April 22, 2008

Builds

As I mentioned earlier, the builds in Age of Armor do not depend on the player's stats, but on the armor part's stats. This gives any player the ability to use any build. Here is a list of a few builds.

NOTE:
Its recommended to include Cash Shop perma Wings & r19 purple set parts in all builds. If a build already specifies a jetpack type, you can then transfer the stats from that jetpack to the Cash Shop wings, through the Parts Composing Provider NPC. Also, armor resistance build is pretty much a must, so make sure to have one, apart from any other build you may want to make.

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Armor/Energy Shield Resistance:

This build focuses on resistance, which lowers the damage you receive. Armor resistance is ultimately a must for all 3 races, but Neo Humans may require a bit more funding, due to their lower base armor durability.
The obvious advantage in this build is its tanking capabilities, although at the expense of a decreased firepower. Here is a chart that shows the damage reduction ratio, credits for the info go to Alucius:

1-75 AR/ESR: 1 Res = 1% damage reduction --------->75R=75%
76-120
AR/ESR: 5 Res = 1% damage reduction ------>80R=76%, 120R=84%
121-160
AR/ESR: 8 Res = 1% damage reduction----->128R=85%. 160R= 89% 161-244 AR/ESR: 12 Res = 1% damage reduction---->172R=90%, 244R=96%
244-294
AR/ESR: 24 Res = 1% damage reduction---->292R=98%

This build uses:
Head:
- rank 2+4 ar/esr head (Anillas Guard Officers, Logu Path Assault Commanders)
- rank 1+2 ar/esr, same as above, but harder to find (Domier Skywalkers, Headman of Darlon in Osider, random lvl 1-4 mobs in Domier & Osider).
Body:
- rank 1+2 ar/esr body (Dommier Guard Commanders, Pontiff of Darlon in Osider)
Arms:
- rank 2+35% hp arms (Dommier Annihilators, Osider Assaults)
- rank 3+4 ar/esr arms (lvl 19 Cargemiller Floater, Soer Cleaners, recommended for full ar/esr)
- rank 17/18 purple arms (they have both hp and huge amounts of dur, dropped by spaceship-like bosses in Luke and some bosses in FB45, temporal use only)
- r1+2 ar/esr arms, hard to find (regular lvl 1-5 mobs in Domier & Osider).
Legs:
- rank 4+6 ar/esr legs (Cargemiller Fury - special version, Soer Gunnery Commanders)
- rank 1+2 ar/esr legs, hard to find (regular lvl 1-5 mobs in Domier & Osider)
- rank 17/18 purple legs (they have both hp and huge amounts of dur, dropped by some bosses in FB45, temporal use only)
Cabin:
- rank 9+10 ar cabin (quest item only for enhanceds, temporal use only)
- anything with large amounts of dur (there are many of these, dropped in Andrew, Shadon, Luke, etc, all for temporal use only)
------ purple rank 17/18 cabins dropped by the north west boss in luke (they have large amounts of durability, temporal use)
------ purple rank 17 cabin, +10 armor res & +50%, dropped by FB40's King Kong.
------ purple rank 19 set cabins +60%hp & +10 resistance, obtainable from tb2 & FB50 I believe.
Core:
- rank 5+20 esr core (quest item in Domier/Yeaslis, only recommended for esr builds, temp use)
- rank 7+10 ar core (quest item, temp use)
- rank 10+10 ar/esr core (Sanbuick Lair Monster King, South Ironophila Maggot King - credits for Mars version go to airstrife, temp use)
- rank 15 purple core, +10 armor res and +50% armor dur, dropped by a boss in FB45.
- rank 16 purple core, +12 armor res and +60% armor dur, dropped by a boss in FB40.
- rank 17 purple core, +15 armor res and +75% armor dur, dropped by last boss in FB35 and one in FB45.
- rank 19 set purple core, 80% hp & 15 res, obtainable from tb2 & FB50 I believe.
Engine:
- rank 7+4 ar/esr engine (Alcaleph, FB15 - Exotic Planet)
- rank 8/9+8 ar/esr engine, hard to find (Dracula/"Dragola", FB20)
Jetpack:
- +1k ar dur jetpack for nats & enh, +500 ar dur for neos, I think fb40. These jetpacks are rather useless endgame anyways, since you will have so much dur, that 1k wont make a difference. I believe the dual lock ones may be a better choice.

At rank 15 or so, depending on which ones you use, these parts in total should add at least +85 base res (20 body, 20 leg, 20 head, 15 engine, 10/20 core) which basically will cancel out ~76% of the damage your armor/es receives. This build is a must at high lvls and endgame pvp/instances.

