing weapons. Not including Sniper Rifles. If Shell-Firing Weapon build - 130, Otherwise - 0
Shooting Attack Power and Accuracy with Shooting Weapons. Not Including Sniper Rifles. 130
Sniping Attack Power and Accuracy of sniper rifles. 0 - Unless for Sniper Builds, otherwise - 130
Tactics Attack Power for every weapon. 130
Weapon Manipulation [Unused] Rate of fire of weapons.

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.

Name Description
Arms Construction Determines what Weapons can be produced at the Weapons Factory.
Battleship Construction [Unused] - can increase on vehicle craft/dismantle/improvement
Clothing Manufacturing Determines what clothes you can produce at the Tailor.
Mining Determines the chance to get valuable materials and items from Mining.
MS MA Construction Determines what Mobile suits you can produce at the MS/MA Factory.
Refinery Determines what materials you can produce at the Raw Material Refinery.

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.

Name Description
Strength Attack power. Affects all types of attacks.
Spirit Accuracy, chance to get critical hit and chance to block with shield.
Luck Chance to dodge attacks.

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 for 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/acc)

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.