Difference between revisions of "Advanced Class Subskills"

From Starsonata Wiki
Jump to: navigation, search
(Added note to Enveloping Monkey not applying to shield trans weaponry.)
(Added skill requirement table for obtaining advanced skill points, changed a few things)
Line 1: Line 1:
 
Advanced Class Subskills require Advanced Skill Points, which you can get by training your class skills above level 20 in [[Lyceum]].
 
Advanced Class Subskills require Advanced Skill Points, which you can get by training your class skills above level 20 in [[Lyceum]].
  
Each subskill costs 1 Advanced Skill Point.
+
Each subskill costs 1 Advanced Skill Point, to get an advanced skill point, you will need two specific skills to 21 ([[Drone Deployment]] means you will also require [[Piloting]] at an equal level) to obtain your first advanced point, you can get a second advanced skill point by training two more specific skills to 22 (not necessarily the same ones as before), the required skills vary between what focus you have.
  
== General Subskills<br/> ==
+
{| class="wikitable" width="40%"
 +
!Focus
 +
!Skill Requirements for 21
 +
!Skill Requirements for 22
 +
|-
 +
|[[Recon Focus]]
 +
|[[Radar]] and [[Cloaking]]
 +
|[[Radar]] and [[Cloaking]]
 +
|-
 +
|[[Combat Focus]]
 +
|[[Weaponry]] and [[Electrical Engineering]]
 +
|[[Weaponry]] and [[Equipment]]
 +
|-
 +
|[[Support Focus]]
 +
|[[Shielding]] and [[Drone Deployment]]*
 +
|[[Shielding]] and [[Drone Deployment]]*
 +
|-
 +
|[[Fleet Focus]]
 +
|[[Piloting]] and [[Equipment]]
 +
|[[Piloting]] and [[Engine]]
 +
|-
 +
|colspan="3"|*Requires [[Piloting]] to that level too
 +
|}
  
There are different advanced subskills for each focus and class, but 6 subskills are always trainable. These subskills are called '''General Subskills'''.
+
== <span style="display:none">Advanced Subskills</span> ==
 +
=== General Subskills ===
 +
There are different advanced subskills for each focus and class, but 6 subskills are available for any class to choose. These subskills are called '''General Subskills'''.
  
*'''Shake it Off''': +500 energy charge and +500 shield charge while in stasis
+
*'''Shake it Off''': +500 shield charge and +500 energy charge while in stasis
*'''Strategic Deployment'''; +50 speed (Effect is canceled on firing or taking damage. Requires 30 seconds to re-apply. Also affects slaves)
+
*'''Centered''': +500 shield charge and +500 energy charge (Effect is canceled on firing or taking damage, requires 15 seconds to reapply)
*'''Centered''': +500 energy charge and +500 sheld charge (Effect is canceled on firing or taking damage. Requires 15 seconds to reapply)
+
*'''Strategic Deployment''': +50 speed (Effect is canceled on firing or taking damage, requires 30 seconds to re-apply. Also affects slaves)
 +
*'''Resilient''': 100% chance on damage to gain +50% resistance (90% for slaves) for 1 second, effect can occur at most once every 30 seconds
 
*'''Slave Ph.D.''': +4 combat slave slots
 
*'''Slave Ph.D.''': +4 combat slave slots
*'''Resilient''': 100% chance on damage to gain +50% resistances (90% for slaves) for 1 second. Effect can occur at most once every 30 seconds.
 
 
*'''Droney''': +1 temporary drone deployment slot
 
*'''Droney''': +1 temporary drone deployment slot
  
== Focus Subskills<br/> ==
+
=== Focus Subskills ===
 +
Some advanced subskills are focus locked, and are only available for the two classes they contain. These subskills are called '''Focus Subskills'''.
  
Some advanced subskills are focus locked. These subskills are called '''Focus Subskills'''.
+
*[[Recon Focus|''<u>(Recon Focus)</u>'']] '''Expansionist''': +1 [[Hull Expanders|Hull Extension]] slot
 +
*[[Combat Focus|''<u>(Combat Focus)</u>'']] '''Big Banker''': +1 [[Capacitors|Capacitor]] slot
 +
*[[Support Focus|''<u>(Support Focus)</u>'']] '''Really Super''': +25% charge rate for super items
 +
*[[Fleet Focus|''<u>(Fleet Focus)</u>'']] '''Extra Tweaked''': Up to +20% [[Augmenter Tweaking]] (+40% for slaves), bonus tweaking is scaled (divided) by the number of equipped augmenters
  
*[[Combat Focus|''<u>(Combat Focus)</u>'']] '''Big Banker''': +1 capacitor slot.
+
=== Class Subskills ===
*[[Recon Focus|''<u>(Recon Focus)</u>'']] '''Expansionist''': +1 hull expansion slot
+
Each class has 4 advanced subskills which only they can train. These are called '''Class Subskills'''.
*[[Support Focus|''<u>(Support Focus)</u>'']] '''Really Super''': +25% charge rate for super items.
 
