April 22, 2008

Rank 4 Skill Chips Database

Here is a list with the basic stats of all rank 4 regular skill chips, so you can see what you get before having to buy it from the Cash Shop/another player. Skills with a (+++) next to their name are recommended, since they offer the best Damage - Interval ratio, or are usefull for support functions. The reason for choosing rank 4 chips is that they offer good bonuses while costing a relatively low amount of cs points. In most cases, lower rank chips tend to have slower intervals, while higher rank chips have faster intervals (they usually increase/decrease by 5% every 1 or 2 ranks). Before proceeding with the list, a few definitions:


Attack Multiplier:
This number modfies and temporarily replaces your base weapon damage, every time you attack with a skill. For example, suppose you have the following set up:
684 hitpoints laser weapon (corresponds to an advanced 5/medium 2 laser cannon)
+70% hitpoints arm
+50% hitpoints leg
laser enhancer 5 (+80% hitpoints)
Your damage would read: 684 + 1368
Now, suppose you use Hurricane 4 (3.6 Attack Multiplier). Your Hurricane shots would have the following formula: (684* 3.6) + 1368

Effect: The skill effect, if any. This is mainly for buff/nerf type skills.

Prepare Time:
This is the amount of time that the skill needs to charge up, before finally firing. In the case of the previous skill (Hurricane 4), the charge time is 200% of the weapon interval. Since the interval for that particular laser cannon (advanced 5/medium 2 type) is of 2400 milliseconds, a Hurricane 4 shot would need to charge up for 4800 milliseconds before finally firing.
If the prepare time is not present in the skill description, it means the skill has no prepare time at all (instant shot)

Duration:
This is the amount of time the skill remains active. If there is no duration time, it means the skill fades as soon as the shot is done, so you need to recast it in order to use it again.

Cooldown:
This is the amount of time that the weapon needs to wait before initiating another shot/skill. The Hurricane 4 skill chip has a cooldown of 65% of the weapon's interval, so that particular laser cannon would need to wait 1560 milliseconds before starting a new attack.

Energy Consumption:
This is the amount of Capacitance consumed by the skill on every shot. This value overrides the weapon's base Capacitance Consumption per shot.


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Natural Human:

Fire 4 (+++, good for a long time, but not that useful by endgame)
Only available for Laser type weapons.
Attack Multiplier: 2.0
Prepare Time: 20% Attack Interval
Cooldown: 95% Attack Interval
Energy Consumption: 24 points of Capacitance

Hurricane 4 (completely useless unless you have a REALLY high rank Bidirectional Energy Collection chip)
Only available for Laser type weapons.
Attack Multiplier: 3.6
Prepare Time: 200% Attack Interval
Cooldown: 65% Attack Interval
Energy Consumption: 67 points of Capacitance

Brash 4 (+++ If used in conjunction with a high ranked High-speed Cooling chip)
Only available for Laser type weapons.
Attack Multiplier: 1.8
Cooldown: 135% Attack Interval
Energy Consumption: 25 points of Capacitance

Tsunami 4 (+++ ONLY if you are full Canister and have a high rank High-speed Cooling chip, Tsunami gets the lowest attack multiplier of all by endgame)
Only available for Canister type weapons.
Attack Multiplier: 1.6
Cooldown: 145% Attack Interval
Energy Consumption: 28 points of Capacitance

Sandstorm 4
Only available for Canister type weapons.
Effect: Decreases your remaining Radar Reflection by 23%. (if you have a Radar Reflection build, the chip will not stack with the Radar Reflection parts. Instead if will calculate based on the radar reflection left, if any)
Prepare Time: 2 seconds
Duration: 14 seconds
Cooldown: 57 seconds
Energy Consumption: 90 points of Capacitance

Thunderbolt 4 (+++)
Only available for Canister type weapons.
Attack Multiplier: 2.9
Prepare Time: 43% Attack Interval
Cooldown: 166% Attack Interval
Energy Consumption: 50 points of Capacitance

Haze 4 (+++)
Only available for Laser type weapons.
Effect: Prevents the enemy from using skills for 9.2 seconds. (the skill also seems to prevent the enemy's batteries from working during that time)
Prepare Time: 100% Attack Interval
Duration: 9.2 seconds
Cooldown: 2000% Attack Interval
Energy Consumption: 150 points of Capacitance

Rainbow 4 (+++)
Weapon Independent.
Effect: Repairs your ally's Armor and Energy Durability using the following formula: (54*your level) +400. If you use it on yourself, the amount repaired will only be half that much. In this case, [(54*your level) + 400] / 2.
Prepare Time: 1 second
Cooldown: 9 seconds (twice that much if you use it to repair yourself. This cooldown can be halved by using the natural human basic skill "Emergency Repair")
Energy Consumption: 50 points of Capacitance

