Stat Priorities (Early Game) Guide
Defenders:
- Give them basically raw HP (% > Flat HP) until approx ~40-50k HP.
- 40-50k HP+ start to add DEF.
- If you are particularly stuck on an encounter due to debuffs, yo ucan swap some HP/DEF for Security.
Supporters:
- If they apply REPAIR, you want them to stack HP exactly the same as tanks.
- Where possible Repair equipment set > Fortitude equipment set for greater repair output
- If they only apply buffs and do not heal, then speed is basically the only stat they need (to ensure they go first). The REST of their stats can go towards hp/def to let them tank a hit or 2.
Attackers:
- Get Crit Rate to 100%.
- Then spam ATK and Crit Power.
- Speed only needed to make them go faster than enemy but after your buffers and debuffers.
Debuffers:
- Most only need Hacking to apply their debuffs, in early game, somewhere around 200 is a good goal to initially shoot for. You can use Hacking set bonus (+30 each), and a Hacking Software (up to +100) to achieve this.
- Speed is only needed to make sure they go before your attacker.
- Like supporers the rest of thei9r stats can go towards HP/Def if you want them to tank a hit, otherwise put it to ATK and treat them as a seondary attacker.
Bonus Tips
DEF vs DMG Reduction:
Here is a table showing DEF values and its associated DMG Reduction.
Unit Stats:
Every aspect of your arsenal, from gear upgrades to unit leveling, refits, engineering enhancements, implants, in-match skill buffs (such as attack up, crit up, hacking up, etc.), and set bonus effects, impacts your unit’s statistics in various ways. Here, we’ll learn which stats synergize and how set bonuses influence the overall numbers.
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