Ballistic Damage Bonus (2%) Ballistic Damage affects the amount of damage you cause when you successfully hit an opponent with a ranged weapon (Both in and out of Interlock).
Ballistic Defense Bonus (2%) Ballistic Defense affects how easy it is for an opponent to hit you using a ranged weapon (Both in and out of Interlock).
Concentration Bonus (2%) Concentration has a chance to prevent casting interruption when you take damage.
Enrage Duration Bonus (2%) Enrage prevents you from withdrawing from Interlock.
Invis Movement Speed Bonus (2%) Invisible Movement Speed affects how quickly you move when using an Invisibility Ability.
Sneak Movement Speed Bonus (2%) Sneak Movement affects how quickly you move when using a Sneak Ability.
Sweep Bonus (2%) Sweeps determine the rate at which a negative state is removed from your RSI.
Thrown Accuracy Bonus (2%) Thrown Accuracy affects your tactic points when using a Knife Ability.
Thrown Resistance Bonus (2%) Thrown Resistance affects the amount of damage you take when successfully hit with a Knife Ability.
Ballistic Accuracy Bonus (2%) Ballistic Accuracy affects your tactic points when attempting to fire a weapon at an opponent.
Ballistic Resistance Bonus (2%) Ballistic Resistance affects the amount of damage you take when hit by a firearm
Healing Bonus (2%) Heal affects the potency of healing Abilities.
Melee Damage Bonus (2%) Melee Damage affects how much damage you cause when hitting using a Melee style (Both in and out of Interlock).
Melee Defense Bonus (2%) Melee Defense affects how easy it is for an opponent to hit you using a Melee Style.
Root Duration Bonus (2%) Root Duration affects the amount of time your Root effects last on an opponent.
Stun Duration Bonus (2%) Stun Duration affects the amount of time your Stun effects last on an opponent.
max out percep, focus and put the rest in vitality, for the initiative
pack-hunter wrote:max out percep, focus and put the rest in vitality, for the initiativeI have heard the init bonus is broken... Anyways, I put the rest in reason as gunmen generally are weak against the knife throwers, this gives u some def against them...
Tenshi wrote:pack-hunter wrote:max out percep, focus and put the rest in vitality, for the initiativeI have heard the init bonus is broken... Anyways, I put the rest in reason as gunmen generally are weak against the knife throwers, this gives u some def against them... you initiative bonus is applied when using the ability desperation, when this ability is used you also gain more % from any clothing that buffs initiative.
So, the Initiative stat is basically useless, or does it actually do something (when not using desperation)? I'm confused lol
I was under the impression that your accuracy for a special attack was based on a combination of your accuracy rating for that attack type (melee, ballistic, etc.) and your initiative. *shrug*
So, the Initiative stat is basically useless, or does it actually do something (when not using desperation)? I'm confused lolI was under the impression that your accuracy for a special attack was based on a combination of your accuracy rating for that attack type (melee, ballistic, etc.) and your initiative. *shrug*
Correlation does not imply causation. Sometimes it's the other things you don't notice...
I will attempt to explain this as best I can. When you have a stat that adds a bonus %, it is a multiplier of your base points. In this case, initiative points are what help you hit more often. Take the 3% Initiative bonus hat for example. When wearing this hat your base initiative points are multiplied by 1.03 (this is ignoring abilities and other clothing bonuses). Since the only way to get initiative points is to use the Desperation ability, then you would have no benefit wearing the hat because 0 * 1.03 = 0. Now when you use Desperation it will grant you initiative points, which will then be affected by the initiative bonus %. Remember that the Desperation ability grants these initiative points based on how much health you currently have (the lower your health, the more points you get). Last I checked you get 10 initiative points when using the ability at full health, therefore you would have 10 * 1.03 = 10.3 points (once again ignoring other factors). I am not sure how the game rounds these values. Therefore, I would recommend not choosing your clothing based solely on initiative %, just use the Desperation ability when you are very low on health. This is my understanding of the game, by no means am I an official on the subject. But I suggest you test this theory out before you criticize it.