*[[Fleet Focus|''<u>(Fleet Focus)</u>'']] '''Extra Tweaked''': Up to +20% augmenter tweaking (+40% for slaves). Bonus tweaking is scaled(divided) by the number of equipped augmenters.
 
  
Each class has 4 advanced subskills which they can only train. These are called '''Class Subskills'''.
+
==== [[Berserker Class|Berserker]] ====
 +
*'''Berserker Classic''': +200% Multifire, -30% Rate of Fire
 +
*'''Weapons Master''': +20% Hostility, +3 weapon slots for ships with at least 1 weapon slot
 +
*'''Berserking Berserker''': +30% Speed, +10% Rate of Fire
 +
*'''Eye for an Eye''': +33% Shielding gained from [[Lifesteal]], +10% Resistance
  
=== [[Berserker Class|Berserker]]<br/> ===
+
==== [[Sniper]] ====
 +
*'''Long Scope''': +10% Sniper Analysis power increase, +10% Sniper Analysis charging time
 +
*'''Quick Scope''': +20% Sniper Analysis charging rate
 +
*'''Grooved Bore''': +10% Damage with physical weapons, +25% Tracking. +25% Projectile Speed (scaled inversely with ship speed)
 +
*'''Marksman''': +10% Damage if attacking from more than 2,000 distance, +15% Stealth
  
*&nbsp;'''Berserker Classic''': +200% multifire, -30% rate of fire
+
==== [[Speed Demon Class|Speed Demon]] ====
*'''&nbsp;Weapons Master''': +20% hostility, +3 weapon slots for ships with at least 1 weapon slot
+
*'''Master Scout''': +10% Speed, +25% Radar, -50% [[Scanners|Scanner]] energy cost
*&nbsp;'''Berserking Berserker''': +30% speed, +10% rate of fire
+
*'''Acrobat''': +25% Thrust, -50% Critical Hit effect duration, -50% Inertial Dampening
*'''&nbsp;Eye for an Eye''': +33% shields gained from lifesteal, +10% resistance
+
*'''Fighter Ace''': +15% Rate of Fire, -25% Range
 +
*'''Lucky Devil''': +5% Critical Hit Percentage, +10% [[Evasion]]
  
=== [[Sniper]]<br/> ===
+
==== [[Seer Class|Seer]] ====
 +
*'''Wraith''': +15% Stealth, +8% Damage with ethereal weapons
 +
*'''Clairvoyant''': +20% Radar, +5% Critical Hit Percentage
 +
*'''Assassin''': +15% Backstab Damage, +20% [[Warp Devices|Warp Device]] charging rate
 +
*'''Brooding Gaze''': +10% Shield Recharge and +10% Energy Recharge while cloaked and no aggressive action for 2 seconds
  
*'''&nbsp;Long Scope''': +10% sniper analysis power increase, +10% sniper analysis charge time.
+
==== [[Shield Monkey Class|Shield Monkey]] ====
*'''&nbsp;Quick Scope''': +20% sniper analysis charge rate.
+
*'''Funky Monkey''': +100% Shield Recharge while in stasis. +100% transference healing to targets in stasis, +10% transference vulnerability to target on critical heal
*'''&nbsp;Grooved Bore''': +10% physical damage, +25% tracking. +25% increased projectile speed (scaled inversely with ship speed).
+
*'''Flying Monkey''': Light Fighters: +50% Hull Space. -25% Hostility
*'''&nbsp;Marksman''': +10% damage if attacking from more than 2000 distance, +15% stealth
+
*'''Tanky Monkey''': 50% of damage to slaves is diverted to the player, +5% Resistance (Damage is transferred before slave & player’s resistances are applied, damage transfer will not occur if you are in a different star system than the slave or you are in a pod/spirit)
 +
*'''Enveloping Monkey''': +30% damage (scaled by target’s shield percentage). (+30% if target is at full shields, +15% if at half shields, etc.) (DOES NOT apply to shield transference)
  
=== [[Speed Demon Class|Speed Demon]]<br/> ===
+
==== [[Engineer Class|Engineer]] ====
 +
*'''Mechanical Engineer''': +3 temporary drone equip slots, +15% Energy
 +
*'''Computer Engineer''': +50% healing, 200 range splash effect added to all single target shield transference beams
 +
*'''Electrical Engineer''': +10% charge rate for equipped drones, +5% Energy Recharge
 +
*'''Civil Engineer''': +20% transference resistance, -15% tractor beam energy cost
  
