Difference between revisions of "Skills Costs and Dependencies Chart"

From Anarchy Online Wiki [AOWiki]
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== Skills Costs ==
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Skill costs are defined by profession and vice versa. Whether the player decides to bite the bullet and pay the price for combat skills out of profession guidelines, or whether choosing which non-combat skills to increase, the Skill Costs Chart offers advantages over the listing in game. The restrictions on profession skills are particularly evident in costs for weapon skills and Special Attacks.
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Thus, a caveat to players who crave creative character choices and novelty:  Funcom made the storytelling/roleplaying choice to maintain realistic profession types at the cost of viable player profession choices, and made restrictions to be sure of it, and you will have to pay a high price in skill points to play, say, an Engineer with Sneak Attack or even a Keeper with 2H Blunt. Ranged Weapon Soldiers and Melee Adventurers are a notable exception, far and away the most flexible at choosing weapons within those ranges.
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Because the chart here has made use of multiple additional colors, rather than sticking with the color code used in AO, the costs for skills can be seen at a glance. The color code used in game is quite misleading when it comes to non-combat skill costs; most are quite affordable. There are also some surprises, e.g., how cheaply Traders can buy skill points in Pharma Tech, and Fixers, Concealment.
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== Skills Dependencies ==
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 +
Every skill is related to one, at 100%, or usually more than one ability, at a total of 100%, synergy. Every four ability points raise related skills one point, multiplied by the synergy percentages shown. All skills start at a base of 5, to which the synergies are immediately added; because the totals are calculated on the fly, starting characters will always have at least 6 points in all skills.
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Likewise, adding ability points with equipped items or enhancement [[Nanos]] immediately affects skills. For example, casting ''Composite Attribute Boost'' (SL), which add 12 points to all Abilities,  or ''Agility Boost'' plus ''Sense Boost'', which add 12 points to each Ability, will add three points of [[Ranged#Pistol|Pistol]] Skill.
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This has major implications for the use of equipment for characters as they progress. For one, equipment with requirements that a character has never spent skill points in, can be equipped, especially when bonuses from [[Nano Program]]s and [[Implants]] are added. This combination of bonuses is the primary factor enabling the use of [[Buff Weapons]], and the associated increase in abilities, [[Buff Armor]], although a given profession will always be better at equipping some buff weapons than others, and a given race, buff armor. Equipping the lowest QLs with the maximum benefit, known as the items' [[Breakpoints]], facilitates this process.
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Every skill has these dependencies, shown as percentages, e.g., Pistol, "Dependencies: 60% Agility, 40% Sense". Four points to ''both'' skills is needed to raise Pistol one point. Raising Agility four points will raise Pistol a hidden .6 skill points that is not displayed. However, this may result in a whole number increase, because such fractions are added 'on-the-fly'. Because such fractions are added continuously, existing fractions may combine with bonuses from [[Nano Program]]s and other buffs, rounding up to a whole number.
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| align="center" style="background:#00bbbb;"|'''Str'''
 
| align="center" style="background:#00bbbb;"|'''Str'''
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= Sources =
 
[http://www.aofroobs.com/skillchart.htm?sid=9cfd9dab55ec97c4cac5cdae9e36654d AOFroobs Skills Chart]
 
  
[http://ao.stratics.com/content/guides/general/skills.php?s= AO Stratics Skill Guide]
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== Sources ==
 +
 
 +
The original chart was derived with numbers available in game, but made use of the following sources. The color coding was 100% by AO Devs Wiki editors, with the numbers coming from and the only conceivable use for them being Anarchy Online, of course.
 +
* [http://www.aofroobs.com/skillchart.htm?sid=9cfd9dab55ec97c4cac5cdae9e36654d AOFroobs Skills Chart]
 +
* [http://ao.stratics.com/content/guides/general/skills.php?s= AO Stratics Skill Guide]
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[[Category:Guides]]
 
[[Category:Guides]]
 
[[de:Skill Dependency Chart]]
 
[[de:Skill Dependency Chart]]

Revision as of 00:47, 14 March 2010

Skills Costs

Skill costs are defined by profession and vice versa. Whether the player decides to bite the bullet and pay the price for combat skills out of profession guidelines, or whether choosing which non-combat skills to increase, the Skill Costs Chart offers advantages over the listing in game. The restrictions on profession skills are particularly evident in costs for weapon skills and Special Attacks.

