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FairForever
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Hi,

I've noticed that most of the Abilities have a "Powered By" line, as well as the activation condition. What is the difference? My understanding is that should the activation condition occur, the ability should then roll to see whether it activates based on the % likelihood. How does the "Powered By" fit in?

The only thing I can see is that the "Powered By" maps the ability to a specific skill which increases the likelihood of activation? (since each of the activation percentages do say up to 30%, up to 40%, etc.) - if so, does anyone have any idea how to hit the upper threshold? Is it by hitting 100 points in the cap?

Thanks
 
Xars
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Originally posted by FairForever
Hi,

I've noticed that most of the Abilities have a "Powered By" line, as well as the activation condition. What is the difference? My understanding is that should the activation condition occur, the ability should then roll to see whether it activates based on the % likelihood. How does the "Powered By" fit in?

The only thing I can see is that the "Powered By" maps the ability to a specific skill which increases the likelihood of activation? (since each of the activation percentages do say up to 30%, up to 40%, etc.) - if so, does anyone have any idea how to hit the upper threshold? Is it by hitting 100 points in the cap?

Thanks


Powered by increases the Fire rate.

If it says "up to 30%, then it's 30% of the time IF the powered up by Skill is 100 (we're guessing but that's about right).

If the Skill is only 30, then the chance your SA fires is something like .3 * .3 or like 9% of the time.

This is why you want to take SA's tied to high Skill Levels.
 
MileHighShoes
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Also I imagine some skills have a much lower requirement for the "powered by" skill.

For instance I see WR's with rec consisteny in the 40's and 50's firing prime time on pretty much every jumping/diving/endzone reception, so I imagine the requirements aren't for 100 in that skill. And some of the ones that require carrying awareness and can activate when within 3 yards of the LOS or whatever are easy to fire because the skill checks pretty much every tick to see if you passed the roll until your player actually gets the SA to fire. So Mr. Reliable will try to fire ten times a second until it does fire whenever you're within 3 yards of the LOS. While others like "Pancake Chef" also will attempt to fire whenever you're winning a run blocking interaction, but it doesnt seem to fire too often even with 70+ run block tech.

So I don't think it's hard and fast 100 points maxes out the threshold for the SA to fire, I think there are some SA's that hit the max at much lower values than 100 in that skill. But that's just what I think from my observations, and in the above I'm referencing Gold Sa's, not Silver or Bronze.
 


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