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  • DEAN-377
    Original poster 12 posts


    In the article, they said  maximum Proficiency rank (10).and base on the pic, so we can see the maximum increase is 10%. let's assume you have reach 1000 on your watch and you have 5-6 build already have maximum stat, is this 10% a lot? a least I don't think so. if we really need increase, I don't expect each level would increase 10% total 100%,but at lease each level can have4%-5% total have 40%-50% increase.

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  • dagrommit
    786 posts

    @dean-377 those numbers are examples and subject to balancing, but an increase to base stats of 50% would make the game ridiculously easy.

  • DEAN-377
    Original poster 12 posts

    @dagrommit think about TU6-TU7, at that time we can call ourselves agent, after TU8 we just a bunch of clown wear A4 paper armor. if those increase were not that much what is the point, we spent time on it?

  • dagrommit
    786 posts

    @dean-377 if you want to tear through content, you can leave your world on normal difficulty. Not everyone wants this - see the requests for open world legendary difficulty.

  • DEAN-377
    Original poster 12 posts

    @dagrommit you are missing my point, my watch was 3100, heroic just a piece of cake for me. all I want is if we need to spent time on this new thing make it more meaningful. 10% increase was a joke. you can say 40% was bit much, but 10% was too little to increase.

  • dagrommit
    786 posts

    @dean-377 LOL. You complained about losing power from TU7, now you claim heroic (which wasn't even available for every mission in TU7) easy? And you want more power?

    Anyhow, they note that the numbers are subject to balancing so we'll see how they play out in PTS.

  • DEAN-377
    Original poster 12 posts

    @dagrommit LOL every invade mission had heroic still a piece of cake for me. all I said is 10% was not worth we spent time on it.

  • the_Kettle
    150 posts

    @dean-377 Nowhere does it say the maximum expertise level is 10. It says the maximum Proficiency level is 10 (per gear type), and that some unspecified number of proficiency levels is required for each expertise level: "As you gain proficiency ranks in more items, you will also increase the Expertise Level of your agent, you will need to reach a certain number of cumulated proficiencies ranks to level up."

    There are currently 249 weapons (including named and exotics as separate items), 23 brand sets, 13 gear sets, 44 named/exotic gear pieces, 41 skill variants, and 6 specialisation weapons. So that's 376 individual proficiencies to gain and 10 levels of each. That's obviously not counting any new items added in the new season.

    That said, my suspicion is that levelling the proficiencies will be very very slow, as part of the developers aim here will be giving the long-term players something to keep on grinding for as they put their thousands of hours in. Hopefully they'll also add some higher difficulty options to keep these people happily challenged too.

  • DEAN-377
    Original poster 12 posts

    @the_kettle hope so

  • SevenNVD
    84 posts

    I feel 10% is quite a big increase in player power, especially this late in the game's lifecycle. Indeed, it depends on the new content too. I can't wait for the PTS now I can finally participate in that.

  • Macs1209
    3 posts

    @dean-377 It says "base damage", and for other is a "base armor", so they might think of "lvl40 weapon base damage". In this case, this is a standalone multiplicative element, and apply first before any WD (from cores, etc) calculated, and increase your total weapon damage output exactly by 10%. 10% not a big amount, but if you already have a good build, that 10% will sensible, especially in full group: groupscale is strong a bit, results in full group acceptable (not really easy), but solo is too easy on same difficulty.

  • Noxious81
    493 posts
    In the article, they said  maximum Proficiency rank (10). and base on the pic, so we can see the maximum increase is 10%. (...)


    This is not how they plan to distribute the (until now completely exemplary) 1% bonuses. Each 1% bonus is not granted per Proficiency Level. But per Grade.

    As for each specific item, Brand or Gear Set etc. you only need to have reached Proficiency Level 10 (max) in order unlock the option to increase its Grade. And you can increase the Grade according to your agent's Expertise Level. For increasing the Expertise Level, you'll have to accumulate Proficiency Levels across all items, Brand and Gear Sets etc. ... 376 in total as the_Kettle stated – adding up to 3,760 individual Proficiency Levels to earn.

    But they did not tell us yet, how many Proficiency Levels exactly we need to raise our agent's Expertise Level. This number might sit somewhere around 350 or 500 or even 1,000.

    And in case we really needed 500 Proficiency Levels for one Expertise Level, we currently would be able to reach Expertise Level 7 (3,760 : 500 = 7.52) – which would allow us to increase each item's Grade to 7. Equalling a 7% increase in base WD, base Armor, or base Skill power.

  • DEAN-377
    Original poster 12 posts

    @noxious81 just hope that worth we spent time on it

  • xcel30
    414 posts

    @sevennvd Depends on how much you also considered the watch upgrades a big increase or not

  • DEAN-377
    Original poster 12 posts

    @macs1209 since we do not see the whole picture, all we can do just guess. but base on the past, let me think if those increase 10%, is not that much. and not worth spent time on it. but if they can adjust other part make this 10% valuable that would work.

  • As1r0nimo
    162 posts

    It's a base stat change. So everything else will also modify it. Crits, Headshots, Total weapon damage, etc.

    In example, if you have +10% base stat increase, in the end with crits at 200% and Total weapon damage at 50% it will be 45% increase. Instead of 10%.

    PS: In comparison to base damage, not final)). So, a headshot of 12 million will become 13.2 million just because. Which is huge in reality.

  • Noxious81
    493 posts
    It's a base stat change. So everything else will also modify it. Crits, Headshots, Total weapon damage, etc. (...)


    Indeed! It's not another additive bonus like the 5% WD from Walker & Harris. If Grades are really altering the base values, they are added to the calculation before any other bonuses will be applied. This would mathematically make them multiplicative bonuses...

    Example:
    6 red core attributes with each 15% WD as examples for additive bonuses, 8% DtTooC from Fox's Prayer kneepads as example for multiplicative bonuses. And a base Weapon Damage of 50,000.

    Calculation without bonus from Grades:
    [ 50,000 * (1 + 0.15 + 0.15 + 0.15 + 0.15 + 0.15 + 0.15) ] * 1.08 = 102,600

    Calculation with exemplary 5% bonus from Grades:
    [ (50,000 * 1.05) * (1 + 0.15 + 0.15 + 0.15 + 0.15 + 0.15 + 0.15) ] * 1.08 = 107,730

    Finding:
    Although the increase in 5% base Weapon Damage only results in an increase of 2,500 at first sight, the final increase of our total Weapon Damage (after having applied all other bonuses) is 5,130 – which still is exactly 5% of our former total Weapon Damage of 102,600. Which makes a 5% increase in base Weapon Damage a de facto 5% multiplicative bonus to our total Weapon Damage. And that's quite a thing, if you ask me!

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