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Now the hard cap is 45 skill power right so I would only need 22500 skill power because of the 4set. I seem to 100% buff in around 6 sec. And that would put me at 45k but some also say 50 skill power is the cap as well so what shod I shoot forhard cap is hard cap...you can't exceed it. That being said, you can build one stat high and two low, or two to a median and one non-existent, but that's the choices you have. Your current build should be more than sufficient for groups.
I don't think you need to change a thing personally. If you feel the need to tweak, or just to progress, keep the same ratios and you should be fine.Now the hard cap is 45 skill power right so I would only need 22500 skill power because of the 4set. I seem to 100% buff in around 6 sec. And that would put me at 45k but some also say 50 skill power is the cap as well so what shod I shoot for
If the calculations for the skill calculator I linked you are correct an I assume they are then 45k is not the cap for all skills. Some reach there max buffs/heal/HP/damge and so on far beyond 45k. That is what I meant by checking the calculator out and entering different skillpower values there.Now the hard cap is 45 skill power right so I would only need 22500 skill power because of the 4set. I seem to 100% buff in around 6 sec. And that would put me at 45k but some also say 50 skill power is the cap as well so what shod I shoot for
But doesn't the skill caluculator max out at around 80k skillpower for some skills? Is the gap between 45k and 80k worth it to stack more skillpower?With tacticians authority 4 piece bonus, ALL of my skills max out when it hits 100% (which takes no time at all in a group). I haven't packed on more than 22500 skill power just for that reason (22500 + 100% = 45000).
A functional tac auth solo build would need a bit more, but the more skill power you pack on, the less you need tacticians authority...in the OPs case, he's barely getting anything from the 4 piece bonus (he's maxed when the bonus reaches 14-15%).
I haven't noticed anyone I run with not receiving a full heal from booster shot (though I haven't seen or healed anyone running with 100k+), and my pulse gives 60%/100% at 45k, with zero cooldown (skill can be activated as soon as the previous use fades).But doesn't the skill caluculator max out at around 80k skillpower for some skills? Is the gap between 45k and 80k worth it to stack more skillpower?
EDIT: Some examples of what I mean:
Firstaid - Booster Shot heals yourself for around 50k HP and your allies for 68k HP @45000 Skillpower
Firstaid - Booster Shot heals yourself for around 80k HP and your allies for 100k HP @80000 Skillpower
Pulse - Tactical Scanner crit chance +40% crit damage +81% with 28 seconds cooldown @45000 Skillpower
Pulse - Tactical Scanner crit chance +40% crit damage +100% with 20 seconds cooldown @80000 Skillpower
I think the heal does heal everyone full but with a regen effect. When I get healed by our healer I am instantly full, no regen that I have to wait for. I guess that is why you never saw someone not as "fully" healed.I haven't noticed anyone I run with not receiving a full heal from booster shot (though I haven't seen or healed anyone running with 100k+), and my pulse gives 60%/100% at 45k.
You may be correct on the heal assumption, but either way it's just as effective.I think the heal does heal everyone full but with a regen effect. When I get healed by our healer I am instantly full, no regen that I have to wait for. I guess that is why you never saw someone not as "fully" healed.
Are they values on your pulse really correct? You get the maximum bonus at 45k spillpower?
I ask because then the skill calculator must be wrong (which I thought it is not) and the Tacticians Authority 4th piece bonus would have the one and only purpose of freeing up some attribute points for stamina and firearms. Which is great but I always thought with a 4th piece bonus you could reach the absolute maximum possible when you heavily build into electronics. Now it "just" enables you to be a bit more "Jack-of-all-trades" with a set build purely for electronics builds. That seems a little bit off.
As rough as you're finding Hard mode incursion, you're going to find Challenge mode 10x worse. A shotgunner in challenge mode STILL has the ability to one shot any one of us if he gets to point blank range, even with security link active. Static skills like turrets don't stand a chance, regardless of their health. Aside from that, the "hacker" npcs can just steal them...you wouldn't want to tangle with your own skills with the power you're seeking. Heals on the other hand see their effective limit at whatever players health is running at, and we can heal that now...no need for more.Hmm understandable on one side but kinda sad on the other. I had hoped for the extra boost in power/skillpower to give you even more HP for your turret, more heal, more damage and so on.
I kinda saw it more as a Strikers set just for electronics build. Or do you see the Strikers gear as a possibility to lower you firearms?
Next incursion is slated to REQUIRE 220 GS to enter...it says nothing about keeping that score once you're inside it. It's likely worth it to hang on to something with currently maxed gear score even if it isn't something you would use.Sure I could buy the 204 sidearm but that would be just to get the GS higher and I ask myself if that alone should be the goal when the stats on the gun are worse then on the one I currently use.