Thus, a caveat to players who crave creative character choices and novelty: Funcom made the storytelling/roleplaying choice to maintain realistic profession types at the cost of viable player profession choices, and made restrictions to be sure of it, and you will have to pay a high price in skill points to play, say, an Engineer with Sneak Attack or even a Keeper with 2H Blunt. Ranged Weapon Soldiers and Melee Adventurers are a notable exception, far and away the most flexible at choosing weapons within those ranges.

Because the chart here has made use of multiple additional colors, rather than sticking with the color code used in AO, the costs for skills can be seen at a glance. The color code used in game is quite misleading when it comes to non-combat skill costs; most are quite affordable. There are also some surprises, e.g., how cheaply Traders can buy skill points in Pharma Tech, and Fixers, Concealment.

Skills Dependencies

Every skill is related to one, at 100%, or usually more than one ability, at a total of 100%, synergy. Every four ability points raise related skills one point, multiplied by the synergy percentages shown. All skills start at a base of 5, to which the synergies are immediately added; because the totals are calculated on the fly, starting characters will always have at least 6 points in all skills.

Likewise, adding ability points with equipped items or enhancement Nanos immediately affects skills. For example, casting Composite Attribute Boost (SL), which add 12 points to all Abilities, or Agility Boost plus Sense Boost, which add 12 points to each Ability, will add three points of Pistol Skill.

This has major implications for the use of equipment for characters as they progress. For one, equipment with requirements that a character has never spent skill points in, can be equipped, especially when bonuses from Nano Programs and Implants are added. This combination of bonuses is the primary factor enabling the use of Buff Weapons, and the associated increase in abilities, Buff Armor, although a given profession will always be better at equipping some buff weapons than others, and a given race, buff armor. Equipping the lowest QLs with the maximum benefit, known as the items' Breakpoints, facilitates this process.

Every skill has these dependencies, shown as percentages, e.g., Pistol, "Dependencies: 60% Agility, 40% Sense". Four points to both skills is needed to raise Pistol one point. Raising Agility four points will raise Pistol a hidden .6 skill points that is not displayed. However, this may result in a whole number increase, because such fractions are added 'on-the-fly'. Because such fractions are added continuously, existing fractions may combine with bonuses from Nano Programs and other buffs, rounding up to a whole number.


Str Agi Stam Int Sense Psy Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Body Dev. 100% 1.2 2.4 2.4 2 1 2.4 1.8 1.2 1.5 2.4 2.4 2.6 1.1 2
Nano Pool 10% 10% 20% 70% 1.6 1.2 1.4 1 2 1.8 1.6 2.2 1.6 1 1 2.5 2 1.2
Martial Arts 20% 50% 30% 2.8 1.6 2.8 2 1.6 2.8 2.8 3 1 2.8 2.8 1.6 2 2
Brawling 60% 40% 2.4 2.8 3.2 2.8 1 2.4 1.8 2 1.2 2.8 2.8 4 2 2
Dimach 80% 20% 4 1.6 3 4 4 4 4 1.3 1.2 2.5 2.5 1 4 4
Riposte 50% 50% 3.2 3 3.2 3.2 1.2 3.2 2.4 1 1 3.2 2.4 1.4 2.4 3.2
Adventuring 20% 50% 30% 1 3 2 2 1.5 2 2 1.8 1.6 2 2 1.6 1.5 1.4
Swimming 20% 20% 60% 1 1.6 2 2 2 2 2 1.8 1.4 2 2 1.4 1.5 1.5
Str Agi Stam Int Sense Psy Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
1h Blunt 50% 10% 40% 1.5 1.6 3.2 2.4 1 2.4 2.5 3.2 2.5 2.6 4 4 2.5 1.8
1h Edged 30% 40% 30% 1 2 4 2.4 1 3.2 2 3.2 2 4 4 4 2 3.2
Piercing 20% 50% 30% 1.5 2.5 4 2.4 1 3.2 2.5 3.2 2 3.2 4 1 2.5 2.5
2h Blunt 50% 50% 1.5 2.5 4 3.2 1.4 3.2 3.2 3.2 2 4 3.2 4 2.5 2.5
2h Edged 60% 40% 1.5 2.5 4 3.2 1 3.2 2.5 1 2 2.5 2.5 4 2.5 2.5
Melee Ener. 30% 30% 30% 10% 1.5 3.2 4 3.2 1.8 4 3.2 3.2 3 4 3.2 4 2.2 2.5
Parry 50% 20% 30% 1.5 1.6 3.2 2.4 1.4 4 2.4 1 1.5 4 3.2 1.4 2.5 2.5
Sneak Attack 60% 30% 20% 1.5 1 2.4 3.2 2 4 3.9 4 3 4 3.2 1 3 4
Multi. Melee 30% 60% 10% 1.4 2.5 4 3.2 1 4 2.5 3.2 2.5 4 4 1 2 3.2
Fast Attack 60% 40% 2 2.5 4 2.4 1.5 4 2.5 1 2 4 3.2 1.4 2.4 3
Str Agi Stam Int Sense Psy Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Sharp Obj 20% 60% 20% 1.6 1.2 3.2 3.2 1.6 3.2 2.5 4 1 3.2 2.4 1.6 1.6 2.4
Grenade 40% 20% 40% 1.6 1.6 4 3.2 2.5 2 2.2 4 2.4 4 2.4 4 1.6 2.4
Heavy Weapons 40% 60% 3 3 4 4 2.5 2 2.5 4 4 4 4 4 1 4
Str Agi Stam Int Sense Psy Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Bow 20% 40% 40% 1.8 2 4 4 4 4 2.4 4 1 2.5 4 4 2.4 4
Pistol 60% 40% 1 1.8 1.6 1.6 3 1.5 1.6 4 3.5 2.4 1.6 4 1 2
Assault Rifle 10% 30% 40% 20% 1.6 3 4 4 3.5 3 2.8 4 4 4 4.5 4 1 4
MG / SMG 30% 30% 30% 10% 2.5 2.5 3.2 3.2 2.5 3.2 1 4 3 3.2 3.2 4 1.5 2.4
Shotgun 40% 60% 2.4 3.2 3.2 2.4 2.5 3.2 1.8 4 4 4 3 4 1.5 1.5
Rifle 60% 40% 1.7 1.3 4 4 4 4 2 4 4 4 4 4 2 2.8
Ranged Ener 20% 40% 40% 2.4 2.5 4 4 4 3 2.5 4 4 4 4 4 1 3
Fling Shot 30% 30% 40% 1 3.2 4 2.4 3.5 3.2 1.6 4 3.2 4 4 4 1 2.5
Aimed Shot 100% 2.2 1.1 4 3.2 3.5 4 2.5 4 3 4 3.2 4 1.8 2.5
Burst 30% 50% 20% 1.8 3.2 4 3 3 3 1.5 4 4 4 4 4 1.5 3.5
Full Auto 60% 40% 2.4 4 4 4 3 3 2.2 4 4 4 5 4 1.5 3.5
Bow Spc Att 10% 50% 40% 1.6 2 4 4 2 3.5 2 4 1 2.5 4 4 2 4
Multi Ranged 60% 40% 1.5 1.8 4 4 4 4 2 4 4 2.5 4 4 2 2.5
Str Agi Stam Int Sense Psy Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Melee Init. 10% 10% 60% 20% 1.8 1.6 4 3.2 1 3.2 2.5 1 2 3 3.5 1 2.4 3.2
Range Init. 10% 10% 60% 20% 2 1.6 3.2 3.2 3 3.2 1.6 3.8 2.4 4 3 4 1 2.5
Physic. Init. 10% 10% 60% 20% 1.6 1.6 2 2 1.6 3 2.4 3.8 1 3.2 3.2 3.4 2.4 3.2
Nano Init. 40% 60% 2 1.6 1 1 2.4 1.6 2.4 3.2 2.5 1 1 2.8 4 1.5
Dodge-Rng 50% 20% 30% 1.6 2.1 2.4 2.4 2 2.5 1 1.6 1 1.6 2.4 2.4 1.5 1.9
Evade-ClsC 50% 20% 30% 1.8 2.4 2.4 3.2 1.5 4 1.6 1.4 1 1.6 3.2 1 2 1.9
Duck-Exp 50% 20% 30% 1.6 1.6 2.4 2.4 2 2.2 1 1.6 1 2.4 2.4 1.2 1.8 1.9
Nano Resist 20% 30% 2.4 1.6 1.6 1.2 2.2 1.5 1.6 1.8 1.6 1.6 1 1.5 2.2 1.6
Run Speed 20% 40% 40% 1 1.6 2.4 2.4 2.4 2 1 2 1 2.4 2.4 1 2 1.9
Str Agi Stam Int Sense Psy Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Mech. Eng. 50% 50% 1.2 1.5 1.8 2 2 1 1.5 3.2 2.4 2 2 3.2 2 1.2
Elec. Engi 30% 20% 50% 1.6 2 2.4 1.6 1.8 1 1.5 3.2 3.2 2 1.6 3.2 2.4 1
Quantum FT 50% 50% 1.6 2 2.4 1.6 3.2 1 1.5 3.2 3.2 2.4 1.6 1.4 2.4 1.2
Weapon Smt 50% 50% 1.6 4 2.5 1.5 1.5 1 1.3 2 2.4 2.5 3.2 3.2 1.5 1
Pharma Tech 20% 80% 2.4 1.6 2.4 1 1.6 1.5 1.5 3.2 2.4 2 2.4 1.8 2 1
Nano Progr 100% 4 2.4 1.6 1.6 2.4 1.2 2 3.2 2.4 1 1 4 2 1.4
Comp. Liter 100% 1.6 1.6 1 1 1.6 1.3 1 2.4 2 1 1 2.4 2 1.5
Psychology 50% 50% 1.6 1 1 2.3 1 2.4 1.5 1 1.6 1.6 2.4 2.4 1.5 1
Chemistry 50% 50% 1.6 1.5 2.4 2 1 1.2 2 3.2 2.4 2 2 3.2 2.4 1.3
Tutoring 70% 20% 10% 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Str Agi Stam Int Sense Psy Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Matt Met 80% 20% 1.8 1.2 1.6 1 2.5 1 2.4 3.2 2 1 1 3.2 2 1.6
Bio Met 80% 20% 1.5 1.6 1 1 2.5 2.4 3.2 1.8 1.6 1 1 1.9 2.4 1.8
Psy Mod 80% 20% 1.8 1.6 1 1.6 2.5 2.4 2.4 1.6 2 1.6 1 1.4 2 1.5
Mat Crea 80% 20% 1.8 1.4 1.6 1.6 2.5 1 2.5 3.2 2.4 1 1 3.2 2.5 1.5
Time&Space 20% 80% 1.8 2.4 1.6 1.6 2.5 1 3.2 1.4 1.6 1 1 1.9 3.2 1.5
Sensory Impr 20% 80% 1.6 1.6 1 1.6 2.5 2.4 2.4 2.4 1.6 1.6 1 1.6 2.4 1.8
First Aid 30% 30% 40% 1.2 2 2 1 1.6 2 1.2 1.2 1.6 2 2 2.5 2 1.6
Treatment 30% 50% 20% 1 2 2 1 2 1.6 1.2 1.8 2 2 2 1.5 2 1.6
Str Agi Stam Int Sense Psy Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Concealment 30% 70% 1.7 1 2.4 2.4 2 3.2 1.5 3.2 1.5 2.5 2.5 1 2 1.8
Break&Entry 40% 30% 30% 2 1.5 2 2 2 1.6 1 2.4 2 2.4 2.5 1.6 2 1.8
Trap Disarm. 30% 30% 60% 1.6 2 2.4 2.4 2.4 1.6 1 2.4 2.5 2.4 2.4 1.8 2.4 2.4
Perception 30% 70% 1.6 1 1.6 2.4 2.4 2.4 1 1.2 1.6 2.4 2.4 2.4 2.4 1.4
Str Agi Stam Int Sense Psy Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Vehicle Air 20% 20% 60% 1 2.4 2 2.4 1.6 1.6 1 2.4 3 2.5 2.4 3.2 1.6 1.4
Vehicle Ground 20% 20% 60% 1 2.4 2.4 1.6 1 1.6 1 2.4 2.5 2.5 2.4 3.2 1 1.4
Vehicle Water 20% 20% 60% 1 2.4 2.4 2.4 1.6 1.6 1 2.4 2.5 2.5 2.4 3.2 1.6 1.4
Map Navig. 40% 50% 10% 1 1.6 2 1.6 1.6 1.6 2 1.2 2 2 1.6 2.4 1.6 1.3

Sources

The original chart was derived with numbers available in game, but made use of the following sources. The color coding was 100% by AO Devs Wiki editors, with the numbers coming from and the only conceivable use for them being Anarchy Online, of course.