Post by TRUE EB0LA on Apr 4, 2016 16:23:44 GMT -5
ALL CREDIT FOR THIS GUIDE GOES TO JokerUnique
Like the weapons, the equipment of your agent is the other deciding factor of your general performance in the game. In total you have six equipment-slots, that allow you to put gear on your agent and also define your playstyle. This chapter has a few unknown variables (like the stats of High-End-Gear), I am keeping this more general to explain the basic concept.
Slots:
Like the Weapon-Mods, the different equipment-pieces have also a recognizable theme to them. While Backpack (Skillpower), Knee Pads (Survival) and Vest (Protective stats) were already confirmed in one of the podcasts, the others are not that difficult to guess: The Holster focuses heavily on Character Attribute buffs and with purple rarity can have buffs to all three Character Attributes. Gloves focus more on weapon damage while the Gas Mask appears to have a health theme to it, because many stats revolve around health boosts.
Level / Rarities
Like the weapons, the equipment has also levels and rarities that decide on one hand, if you can equip the item (same or lower as your current level) and what quality the equipment has:
Each equipment-piece has also a lot of random attributes to it:
Armor
Each gear-piece gives the agent defensive armor, that protects him against enemy attacks. When you add all of the armor values together, you have your total Damage Mitigation against Weapon Damage. As explained in the Character Progression – when you have 25% Damage Mitigation you will only get hit by 75% of the incoming damage. That is especially important for tank characters, that are often in the crossfire.
Character Attributes
Each Item buffs one or more of the Character Attributes (Firearm / Stamina / Electronics) and this is also the most deciding factor if an equipment piece fits your character or not. Because, depending on your role of choice, there is no advantage to equip an item that pushes Firearm, when you need (for example) a higher skill-power from Electronics to heal your group. While you are leveling, this is maybe not that important, but when you enter endgame and really want to max out your role, it is essential to equip only the gear, that benefits your role and supports what you are doing in the group.
Gear Attributes
Each equipment item can have zero or more attributes that give your agent buffs that vary from weapon-damage to more XP or even health regeneration. Depending on the rarity of the item, there can be zero or quite a lot. The Attributes are structured in Major and Minor attributes – Minor are usually defensive or passive bonuses while Major are usually offensive attributes.
The Skill-Attributes on the gear helps you to boost one specific Skill that you could be using. (like Sticky Bomb does more damage or Turret has more health). This is just another attribute, that will help you max out your agent in Endgame.
This is a collection of the Major and Minor attributes, that I´ve encountered in the betas categorized by gear item:
Gas Mask (Gear-Mod-Slots)(health)
Major Attributes
Minor Attributes
Holster (Character Attribute Buff)
Major Attributes
Gloves (Damage)
Major Attributes
Backpack (Gear-Mod-Slots) (Skillpower bonus)
Backpack Capacity
Major Attributes
Minor Attributes
Vest (Gear-Mod-Slots) (Protective stats)
Major Attributes
Minor Attributes
Knee Pads (Survival)
Major Attributes
Minor Attributes
Gear Mods
Your Equipped gear pieces can be modded. Go to your inventory, select a gear piece with a gear mod slot and press x (F) to mod it. Gear mods can improve your Character Attributes (Firearm, Stamina Electronics) and Skills. They can be found as loot, acquired at vendors or crafted. The Gear Mods will be essential in Endgame to either push those Character Attributes you did not get from the equipment or push existing even further. Since the Gear-Mods were not available in the Betas, this list is based on Press-Footage and is far from complete.
Integrated Performance Mod
Improved Electronics Mod
Improved Firearms Mod
Improved Stamina Mod
Maintenance
The equipment will not degrade, so you don’t need to repair your gear.
Inventory
The Inventory is the deciding factor how many gear/weapon items you can carry. This value can be increased with a Perk (Inventory) that can be unlocked with the Control Room expansion of the Base of Operations and with a better backpack.
Pro-Tip: When you want to save inventory slots – equip the mods you are carrying around.
Additional items at your disposal:
But weapons and gear is only one aspect of the Equipment, there is also a whole selection of consumables that can be found in the loot-crates or looted from enemies.
Grenades +1 Grenade slot from Perks
The grenades are on one hand an additional tool to dish out damage, but they can also be used very tactically against enemies. On one hand they can add Status Effects like Bleed or Burn, but can also be used to cancel/block activated Skills.
This is the full list of grenades we have at our disposal:
But how do we use these grenades, here is a good explanation from Boomslangg:
Consumables
The Consumables are very tactical items that can give you important buffs in the right situations or save you in others. Canned Food for example increases healing, Soda reduces Skill-Cooldowns and Water increases damage against elite enemies. But one of the most important defensive consumable is the Energy Bar, because it removes all negative Status Effects on the player. Each consumable has also a cooldown, so you won´t be able to spam it.
While the Consumables above are more tactical nature, the Special Ammo is a pure DPS buff that can safe you in tricky situations. Special ammo has also a cooldown, so you won´t be able to spam it.
Status Effects
The last topic of this chapter are the different Status Effects. This can be applied to mobs or other players and can give you the few seconds you need to kill an enemy or to disappear.
SOURCE
Like the weapons, the equipment of your agent is the other deciding factor of your general performance in the game. In total you have six equipment-slots, that allow you to put gear on your agent and also define your playstyle. This chapter has a few unknown variables (like the stats of High-End-Gear), I am keeping this more general to explain the basic concept.
Slots:
- Body Armor (Protective stats)
- Gloves (Damage)
- Holster (Character Attribute Buff)
- Knee Pads (Survival)
- Backpack (Skillpower)
- Gas Mask (Health)
Like the Weapon-Mods, the different equipment-pieces have also a recognizable theme to them. While Backpack (Skillpower), Knee Pads (Survival) and Vest (Protective stats) were already confirmed in one of the podcasts, the others are not that difficult to guess: The Holster focuses heavily on Character Attribute buffs and with purple rarity can have buffs to all three Character Attributes. Gloves focus more on weapon damage while the Gas Mask appears to have a health theme to it, because many stats revolve around health boosts.
Level / Rarities
Like the weapons, the equipment has also levels and rarities that decide on one hand, if you can equip the item (same or lower as your current level) and what quality the equipment has:
- white – worn – 0 mods
- green - standard - 0 mods
- blue - specialized - 1 Gear-Mod-Slot
- purple - Superior - 2 Gear-Mod-Slot
- orange - High-End - ? Gear-Mod-Slot
Each equipment-piece has also a lot of random attributes to it:
- Armor
- Character Attribute (Firearm, Stamina, Electronics)
- Attributes (Major and Minor stats)
- Gear-Mod-Slots.
Armor
Each gear-piece gives the agent defensive armor, that protects him against enemy attacks. When you add all of the armor values together, you have your total Damage Mitigation against Weapon Damage. As explained in the Character Progression – when you have 25% Damage Mitigation you will only get hit by 75% of the incoming damage. That is especially important for tank characters, that are often in the crossfire.
Character Attributes
Each Item buffs one or more of the Character Attributes (Firearm / Stamina / Electronics) and this is also the most deciding factor if an equipment piece fits your character or not. Because, depending on your role of choice, there is no advantage to equip an item that pushes Firearm, when you need (for example) a higher skill-power from Electronics to heal your group. While you are leveling, this is maybe not that important, but when you enter endgame and really want to max out your role, it is essential to equip only the gear, that benefits your role and supports what you are doing in the group.
Gear Attributes
Each equipment item can have zero or more attributes that give your agent buffs that vary from weapon-damage to more XP or even health regeneration. Depending on the rarity of the item, there can be zero or quite a lot. The Attributes are structured in Major and Minor attributes – Minor are usually defensive or passive bonuses while Major are usually offensive attributes.
The Skill-Attributes on the gear helps you to boost one specific Skill that you could be using. (like Sticky Bomb does more damage or Turret has more health). This is just another attribute, that will help you max out your agent in Endgame.
This is a collection of the Major and Minor attributes, that I´ve encountered in the betas categorized by gear item:
Gas Mask (Gear-Mod-Slots)(health)
Major Attributes
- Armor
- Critical Hit Chance
- Critical Hit Damage
- Enemy Armor Damage
- Health
- Health boost
- Health on Kill
- Skill Power
Minor Attributes
- Blind/Deaf Resistance
- Burn Resistance
- Disorient Resistance
- Increases Kill XP
- Scavenging
Holster (Character Attribute Buff)
- Character Attribute Buffs (1-3)
Major Attributes
- 1 Mod Slot
- Armor
- Pistol Damage
Gloves (Damage)
Major Attributes
- Assault rifle damage
- Critical Hit chance
- Critical Hit Damage
- Health on Kill
- LMG Damage
- Marksman Rifle Damage
- Pistol Damage
- Shotgun Damage
- Shotgun Damage
- SMG Damage
Backpack (Gear-Mod-Slots) (Skillpower bonus)
Backpack Capacity
Major Attributes
- Armor
- Critical Hit Damage
- Skill Haste
- Skill Power
Minor Attributes
- Ammo Capacity
- Bleed Resistance
- Burn Resistance
- Disrupt Resistance
- Protection From Elites
Vest (Gear-Mod-Slots) (Protective stats)
Major Attributes
- Armor
- Exotic Damage resistance
- Health on Kill
Minor Attributes
- Ammo Capacity
- Increased Kill XP
Knee Pads (Survival)
Major Attributes
- Armor
- Critical Hit damage
- Damage to Elites
- Enemy Armor Damage
- Exotic Damage Resilience
- Health
- Scavenging
Minor Attributes
- Bleed Resistance
- Blind/Deaf Resistance
- Burn Resistance
- Disorient Resistance
- Disrupt Resistance
- Increased Kill XP
- Scavenging
- Shock Resistance
Gear Mods
Your Equipped gear pieces can be modded. Go to your inventory, select a gear piece with a gear mod slot and press x (F) to mod it. Gear mods can improve your Character Attributes (Firearm, Stamina Electronics) and Skills. They can be found as loot, acquired at vendors or crafted. The Gear Mods will be essential in Endgame to either push those Character Attributes you did not get from the equipment or push existing even further. Since the Gear-Mods were not available in the Betas, this list is based on Press-Footage and is far from complete.
Integrated Performance Mod
- +1% Disrupt Resistance
- +4.50% Seeker Mine health
Improved Electronics Mod
- Plus 39 Electronics
- Blind/Deaf Resistance
Improved Firearms Mod
- Plus 35 Firearms
- 2% Blind/Deaf Resistance
Improved Stamina Mod
- Plus ? Stamina
- ?
Maintenance
The equipment will not degrade, so you don’t need to repair your gear.
Inventory
The Inventory is the deciding factor how many gear/weapon items you can carry. This value can be increased with a Perk (Inventory) that can be unlocked with the Control Room expansion of the Base of Operations and with a better backpack.
Pro-Tip: When you want to save inventory slots – equip the mods you are carrying around.
Additional items at your disposal:
But weapons and gear is only one aspect of the Equipment, there is also a whole selection of consumables that can be found in the loot-crates or looted from enemies.
Grenades +1 Grenade slot from Perks
The grenades are on one hand an additional tool to dish out damage, but they can also be used very tactically against enemies. On one hand they can add Status Effects like Bleed or Burn, but can also be used to cancel/block activated Skills.
This is the full list of grenades we have at our disposal:
- EMP Grenade (1)
Destroys any active skills caught in the blast. Prevent affected enemies from deploying any new skills for a period of time - Flashbang Grenades (1)
Make Blind-Deaf which will temporarily impair the vision and hearing of any enemy caught in the blast - Fragmentation Grenades (3)
Deal high damage and have a chance to apply Bleed - no health regeneration - Incendiary Grenades (1)
Release fire on detonation - has a chance to apply Burn to any enemy caught in the blast. Burn will drain an enemy´s health over time - Shock Grenades (1)
Applies Shock which will temporarily paralyze any enemy caught in the blast radius and also deals damage - Tear Gas Grenades (1)
Applies Disoriented which will temporarily impair the vision as well as the accuracy of any enemy caught in the blast
But how do we use these grenades, here is a good explanation from Boomslangg:
Consumables
The Consumables are very tactical items that can give you important buffs in the right situations or save you in others. Canned Food for example increases healing, Soda reduces Skill-Cooldowns and Water increases damage against elite enemies. But one of the most important defensive consumable is the Energy Bar, because it removes all negative Status Effects on the player. Each consumable has also a cooldown, so you won´t be able to spam it.
- Canned Food (3)
Increases healing effects on player by 40%. Effect lasts for 30s. - Energy Bar (3)
Instantly removes all negative Status Effects on the player and protects the player from all Status Effects for 5s. - Water (3)
Increases all damage dealt to elite enemies by 20%. Effect lasts for 30s. - Soda (3)
Reduces all cooldowns on skills by 30%. Effect lasts for 30s.
While the Consumables above are more tactical nature, the Special Ammo is a pure DPS buff that can safe you in tricky situations. Special ammo has also a cooldown, so you won´t be able to spam it.
- Incendiary Bullets (3)
Chance to light target on fire. Effect lasts for 30s - Explosive Bullets (3)
Deals area of effect damage.
Status Effects
The last topic of this chapter are the different Status Effects. This can be applied to mobs or other players and can give you the few seconds you need to kill an enemy or to disappear.
- Disorient (tear gas grenade)
impair the vision as well as the accuracy of any enemy caught in the blast - Bleeding (Fragmentation Grendade)
no health regeneration - Blind-Deaf (Flashbang grenade, Flashbang-Mod from Sticky Grenade Skill)
temporarily impair the vision and hearing of any enemy caught in the blast - Burn
Burn will drain an enemy´s health over time - Shocked (turret mod and shock grenade)
Will temporarily paralyze any enemy caught in the blast radius and also deals damage Disrupted (EMP grenade)
Prevent affected enemies from deploying any new skills for a period of time
SOURCE