*'''&nbsp;Master Scout''': +10% speed, +25% radar, -50% scanner energy cost
+
==== [[Fleet Commander Class|Fleet Commander]] ====
*'''&nbsp;Acrobat''': +25% thrust, -50% critical hit effect duration, -50% inertial dampening.
+
*'''Fleet Protector''': +100% transference healing when healing own possessions
*&nbsp;'''Fighter Ace''': +15% rate of fire, -25% range
+
*'''Fleet Admiral''': All [[Aura Generators|Field Generators]] will affect allied capital ships
*'''&nbsp;Lucky Devil''': +5% critical hit percentage, +10% evasion.
+
*'''Wild Man''': Double wild slave slots, +50% resistance to all for wild slaves
 +
*'''Advanced Flight Controller''': +75% [[Dodge]] for [[Fighters]], +2 Fighter slots
  
=== [[Seer Class|Seer]] ===
+
==== [[Gunner Class|Gunner]] ====
 
+
*'''Advanced Targeting Computers''': +1 [[Deathblossoms|Deathblossom]] target, +100 energy per second consumed when Deathblossom is equipped
*'''&nbsp;Wraith''': +15% stealth, +8% ethereal damage
+
*'''Automated Reloading''': +20% [[Missile Launchers|Missile Launcher]] charging rate, +2 [[Missile Launchers|Missile Launcher]] queue slots (Note: +20% Missile Launcher charging rate does not mean you will fire every 4 seconds, instead you will fire every 4.16 seconds)
*&nbsp;'''Clairvoyant''': +20% radar, +5% critical hit percentage
+
*'''Mass Destruction''': +100% splash range to weapon effects
*&nbsp;'''Assassin''': +15% backstab damage, +20% microwarp and translocator charge rate.
+
*'''Gunboat Diplomat''': Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot
*'''&nbsp;Brooding Gaze''': +10% energy charge and shield charge while cloaked and no aggressive action for 2 seconds.
 
 
 
=== [[Shield Monkey Class|Shield Monkey]]<br/> ===
 
 
 
*'''&nbsp;Funky Monkey''': +100% shield charge while in stasis. +100% transference damage to targets in stasis. +10% transference vulnerability to target on critical heal.
 
*'''&nbsp;Flying Monkey''': Light Fighters: +50% hull space. -25% hostility.
 
*'''&nbsp;Tanky Monkey''': 50% of damage to slaves is diverted to the player, +5% resistance. (Damage is transferred before slave & player’s resists are applied. Damage transfer will not occur if you are in a different galaxy than the slave or you are in a pod/spirit).
 
*&nbsp;'''Enveloping Monkey''': +30% damage (scaled by target’s shield percentage). (+30% if target is at full shields, +15% if at half shields, etc.) (DOES NOT apply to shield trans.)
 
 
 
=== [[Engineer Class|Engineer]]<br/> ===
 
 
 
*'''&nbsp;Mechanical Engineer''': +3 temporary drone equip slots, +15% energy max.
 
*'''&nbsp;Computer Engineer''': +50% healing, 200 range splash effect added to all single target shield transference beams.
 
*&nbsp;'''Electrical Engineer''': +10% charge rate for equipped drones, +5% energy charge.
 
*'''&nbsp;Civil Engineer''': +20% transference resistance, -15% tractor beam energy cost.
 
 
 
=== [[Fleet Commander Class|Fleet Commander]]<br/> ===
 
 
 
*&nbsp;'''Fleet Protector''': +100% transference when healing own possessions.
 
*'''&nbsp;Fleet Admiral''': All field generators will affect allied capital ships.
 
*&nbsp;'''Wild Man''': Double wild slave slots, +50% resistance to all for wild slaves.
 
*'''&nbsp;Advanced Flight Controller''': +75% dodge for fighters, +2 Fighter slots.
 
 
 
=== [[Gunner Class|Gunner]]<br/> ===
 
 
 
*'''&nbsp;Advanced Targeting Computers''': +1 deathblossom target. +100 energy per second for deathblossom
 
*&nbsp;'''Automated Reloading''': +20% missile bay charge rate, +2 missile bay queue slots
 
*'''&nbsp;Mass Destruction''': +100% splash range to weapon effects
 
*'''&nbsp;Gunboat Diplomat''': Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot
 
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 01:52, 1 November 2015

Advanced Class Subskills require Advanced Skill Points, which you can get by training your class skills above level 20 in Lyceum.

Each subskill costs 1 Advanced Skill Point, to get an advanced skill point, you will need two specific skills to 21 (Drone Deployment means you will also require Piloting at an equal level) to obtain your first advanced point, you can get a second advanced skill point by training two more specific skills to 22 (not necessarily the same ones as before), the required skills vary between what focus you have.