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Interval build:

This build used to have the highest dps in game, at the price of a very low survivability. Basically a glass cannon (glass machinegun, actually). Its also a bit expensive to use, it consumes much more ammo and batteries than all other builds (ranked guns consume A LOT of energy per regular shot).
In AoA, different weapon kinds have different re-attack speeds. This is called interval, and ranges from 1200 ms - milliseconds (talons) to 4500 ms (2 handed particle cannons). Skill chips, also modify the interval of the weapon when activated, generally making it slower (to compensate for the added damage, range, etc).
There are several armor parts, most of which cant be reconfigured, that also modify the weapon's interval, but lowering it, and thus making the weapon attack faster. This does not affect skill chips whatsoever though, since their interval modifiers completely ignore changes done by armor parts.
For example, lets picture a 2 handed laser (2400 ms interval), using armor parts that give it -50% interval, and a Brash 1 skill chip (Brash 1 = 140% interval time). Since interval armor parts only affect regular shots, a regular shot will be done in 1200 ms (50% of 2400), while a shot with Brash 1 will still take 3360 ms. Basically, in this example a normal shot can be fired almost 3 times in the amount of time it takes to do 1 Brash shot.
The build uses:
Head:
- rank 12 -20% interval head (quest item in an Ice Planet chain quest, not reconfigurable)
Body:
- rank 1+2 res body (same as res build)
- rank 15+4 critical body (the one used in critical builds, explained below)
Arms:
- rank 1 -15% interval arms, better for enhanceds and neos (Domier Commander Ships & Osider Commander Ships)
- rank 7 -25% interval arms, only available for nat humans (cant remember whether its dropped by Abnormal Crust Beast boss in Exotic Planet, or if its a quest reward)
- rank 17 -30% interval arms, all races, recommended due to its higher base dur & it reaches cap by endgame anyways as well (dropped by the spaceship-like bosses in Luke)
Legs:
- rank 7 purple legs, +50% hp & -10% interval (Flower Bud boss, Exotic Planet)
- since -10% may not be a lot, you can go with the r7 +50% hp or r8 + 55% hp legs dropped by the same boss, and which are reconfigurable
Cabin:
- rank 9 -20% int cabin, quest item only for neos, temporal item
- rank ~13 -10% int cabins, dropped by one of the assaults in Shadon (the one standing in the platform near the East warp zone I think)
- same cabin as resistance build, or critical build (explained below)
Core:
- same core as res build or critical build (explained below)
- any rank -10% interval cores, there are many types of these, lowest being rank 7, dropped by first boss in exotic planet, there are also r11 and 12 versions dropped by bosses in Shadon, one is purple and has +14 shoot range as well.
Engine:
- same engine as res build
- rank 7+10 shoot range engine (Alcaleph, sorta useless for enhanceds due to their lower lock range)
- rank 9+5 critical engine (same as the one for critical build, explained below)
Jetpack:
- -15% int jetpack for nat humans, neos can use the +5 critical one, no idea for enhanceds, all in fb45 I think.

The real interval cap seems to be at ~500 ms, regardless of what your weapon shows (eg, even if the weapon has a 3000 - 2700 interval, the real value stops at ~500 ms).
This build can do a lot of damage in very short amounts of time, but it requires quite some funding to increase its base damage (namely, high rank weapon, enhancers, and tf mod), especially if going vs resistance builds.
For pvp & bossing, interval builds work better as part of a team than soloing. Since some of their parts cant be reconfigured, they tend to have the lowest amounts of durability and resistance, so against endgame resistance type builds, their dps most likely wont be able to kill their opponent in time, before getting 1hit ko'd.
In a team however, they can hide behind the tanks and take care of their opponents quite fast.
Since their overall survivability is lower than that of other builds, you can also go for an all attack build, by using critical parts instead of resistance ones (for body, core, cabin & engine). That way your damage will increase even more, since many of your shots will also do twice as much damage. However, this will take away any of the little resistance you had left.

Note: when used with ranked weapons, this build seems to be calculating the "wrong" interval.
I have done a few tests, on the one hand it seems to be calculating about 75% of the real value (eg, -85% int becomes around -63%, -75% int becomes -56%, etc); but on the other one, the amount it deducts also seems to get smaller as the weapon's rank increases.
I tested a -75% interval build on a Rank 4 Adv 5 Med3 Laser, and a Rank 3 Adv 5 Med 3 Canister. They both had a 3k interval, so logically the build should have deducted 2250 interval (75% off 3k). However, it deducted 1650 off the canister (-55%) and 1500 off the laser (-50%).
The build can anyways be done without need for reconfiguring much stuff, so it doesn't hurt to have it in the warehouse in any case. Optionally, instead of using a ranked weapon, you can use it with a rank 0 weapon which has been upgraded through crystals, since those will not affect its speed, and since its main rank will stay at 0, the build will have full effect on the weapons' interval.

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Sniper build:

While interval builds work through "weak" yet fast attacks at close-medium range, sniper build works with slower but powerful max range attacks. The build is done by combining dual lock parts, to maximize locking and detecting range, and in some cases + shooting range parts as well (the firing range on ranked weapons increases as their rank goes up anyways). Also, since most mobs and bosses seem to be "blind" past some distances (generally around 75-80 meters), this build helps keeping the player safe away from the danger (most mobs don't aggro if you fly and shoot from that distance), but it doesn't fare very well at close ranges.
There are 2 ways of doing the build - one is focusing on using dual lock parts whenever possible, and using Charge/Snipe type skill chips to compensate for the firing range (slow but very powerful damage per hit), the other way is to sacrifice the dual lock cc/core or hp arm, and replace it for a +shoot range one, to obtain a slightly weaker dph, but much better dps.
Parts used are:
Head:
- rank 3+7 dual lock head (lvl 21 Cargemiller Floaters, Soer Tourer Leaders)
Body:
- same body as res build
- rank 1-20% error of weapon scanning (dropped by low lvl mobs in domier & osider, since you wont have much res as sniper, you can just reconfig the body to endgame to take down RR users way faster)
Arms:
- same hp% arms as res build
- r1 + 6/8 shooting range arms, dropped by Domier Commander Ships and Osider Commander Ships. The +8 one is very very rare, I don't even know if it still drops.
- r6 + 14 shooting range arms, dropped by King of Siden Dissasembly Monsters and I can't remember which of the 2 Special Bosses in General Coronal (I think the Inspector Officer).
The ranged arms may be the best choice, due to armor combining adding damage to them, and they provide the largest range boost possible as well. I believe both the r1 and r6 one should be able to reach cap w/o combining, although this will mostly depend on your luck with the normal reconfigurations, as usual.
Legs:
- rank 7+50% hp to shooting weapons legs (Flower Bud boss, Exotic Planet)
- rank 8+55% hp to shooting weapons legs (Flower Bud boss, Exotic Planet)
- pretty much any rank speed legs, several versions of these, such as rank 7 +1.5 move speed (Flower Bud boss), rank 13+1.5 move speed (Anion Assault Headman), rank 15/17/18 +2.0 move speed (dropped in Luke, cant remember which boss); all used to move away from fast incoming enemies, neos may also want to use another speed part due to their lower base speed.
Enhanceds should use the r3 +1.5 ones (uniques) they can obtain from the Recruit Base quest that continues from "What is [race]", called "Different types of [race]". Nats and neos should use the r7 +1.5 ones.
Cabin:
- rank 9+15 dual lock cabin (nat humans, quest item, temporal use only)
- rank 10 +11 dual lock cabin (Palermo Melter Leader, temporal use only)
- any higher rank cabin with +lock range (many versions of these, dropped in Luke, FB40, FB45)
- purple rank 17/18 cabins such as rank 18 +12 dual lock & +880 ar dur/+580 es dur cabin (cabin boss in Luke), or +11 dual lock & 800 dur r17 version (same boss & map), etc.
- r18 +~20 shoot range or so cabin, dropped in Luke as well I think (use only 1 +shoot range part, either arms, cc or jetpack. Shooting range arms are the best choice due to armor combining.)
- r19 + shoot range and -% scan error, useful for pvp when equipped along with the -% scan error body, dropped by the Mare assault I think (credits to Cartman1001 for the info)
Core:
- same core as res build
- rank 12 purple core with +9 dual lock & 760 ar dur (Shadon)
- rank 9 +9 dual lock core (Dracula/Dragola, not recommended though)
- any of the purple r17+ cores that combine range and scan error or another stat, ultimately up to you
Engine:
- rank 7+9 dual lock engine (Alcaleph).
- rank 6+7 dual lock engine, much easier to find but a bit worse than the 7+9 one (General Coronal Inspector Officers, Siden Alophila, Siden Assault Officer)
Jetpack:
- blue med 1 dual lock jetpack from FB40 (available to all races, although with different stats for each: enh version is +15, nat is +13, neo is +11 dual lock).
- blue med 1 +~16 shoot range jetpack, same instance I think (again, only use 1+ shoot range item at the time, shooting range arms recommended due to armor combining)
There are many cabins & cores that have only locking range, you can use them but try not to let it become higher than your own sense range, or it ll be useless.

This build will (or should) always allow you too see, lock and shoot first than anyone else. The downside are its low survival at close range (since you wont have much res left), and slow firing speed with Charge/Snipe chips (around 6.5 ms with slowest weapons for all races). Also, in crowded maps you wont be able to see at your full range if there are many mobs closer to you. It doesn't seem to work very well in spacewar when fighting against enemies located at very different altitudes either (EG, while I can get a lock on Nicholas Cage while floating ~110 meters above him, the game wont let me fire unless I am within 7x meters from him).

Note: since most ranked weapons just become slower, the Snipe/Charge skills are becoming even more useless. Thus, its better to just go with the 2nd way of making the build, and sacrifice a part for a +shoot range one (arms preferably). This will enable you to get rid of the slow Charge/Snipe chips and instead use the other ones, which will give you a way better dps.
Another alternative exists though, but its rather impossible to be done atm. The Bidirectional Energy Collection TF chips can greatly reduce the charge time of Snipe/Charge type skills, so you can get a good dps by using both chips in conjunction (activate BEC first, and use Charge/Snipe while the BEC effect is active). However, you would need to have them both over rank 6 or so, in order to start seeing decent results, which is easier said than done.Also, the effect wears out every after 60 seconds, so having to transform back and forth to reactivate it may be too much of a hassle.

In any case, ranked weapons tend to increase their range, so once they reach a high enough rank, their improved base range should be more than enough, specially for neos.

Note 2:
as the sight range "decreases" in crowded maps, its preferable to stay away from large concentrations of players. I used to lose over 45 range whenever many players were close.

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Radar Reflection build:

This is another tanker build, but focused on evading attacks rather than withstanding damage. It has an almost identical damage output as the resistance build, since it also sacrifices damage legs. If you have low amounts of ref, this build will be more dependent on "luck", since you never know when a shot will land. When you reach <-1 rr however, this build becomes pretty much the best at most of the pve content in the game (only very few endgame bosses can actually hit with 100% accuracy, so you will be safe most of the time).
Parts used are:
Head:
- rank 10-10% radar reflect head (Balam Roller)
- rank 12-10% radar reflect head (Balam Interceptor Commander)
- rank 13-10% radar reflect head (Coniferous Assault, maybe the Balam one too, this head is the worst one though).
- rank ~14 -20% radar ref head (can't remember well, possibly Arcadia Assault)
Body:
- same body as res build
Arms:
- same arms as res build, either hp or res
Legs:
- rank 7 -10% rr legs (Flower Bud boss, General Coronal Commander, Siden's assault too)
Cabin:
- rank 12/13-10% rr control cabin (Leader of Bioboosted Armors/one of the assaults in Shadon, respectively - only for temporal use)
- same cabins as res build since you really shouldn't need an rr cabin
Core:
- same core as res build
Engine:
- rank 1-10% rr engine (Domier Annihilator, Osider Assaults perhaps, hard to find)
- rank 2-10% rr engine (Domier Guard Commander Leader, Pontiff Leader of Darlon, very common drop)
Jetpack:
- blue med 1 -20% rr jetpack for nats, neos & enh get a -10% one, all in FB45. I think they are all rather useless endgame anyways, since the parts can get to -105% rr on their own.

This tanking build is, if unprepared, much harder to take down than resistance build. However, its effects are sorta nullified against some bosses (such as some in Hate Valley/Dark Valley, since they have ~1 scan error), and can be countered by the other builds, either by reconfiguring rank 1 parts with -% error of weapon scanning (at rank 15 they should have around -54% each, which leaves your weapon scan error at around 25-50); or by using missiles. Also, the Haros (usable items) sold by the Deathmatch Supply npc can also greatly lower the weapon's scan error while inside DM.
At rank 15++, the rr build should have AT LEAST -9x% radar ref (-1x head, -2x leg, -2x engine, -10 cabin, -20 jetpack). Missile build is also useful against rr builds, since missiles' scan error is of 1-5 points usually, meaning they will NEVER miss. Generally missiles are chosen against rr builds, since they just need a good enhancer and ammo to deal high damage, which can be easily strapped on to any build (plus, purple rank 19 set parts greatly increase missile damage).
PvE wise, the build is just great, save for the aforementioned bosses.

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Critical build:

Like the interval build, this build is another form of glass cannon. It sacrifices pretty much all resistance for max dph, by using +critical hit parts whenever possible. Therefore, for pvp/bossing it also works better in a team rather than alone. With this build, you get the max dph possible (2x total damage if the critical hit connects), but in exchange for survivability. The build usually consists of:
Head:
- rank 1+2 crit head (dropped by lvl 1-5 mobs in both Domier and Osider)
Body:
- same as res build
- rank 15+4 crit body (quest item in Luke I think)
Arms:
- same hp% arms as res build
- r9 or 10 crit arms (FB20's Dracula) - credits to Cartman1001 & Arcanjo.
Legs:
- rank 7+50% hp legs (Flower Bud boss)
- rank 8+55% hp legs (Flower Bud boss)
Cabin:
- rank 18+5 crit cabin (dropped in Luke I think, there is also a rank ~16 one dropped by Element Guard Commander in Element Digging Valley I believe)
- same as res build
Core:
- any +5 or more crit core (rank 7+3 are dropped by first boss in ep, there are rank 17/18 ones in Luke as well I think)
- same as res build
Engine:
- rank 9+5 crit engine (quest item)
- rank 7+3 crit engine (Alcaleph)
Jetpack:
- I +5 crit jetpack for neos only, not sure in which dv instance it drops though.

At around rank 15, the build should have at least ~35 crit (1x head, 1x engine, 5-7 body, + core/cabin/jetpack), and 1 crit = 1% chance of doing a critical shot. The cap per part is currently 14 crit.
Critical shots will do about twice your total damage (after the ammo multiplier is calculated). Also, some parts can be found with a Deadly Strike stat instead of Critical (the cabin & core, basically), the difference is that deadly strike shots also ignore your enemy's resistance (useful vs res builds, since critical shots will only do 2x as much damage, while deadly also bypasses all the res). This build has perhaps the lowest survivability of all, since it gets most of its resistance out of the energy shield/armor hardeners on the core, but it does have more durability than an interval build. And as a bonus, any epic weapon above rank 3 will get a + critical hit bonus if its used along with a critical build. The bonus seems to be based on how much crit your build has atm of equipping the weapon.
I made a few tests with a rank 3 Advanced 5 Medium 3 Laser:
- For 10 base crit, it increased to 16.
- For 21 base crit, it became 33
- For 28 base crit, it became 46.

Note: the block stat from shield builds cancels out their opponent's crit/deadly strike chance.

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Missile Build (not recommended to nat humans for pve, since they already have canisters)

This is an expensive build, since it depends on high rank ammo, missile enhancers and combined armor parts to do good/high damage. This build also differs on other builds due to the fact that there are MANY parts which already come "ready to be used". Also, since the armor parts that provide + missile damage are VERY weak, there are a few different ways of making this build. This would be an example:
Head:
- r1-30% interval of shoulder weapon head (or any rank actually, since -30% is alot)
- same head as sniper build (since the highest rank missile weapons have a 80m fire range or so)
- same head as res build
Body:
- same as res build
- r15/16/17 purple body with missile damage & missile interval (a few of these, dropped in Luke & Shadon's north-most assault, also in some DV instances).
Arms/Legs:
- r1-30% interval of shoulder weapon arms and legs (or any rank again)
- same arms/legs as res build.
- r9 legs with +0.x damage to shoulder weapons, dropped by either the 1st or 2nd boss in FB18. The damage even reconfigured is too low anyways.
Cabin/Core:
- any +0.5 or higher damage of shoulder weapon core and cabin (rather pointless, since 0.5 is too weak)
- same as res build
Engine:
- r1 +0.3 damage of shoulder weapon engine ( again, rather useless since the damage wont be very high even at rank 14+)
- same as res/sniper build

As I have explained already in the Weapons section, the real damage of this build comes from the enhancers, combined parts & ammo. With a lot of luck (and sacrificing pretty much all survival), you can get + 4.0 or so damage out of all your reconfigured armor parts (roughly 1k damage if you use missile ammo 5). On the other hand, a rank 5 missile enhancer applied to a 6.0 missile launcher (this type of weapon exists for transforming mode) will give you +4.8 (10.8 total) , and a rank 6 enhancer would give +8.4 (14.4 total). With this in mind, you may just want to do a full tanking type build, or sniper, or any build at all, and just throw in the highest possible missile enhancer, since the damage you can get from parts is quite low when compared to the enhancers. Transforming mods also affect missile launchers, increasing the damage even more than what armor parts could.
Note: this build greatly benefits from the purple rank 19 set armors, since they give large amounts of damage bonuses. So the best may be to just choose any other build, and strap a couple of missiles onto it.

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Shield Build:

This is another tanking build, which focuses in increasing the shield's resistance, rather than the armor's. For pvp purposes, its important to take into account the fact that neos can nullify part of the target's shield resistance (Nebula skill chip), electro magnetic neos can skip the target's shield itself (Sunglow skill chip), and some ranked weapons can cancel part of the shield's resistance/block rate as well. At pve its a bit better since mobs don't posses such abilities.
Unlike other builds, this one has a few useful high lvl purple parts, which boost both the shield stats and the 1h weapon damage, and depends on less reconfigurable parts compared to the other tanking type builds. The parts used are:
Head:
- there are no heads with +shield resistance nor block, so the decision is up to the user. Good choices could be +armor resistance, or -error of weapon scanning (for pvp).
Body:
- rank 12 +16 shield res body, dropped by the Andrew and Zion Assault type Bosses

- rank 16 or so purple bodies with +100% shield dur & +150% recovery rate. The res bodies are better for endgame, but these ones are useful for a long yet temporal use.
Arms/Legs:
- purple rank 12/15/16/17/18 etc arms and legs, the low rank ones are dropped by the Leaders of Bioboosted Armors in Shadon, and the rest some bosses in FB35, 40 & 45, they come with +hp% to 1h weapons, and also either shield dur% or block.
- rank 14+24 block rate arms, dropped in Arcadia, I guess in Lasia too, these may be the best for serious shield builds.
Cabin:
- purple rank 12 , dropped by the Leaders of Bioboosted Armors in Shadon as well (temporal use only, has +11 shield res & +11 block)
- r16/17/18 purple cc with both shield res and block (best one has +20 all shield res & +20 block), dropped in some DV instances (fb40 & 45 I think)
Core:
- rank 9+12 res, dropped by the first boss in FB20.
- rank 16/17/18 purple cores with stats similar to the cabins of same rank, dropped in some DV instances (again, best one has +20 all shield res & +20 block).
Engine:
- rank 1+ 8 shield res engine, dropped by Domier Annihilators & perhaps Osider Assaults (very hard to get, r1+4 is much more common). Also dropped by common low lvl mobs in Domier/Osider.
- rank 3 + 12 shield res engine, dropped by the Anilas and West Logu assaults I believe.

Jetpack:
- +12 shield resist jetpack, not sure in which DV instance it drops, guess FB40/45 just like pretty much all other Jetpacks.

Equipping a shield will not automatically cause it to block all attacks. They work on a chance based system, similar to critical shots. The stat used in this case is block, I believe 1 block = 1% chance to block. This doesn't mean that the user will receive no damage, but instead, that the shield will receive it. So the higher the block stat, the higher the chance.
Shields usually come with 2 specific resistances (out of the 4 resistances - kinetic, explosive, electro & thermic), and some block stat. They have their own durability value, which recovers on its own (much faster than armor & energy shield), and can be healed by the Neo Human's basic buff skill (it heals some of its dur and adds some resistance to it I think). Rainbow wont do anything to shields.
While +block rate arms were used previously to achieve the 100 block (the arms cap at +65 block), now this can be easily done by using:
- r~17 purple cabin with +20 block & +20 res
- r~17 purple core with +20 block & +20 res
- r~17/18 purple arms with +~80% to 1h combat weapons & +~26 block (arm has also ~14 base block)
- any adv 5/med 3 shield, they include +30 base block
Adding the block of all parts should get you around 10x, which is pretty much all you need.
However, note that the arm only gives a bonus to combat weapons. If you are using shooting ones, you will be better off with the block one, since you can combine it with a r19 part and get even more bonus stats.

Im still not sure of how much res can the build achieve, so far I can guess that around 167-207 might not be impossible, since:
- the r~17 purple core and cabin ll give you +40 base res total
- The cap for shield res parts is 45 I believe, assuming both the body & engine reach it, then that's another +90 res total (130 total)
- the r7 shield hardeners from cs give +25 res (155)
- the res jetpack gives +12 (+167 total res)

That should cancel out around 89% of the damage the shield receives, without counting the base resistances from the shield, which give +~40 to 2 specific types (for each shield there are 2 versions of it, each giving res bonus against 2 of the 4 damage types). For some reason, shields seem to keep their resistances active even while their durability is at 0 (which means the shield is "dead"). I don't know if this is a bug or not.
Note that endgame shields only have about 5k durability. With purple parts + research though, you should be able to get an additional 10k durability or more, without even counting the enhancers.
One "advantage" the build gets, is that you can swap shields mid-fight, and the new one will be at full health (as long as it was at full health before starting the fight, of course). The damaged shields in your inv will not recover until you are out of fighting mode though, but if you carry many shields in your inv, you can go swapping between them as you need. There are no regular repair packages for shields though, only cs ones.

29 comments:

Anonymous said...

erm.. i dunno if u still c ur blog anot, but i still hav questions to ask u.

Its about missile build.

Where is the leg/arm that has -30% interval hunted?

and how much damage is increased if the homing weopon's damage is increased by 0.5?

8LordX8 said...

The blue missile interval parts are dropped randomly by regular mobs, but they cap at -35% interval.
As for the damage increase, it will depend on the ammo type you use. With a +0.5 damage increase, Ammo 1 will only add +25 damage, while Ammo 4 will add +100. Parts with less than +2 or +3 to missile damage are generally useless, and the reconfigurable ones cap at +1.4.

Anonymous said...

oic..thx

i thought u would not bother this blog as u quit AOA

8LordX8 said...

Np.
I ll still update the guide, at least for a while.

Anonymous said...

Hi, there is one part i dunno , can help me? On the shield part u said that the rank 12 body shield resistance +16 is dropped by Andrew Assault. I search but only found Andrew Assault vehicle. But it only drops materials and crystals.

What is the full name of the monster? or is it juz Andrew Assault?

8LordX8 said...

The Assault type Boss in Andrew & Zion. Andrew Commander Leader & Zion Destroy Cult I think. The Andrew one is located in the North Eastern corner of the map, I dont remember the Zion one's location.

8LordX8 said...

The Assault type Boss in Andrew & Zion. Andrew Commander Leader & Zion Destroy Cult I think. The Andrew one is located in the North Eastern corner of the map, I dont remember the Zion one's location.

Anonymous said...

Ok ic. thx for the help!

8LordX8 said...

Np.

Anonymous said...

Dear 8LordX8,

I'm a new user to Age of Armor, and got especially interested by your Sniper Build.

But questions roze as to what 'race' to play as, seeing faction doesn't matter. (Earth/Mars)

Currently I'm playing as the Regular Human, and focus on the Laser. To myself, the idea of Neo Human having the most powerfull weapon sounded nice, but what good is that if they miss half their shots. Compared to the regular human, they have somewhat lower total damage, but dish out more 'hits' compared to Neo's.

But then the main question came to play; RANGE. Which of the races, have the largest range modifier? So far, my current laser has a range of 31.5. Where as a low Elite Neo Human, has 44.2 Range. Which then brings me doubts as to playing a "Human Sniper". Even if I we're to 'up' my armor over time, my base range wouldn't compete against that of a Neo Human, am I right?

So what, would your experience/wisdom be in regards to this matter. Aswell as the distribution of 'armor' way's? Being new, I want to safe up knowledge points as you suggested. But just using the mecha 1 type (observer) won't get me far, would it? Thus I wonder, if I should use 'all armors', or focus primarily on one and work my way to it (advanced most likely.)

I thank you in advance, and hope for a speedy reaction.

Tiirshak.

8LordX8 said...

I haven't played this game in ages, so my info may be quite outdated by now, but back then:

- Laser, part, emag and cart guns, as well as their skills, were balanced so that they would all have a really similar dps (as long as you were using the right chips). So as long as you werent using a canister, missile or melee/combat, over time all weapons reached quite similar numbers.

- The neo's accuracy problem was mostly annoying with low rank guns vs pve, the endgame guns shouldn't give much of a problem, + neos should be using the scan error jetpack anyways.

- Range-wise, neos always got the largest base and total/final/endgame bonuses to shoot, sense and lock, followed by nats, and finally enhs.
While I never got info about the range on endgame guns and chips, I think its safe to say that the order stays the same (neo range > nat range > enh range).
So if you want range and range alone, neo is the only choice. But then again, the total lock range difference between a neo and enh on identical builds shouldnt be of much more than ~15 to ~20 metres or so I'd guess.
And keep in mind that enh's can still use Kiss of Spider to pretty much double their total damage, and nats can still cancel out skills (along with their range bonus) and batteries all together with haze.
If you feel you must have the largest range in game, pick neo, otherwise, and as a personal suggestion, just pick the weapon you like the most, and go with that weapon's race.

- For your knowledge points, try following the priority formula I mentioned in one of the other posts, I believe it was: body > engine > weapon > cabin > head/arms > legs > core.
I don't know if new parts were released since I quit, but you can try searching for the ones I listed on my guide and upgrade those.

- Hope that helped, and np.

Anonymous said...

I thank you for the given time to read my request of infromation and providing me with the needed data.

I've decided to go Neo-Human for the range-bonus and locking radious. Especially seeing that a Nat-Human gets as much as 40 range decrease. Which is about 5-8 seconds running up time in which a Neo-Human can pop 2-3 devestating shots forward.

Furthermore, I'm sticking to a LvL one Life model, and uprading its base value's and therefor hoping to save up my Knowledge points. But I came with a question, or a beg if you will. But do you still have acces to the game, and any 'gear' laying about for a Neo-Human by such chance? I'm trying to find ingame weapons/armor parts of the Advanced tab, thereby skipping every 'side job' on the go. Thusfar, not very succesfully, but in due time!

Again, thank you for making my choice easier.

Tiirshak

8LordX8 said...

Np.

If you are going with a neo sniper, I would suggest getting the -20% scan error jetpack, along with moving/sliding speed legs, preferably the rank 15+2 ones. This is because neos have the slowest movement speed, so even with the range advantage, the others will still outrun you easily, specially enhs. Also, particle guns will/should do better than emag, due to their larger range. They fire quite slower, but their dps is pretty much the same, or at least it was during the time I still played.

As for parts, I gave my account away before quitting, and uninstalled the game as well. If you are on mars however, perhaps the people in the $Kryptonians$ corps may be able to help you find what you need. Also, for a sniper, the only useful part from the Life set is the -20% scan error body or the +2 ar/esr body. All other useful parts are from different sets.
A full life set is only useful for an ar/esr build, and even then, you will still need the rank 7/9 ar/esr engines, since the life ones were removed from the game years ago.

Finally, the advanced type armors will still require points in the primary fields, only advanced weapons dont, so try sticking to a low rank gun, preferably something that only asks for med1/med2/med3 knowledge (no primary, or 1primary max), till you can find an advanced one. I believe you can still get med2/pri1 weapons by trading kryogen crystals in ice planet.

Gl, & np.

Anonymous said...

Frankly,

I been afraid to dump even a remote stat into Weapons Primary (though I was forced for 1, so I done that.).
But I try to avoid Medium Weapon all together, but notice that I either need Primary, or Medium, and even then, most Advanced weapons ask for a Medium 2-3 and Advanced 2-4 mod to fill em up.

The reason I said I'l upgrade my Life for the time being, is to avoid putting stats in the medium slot for armors, that way I can keep my knowledge points till I find an "advanced" part and work my way from there. However, knowing that'll be hard.

I know that the Neo's speed is horrible, even in constant jet-mode. But the 'picking off' range, combined with targeting range (aka beyond 60 sight range) can cause me to strike a double damage shot on the target when hitting his weakness + back shot. With a double damage mod, this can cause a 1hit KO or worse.

Alltogether, not bad if you ask me. And I'l definatly look into that Scan Error Jetpack. Sadly I'm on Earth, as I heard Earth was under-populated. Though now it appears that Mars needs active, strong players to aid the war. Or a ton of rookies to form a wall of cannon fodder. lol.

Again, thank you for the time spend to awnser a rookies questions in regards to this, newplayer-unfriendly game.

Tiirshak

8LordX8 said...

Thing is, the best weapons ingame are the adv5/med3 and adv4/med3 ones, so it is safe to put up to 3 points in medium, since you'll end up needing them anyways. As for the lone point in primary weapons, its nothing to worry about since you get more than enough points to get 2 weapons + full researches (which you will also want by endgame).
I think you still get at least 1 free reset pill through quests anyways, so you can save it for later.

Also, for the Life armor, remember that every 1 or 2 rank ups, its knowledge requirements will go up, so it ll eventually become an advanced part.
During lower levels, its easier & faster to use purple rank 7/8 damage arms & legs, any dur engine and just focus on improving the Life's res/scan error body, and a Life +30%hp/Soul +35% arm. For your sniper, try hunting for the r3+7 dual lock Moonlight heads as well, since the Life +3 ones are actually worse.

You need also to consider whether you want to only pvp, only pve, or both, since there is a big difference between the 2 when planning a sniper.

In pve, you only need to take care of your sense and shooting range, since locking is completely optional.
In pvp however, locking is a must, so its pointless to have, say, 150 sense range, if your lock range is stuck at 70. You will only be able to fire up to 70 metres away.
And the thing is, I believe the r19 set neo's head lock range was roughly ~12 to ~15 metres higher than the r19 set nat/enh ones.

Ideally, all snipers would be using a +25 dl engine and head, scan error jetpack for neos, firing range jetpack for nats/enhs, speed legs on all, scan error body on all (unless they have enough cash for missiles, in which case the body should be a res one), and hp% arms. Or dl jetpacks on nats and enhs, and shooting range arms. The cabin and core would mostly be the r19 hp/res ones, though I guess you could use the r~18 dl ones, though they are not that good/useful anymore.

Try checking in earth if any corps is helping new players, I don't know what the current situation on that side is, but I would guess that there should still be a handful of helpful players.

Gl, & np.

Anonymous said...

Seems my post got none-posted. Pity.

But I had a final question in regards to armor/weaponry, but first of like to thank you for taking your personal time to guide a 'newbie' in a complex game as AoA. And I'd love to see you play once more, new or old, even if your swamped in time. Working 75+ hour shifts a week, I know that I shove this game in for fun and such.

However, I found STAR armor parts, that needed 5 Primary, 5 Medium, and 3/4 Advanced armor wear mods. Much like Thrust for legs, or sensory array/grid etc.

Therefor my question rose; Does the armor research tab can be maxed basically to wear END-Armor? Or is that a 'bad idea' to do?

As for weapons, I tapped my Medium out to max, and 2 minutes later found a 4 out of 5 Medium Particale, luck or godly intervention, your call. ^_^

Thanks once more, and I look forward to your reply.

Tiirshak

8LordX8 said...

You are welcome.
By rank 20, all armor parts will require pri5/med5/adv5 (plus other fields if its the body), regardless of the armor part's name. Additionally, at every rank, all armor parts sharing the same position (eg. all arms/legs/heads) will have the same knowledge requirements.
So a rank 17 Life arm will have the same knowledge requirements as a r17 Star/Soul/Moonlight/etc arm.

While by lvl 6x you should have enough knowledge points to wear a full r20 armor set, its better to apply those points when you actually need them, rather than just filling out the grids as soon as you lvl up.
This is mainly in case you accidentally click the wrong knowledge field, and end up short of points.
As for the % research fields (the ones that increase your dur, ci, etc), its better to leave them untouched until you have a full r19/20 armor set on, except for the weapon research one, which you can max by around lvl 5x - 60.
Also, I wouldn't advice using a weapon that requires more than med3, since those extra 4 (2 points per med lvl) points will be of no use as soon as you get your first advanced weapon. You should be fine however as long as you still have your reset pill.
Np.

Anonymous said...

i was kinda interested in the radar resistance build that u posted, but i only know of 1 boss that drops it, and it is incredibly low drop rate.
wud u be willing to say which bosses drop cuz i keep hearing that so and so drops it as well, and have only been able to get 1 head which was for neo, and i need for human. it has become rather time consuming to travel all over battle frontline. if u cant then ill have to live with it of course, but it wud be much apreciated.

8LordX8 said...

Done, updated locations for the rr heads. Gl & np.

Anonymous said...

thank you very much.
i gotta say that this guide is a big help to many players.
altho i was afraid that the r10 rr head was only dropped from the balam roller, been camping it for like 2 days. oh well thx anyway

8LordX8 said...

Np, thanks for the compliment, & gl.

Anonymous said...

i think the r14 +1.5 human cabin would be better for human snipers, from repair the defense device quest in space

JimmY said...

hello i just wanna ask were can i find the cabin/core and engine with missile damage :O

Anonymous said...

Hey pretty sure youve done quit playing and almost every one has abandoned the game but is the cash shop perma wings purely cosmetic or do you have a reason for them?

8LordX8 said...

No idea about the cabin, haven't played in years now. The last time I played, you could find some @ the Shadon & Luke bosses, and in fb35 to fb40 (I don't remember if fb45's bosses dropped cabins or not). I don't know if you can still get them there though.

And the Cash Shop wings arent just cosmetic. They give + 6 armor/energy shield resistance and +600 armor/energy shield durability, + you can transfer the stats on your jetpacks over to them (only 1 jetpack per pair of wings).

Anonymous said...

Thanks for the info guess il have to fork-out 30$ today.and a quick question is a combaat weapon dps build viable?

8LordX8 said...

Np.
Combat is pretty much useless.
For pvp, there are only 1 or 2 players who actually use an energy shield resistance build (and therefore weak to combat weapons), so going combat for pvp is suicide.
For pve, its sorta pointless too. Assuming you are an enh, you get a better dps out of cartridge weapons actually, plus they get the ammo multiplier bonuses.
Also, dps builds force you to have lower dur and res, so being closer to the enemy will actually make you die faster.

About buying cs, snail has apparently ceased support for the game (which is why its over 2 years outdated and was even removed from their main site), so nobody knows for how long will they keep it running. Basically, if you buy the wings today, there is no guarantee that the game will be online tomorrow.
Gl.

Anonymous said...

Hey what do you mean by "temp use" does that mean you don't get to keep it forever?

8LordX8 said...

The parts last forever, what I meant by "temp use" was that you should use them temporarily (don't bother upgrading them much), until you find the higher rank versions, which are much stronger.