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Enhanced Human

Claw 4 (+++ and works even better with High Speed Cooling chips)
Only available for Combat type weapons.
Attack Multiplier: 1.6
Cooldown: 145% Attack Interval
Energy Consumption: 18 points of Capacitance

Fang 4 (only good at lower ranks, specially if used in conjunction with high rank High Speed Cooling chips, but gets outdpsed by Claw at endgame)
Only available for Combat type weapons.
Attack Multiplier: 2
Cooldown: 175% Attack Interval
Energy Consumption: 39 points of Capacitance

Howl of Tiger 4 (+++, helps compensate for lack of ammo multiplier)
Only available for Combat type weapons.
Effect: Increases weapon's Critical Hit chance by +6
Prepare Time: 1 second
Duration: 36 seconds
Cooldown: 54 seconds
Energy Consumption: 170 points of Capacitance

Tine 4 (+++)
Only available for Combat type weapons.
Attack Multiplier & Effect: 4.8 (damages the enemy player's Capacitance, rendering them temporarily unable to fly, slide or attack)
Cooldown: 50% Attack Interva
Energy Consumption: 42 points of Capacitance

Eye of Hawk 4 (+++)
Only available for Cartridge type weapons.
Attack Multiplier: 1.8
Cooldown: 85% Attack Interval
Energy Consumption: 10 points of Capacitance

Tongue of Wolf 4 (completely useless unless you have a REALLY high rank Bidirectional Energy Collection chip)
Only available for Cartridge type weapons.
Attack Multiplier: 3.9
Prepare Time: 200% Attack Interval
Cooldown: 65% Attack Interval
Energy Consumption: 75 points of Capacitance

Testa 4 (self explanatory, pointless unless you use a Shield build)
Weapon Independent, but only works when equipped with a Shield.
Effect: Increases block rate by +37.
Prepare Time: 2 seconds
Duration: 240 seconds
Cooldown: 300 seconds
Energy Consumption: 60 points of Capacitance

Kiss of Spider 4 (pointless if you use an Armor Resistance build, very useful otherwise)
Weapon Independent
Effect: Temporarily increases your damage by +80% weapon's base damage, but decreases your armor resistances by 65% (does not reduce Energy Shield and Shield resistances though)
Prepare Time: 1 second
Duration: 15 seconds
Cooldown: 30 seconds
Energy Consumption: 240 points of Capacitance

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Neo Human

Sunglow 4 (+++, same as Fire, good for a long time, but not that good at endgame)
Only available for Electromagnetic type weapons.
Effect: Ignores your enemy's shield (dont know if it has a success rate)
Attack Multiplier: 2.9
Prepare Time: 50% Attack Interval
Cooldown: 85% Attack Interval
Energy Consumption: 43 points of Capacitance

Planet 4 (+++)
Only available for Electromagnetic type weapons.
Attack Multiplier: 2
Cooldown: 95% Attack Interval
Energy Consumption: 24 points of Capacitance

Solar Flare 4 (completely useless unless you have a REALLY high rank Bidirectional Energy Collection chip)
Only available for Electromagnetic type weapons.
Attack Multiplier: 3.4
Prepare Time: 200% Attack Interval
Cooldown: 65% Attack Interval
Energy Consumption: 131 points of Capacitance

Comet 4
Only available for Particle type weapons.
Increases firing range (dont know how much)
Attack Multiplier: 2.2
Prepare Time: 100% Attack Interval
Cooldown: 75% Attack Interval
Energy Consumption: 40 points of Capacitance

Meteor 4 (+++ If used in conjunction with a high rank High-speed Cooling chip)
Only available for Particle type weapons.
Attack Multiplier: 2.5
Cooldown: 145% Attack Interval
Energy Consumption: 43 points of Capacitance

Nebula 4 (+++, same as Fire & Sunglow, good for a long time, but not that good at endgame)
Only available for Particle type weapons.
Ignores part of the enemy's Shield Resistance (dont know by how much)
Attack Multiplier: 3.1
Prepare Time: 50% Attack Interval
Cooldown: 85% Attack Interval
Energy Consumption: 91 points of Capacitance

Star 4 (pointless unless you use a Shield build)
Weapon Independent.
Effect: Increases Shield's recharge rate by +140%
Prepare Time: 5 seconds
Duration: 600 seconds
Cooldown: 1200 seconds
Energy Consumption: 10 points of Capacitance

Lithosphere 4 (+++)
Weapon Independent.
Effect: Increases all the Energy Shield Resistances by +20
Prepare Time: 5 seconds
Duration: 120 seconds
Cooldown: 180 seconds
Energy Consumption: 190 points of Capacitance

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Transforming Type Chips


These skills can only be activated while transformed in vehicle/animal mode. A big difference between TF & regular chips, is that regular ones are mainly attack skills, while TF skills are mainly buffs/nerfs. I will only list the skills released in game so far, and since the Charge/Duration/Cooldown values displayed by our clients for the Buff/Nerf type chips is completely wrong, I will just omit that untill I get the real values. Its recommended to use all of the buff chips listed below anyways, so I will also omit the +++ symbols since its redundant.


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Natural Human:

1 Snipe 04
Only available for TF Laser type weapons.
Attack Multiplier: 1.7
Prepare Time: 70% Attack Interval
Cooldown: 45% Attack Interval
Energy Consumption: 42 Points of Capacitance & 4 Points of Energy for Transforming

1 Shell 04
Only available for TF Canister type weapons.
Attack Multiplier: 2.6 (AoE)
Prepare Time: 30% Attack Interval
Cooldown: 100% Attack Interval
Energy Consumption: 72 Points of Capacitance & 4 Points of Energy for Transforming

1 Additional Attack 04
Weapon Independent.
Effect: For a period of time (around 1 minute), increase your damage to by 14% (total damage I think)
Energy Consumption: 100 Points of capancitance & 4 Points of Energy for Transforming (on activation)

1 Bidirectional Energy Collection 04
Weapon Independent.
Effect: For a period of time (around 1 minute), reduces the Charge time for Hurricane and Thunderbolt to 65% of their original Charge time.
Energy Consumption = 100 Points of Capacitance & 4 Points of Energy for Transforming (on activation)

1 High-speed Cooling 04
Weapon Independent.
Effect: For a period of time (around 1 minute), reduces the Cooldown for Brash and Tsunami to 65% of their original Cooldown.
Energy Consumption = 100 Points of Capacitance & 4 Points of Energy for Transforming (on activation)

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Enhanced Human

2 Spurt Attack 04
Only available for TF Combat type weapons.
Attack Multiplier: 1.4
Cooldown: 100% Attack Interval
Energy Consumption: 20 Points of Capacitance & 4 Points of Energy for Transforming

2 Bombard 04
Only available for TF Cartridge type weapons.
Attack Multiplier: 2.6 (AoE)
Prepare Time: 10% Attack Interval
Cooldown: 120% Attack Interval
Energy Consumption: 72 Points of Capacitance & 4 Points of Energy for Transforming

2 Additional Attack 04
Weapon Independent.
Effect: For a period of time (around 1 minute), increase your damage to by 14% (total damage I think)
Energy Consumption: 100 Points of capancitance & 4 Points of Energy for Transforming (on activation)

2 Bidirectional Energy Collection 04
Weapon Independent.
Effect: For a period of time (around 1 minute), reduces the Charge time for Tongue of Wolf to 65% of its original Charge time.
Energy Consumption = 100 Points of Capacitance & 4 Points of Energy for Transforming (on activation)

2 High-speed Cooling 04
Weapon Independent.
Effect: For a period of time (around 1 minute), reduces the Cooldown for Claw and Fang to 65% of their original Cooldown.
Energy Consumption = 100 Points of Capacitance & 4 Points of Energy for Transforming (on activation)

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Neo Human

4 Rapid Fire 04
Only available for TF Particle type weapons.
Attack Multiplier: 1.29
Prepare Time: 20% Attack Interval
Cooldown: 85% Attack Interval
Energy Consumption: 30 Points of Capacitance & 4 Points of Energy for Transforming

4 Bombard 04
Only available for TF Electromagnetic type weapons.
Attack Multiplier: 2.6 (AoE)
Prepare Time: 80% Attack Interval
Cooldown: 40% Attack Interval
Energy Consumption: 72 Points of Capacitance & 4 Points of Energy for Transforming

4 Additional Attack 04
Weapon Independent.
Effect: For a period of time (around 1 minute), increase your damage to by 14% (total damage I think)
Energy Consumption: 120 Points of capancitance & 4 Points of Energy for Transforming (on activation)

4 Bidirectional Energy Collection 04
Weapon Independent.
Effect: For a period of time (around 1 minute), reduces the Charge time for Solar Flare and Lithosphere to 65% of their original Charge time.
Energy Consumption = 100 Points of Capacitance & 4 Points of Energy for Transforming (on activation)

4 High-speed Cooling 04
Weapon Independent.
Effect: For a period of time (around 1 minute), reduces the Cooldown for Meteor and Sunglow to 65% of their original Cooldown.
Energy Consumption = 100 Points of Capacitance & 4 Points of Energy for Transforming (on activation)
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Those are the TF skill chips released in game so far, but there are many, many more. I will update the information about the other chips once they become available.

1 comment:

Anonymous said...

Sunglow ignores some resistance of shield.
Tested with Sunglow 3 on an 152 shield resist, there's a 7% difference. Not sure if it's ignoring % or value.
Some values gotten.
Sunglow 3:
Damage received:918/589*2.6+1354.7(0.318%)Damage received:2023/1350*2.6+3105(0.315%)

Planet 4:
Damage received:630/589*2+1354.7(0.249%)
Damage received:1993/1350*2+5407.5(0.246%)