Focus Skill Requirements for 21 Skill Requirements for 22
Recon Focus Radar and Cloaking Radar and Cloaking
Combat Focus Weaponry and Electrical Engineering Weaponry and Equipment
Support Focus Shielding and Drone Deployment* Shielding and Drone Deployment*
Fleet Focus Piloting and Equipment Piloting and Engine
*Requires Piloting to that level too

Advanced Subskills

General Subskills

There are different advanced subskills for each focus and class, but 6 subskills are available for any class to choose. These subskills are called General Subskills.

  • Shake it Off: +500 shield charge and +500 energy charge while in stasis
  • Centered: +500 shield charge and +500 energy charge (Effect is canceled on firing or taking damage, requires 15 seconds to reapply)
  • Strategic Deployment: +50 speed (Effect is canceled on firing or taking damage, requires 30 seconds to re-apply. Also affects slaves)
  • Resilient: 100% chance on damage to gain +50% resistance (90% for slaves) for 1 second, effect can occur at most once every 30 seconds
  • Slave Ph.D.: +4 combat slave slots
  • Droney: +1 temporary drone deployment slot

Focus Subskills

Some advanced subskills are focus locked, and are only available for the two classes they contain. These subskills are called Focus Subskills.

Class Subskills

Each class has 4 advanced subskills which only they can train. These are called Class Subskills.

Berserker

  • Berserker Classic: +200% Multifire, -30% Rate of Fire
  • Weapons Master: +20% Hostility, +3 weapon slots for ships with at least 1 weapon slot
  • Berserking Berserker: +30% Speed, +10% Rate of Fire
  • Eye for an Eye: +33% Shielding gained from Lifesteal, +10% Resistance

Sniper

  • Long Scope: +10% Sniper Analysis power increase, +10% Sniper Analysis charging time
  • Quick Scope: +20% Sniper Analysis charging rate
  • Grooved Bore: +10% Damage with physical weapons, +25% Tracking. +25% Projectile Speed (scaled inversely with ship speed)
  • Marksman: +10% Damage if attacking from more than 2,000 distance, +15% Stealth

Speed Demon

  • Master Scout: +10% Speed, +25% Radar, -50% Scanner energy cost
  • Acrobat: +25% Thrust, -50% Critical Hit effect duration, -50% Inertial Dampening
  • Fighter Ace: +15% Rate of Fire, -25% Range
  • Lucky Devil: +5% Critical Hit Percentage, +10% Evasion

Seer

  • Wraith: +15% Stealth, +8% Damage with ethereal weapons
  • Clairvoyant: +20% Radar, +5% Critical Hit Percentage
  • Assassin: +15% Backstab Damage, +20% Warp Device charging rate
  • Brooding Gaze: +10% Shield Recharge and +10% Energy Recharge while cloaked and no aggressive action for 2 seconds

Shield Monkey

  • Funky Monkey: +100% Shield Recharge while in stasis. +100% transference healing to targets in stasis, +10% transference vulnerability to target on critical heal
  • Flying Monkey: Light Fighters: +50% Hull Space. -25% Hostility
  • Tanky Monkey: 50% of damage to slaves is diverted to the player, +5% Resistance (Damage is transferred before slave & player’s resistances are applied, damage transfer will not occur if you are in a different star system than the slave or you are in a pod/spirit)
  • Enveloping Monkey: +30% damage (scaled by target’s shield percentage). (+30% if target is at full shields, +15% if at half shields, etc.) (DOES NOT apply to shield transference)

Engineer

  • Mechanical Engineer: +3 temporary drone equip slots, +15% Energy
  • Computer Engineer: +50% healing, 200 range splash effect added to all single target shield transference beams
  • Electrical Engineer: +10% charge rate for equipped drones, +5% Energy Recharge
  • Civil Engineer: +20% transference resistance, -15% tractor beam energy cost

Fleet Commander

  • Fleet Protector: +100% transference healing when healing own possessions
  • Fleet Admiral: All Field Generators will affect allied capital ships
  • Wild Man: Double wild slave slots, +50% resistance to all for wild slaves
  • Advanced Flight Controller: +75% Dodge for Fighters, +2 Fighter slots

Gunner

  • Advanced Targeting Computers: +1 Deathblossom target, +100 energy per second consumed when Deathblossom is equipped
  • Automated Reloading: +20% Missile Launcher charging rate, +2 Missile Launcher queue slots (Note: +20% Missile Launcher charging rate does not mean you will fire every 4 seconds, instead you will fire every 4.16 seconds)
  • Mass Destruction: +100% splash range to weapon effects
  • Gunboat Diplomat: Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot