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2012
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March
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- Charts Afterworld
- How To Become Invincible
- Some old photo and global SAU !
- Old time
- AfterWorld Survival: Lost City of Asia
- AfterWorld Survival: Backwoods of Siberia
- Avoidance Theory parts 2
- Avoidance Theory parts 1
- Skilling
- Afterworld Survival News: Maps Afterworld Alpha
- Maps Afterworld Alpha
- Skilling > Theories
- Skillpoint Relative Weights & Skillgains
- Sistem chipout Melee Skillpoints Relative
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- jbkusky
Saturday, March 31, 2012
How To Become Invincible
Avoidances
.. aka How To Become Invincible!
*
Best practice is to take the data presented below only as a rough estimate and find out what mob/maturity gives you the best skill for yourself, by comparing SAU and skillgains **
Best practice is to take the data presented below only as a rough estimate and find out what mob/maturity gives you the best skill for yourself, by comparing SAU and skillgains **
NB! In January 2010 major changes were introduced to the AW skillsystem.
Some parts of the following text may be obsolete or simply not true.
Most important change: you get most SAU from the mobs that are exactly on your current (avoidance) level.
A cut/stab/impact:
1. elsugs
2. molesaurs
3. bear - young, mature, provider
4. talon six - seeker, parasite, killer (Turfary B, Saransk S)
5. bear - gatherer, savage, man-eater
-------- ~stage 25 stab/cut/impact ------------
cut/stab
5. walrusek mature (FA)
cut/stab/cold:
6. ursusaid maritimus - young, hunter, dominator (SCF)
7. walrusek alba - young, seeker, hunter, dominator (SCF)
B penetration:
1. raider - brawler, newbie, explorer - taken out of the game, supposedly will be replaced with a new mob.. someday
--- defenders/stingers, if u need to get ur electric avoid up for E-95 ---
2. robot E-95 - lvl1, lvl2, lvl3
---------- ~stage 30 penetration ---------------
frag/pene/cut
3. robot R-57
C fragmentation:
1. raider - brawler, newbie, explorer, scout, soldier, proffessional, assaulter, executor - taken out of the game
D acid:
1. steppe spiders/waspers
--- section A inbetween here ---
2. alba wolf, werewolf (FA, Bonito)
E cold:
1. foulito alba - apprentice (FA)
2. foulito alba - parasite (FA, SCF)
3. exhumator alba - killer, seeker, slayer, dominator (SCF)
---------- stage 15 cold ---------------
4. ursusaid maritimus - young, hunter, dominator (SCF)
5. walrusek alba - young, seeker, hunter, dominator (SCF)
F electric:
1. elsugs
2. molesaurs
3. bear - young, mature, provider
4. talon six - seeker, parasite, killer (Turfary B, Saransk S)
5. bear - gatherer, savage, man-eater
-------- ~stage 25 stab/cut/impact ------------
cut/stab
5. walrusek mature (FA)
cut/stab/cold:
6. ursusaid maritimus - young, hunter, dominator (SCF)
7. walrusek alba - young, seeker, hunter, dominator (SCF)
B penetration:
1. raider - brawler, newbie, explorer - taken out of the game, supposedly will be replaced with a new mob.. someday
--- defenders/stingers, if u need to get ur electric avoid up for E-95 ---
2. robot E-95 - lvl1, lvl2, lvl3
---------- ~stage 30 penetration ---------------
frag/pene/cut
3. robot R-57
C fragmentation:
1. raider - brawler, newbie, explorer, scout, soldier, proffessional, assaulter, executor - taken out of the game
D acid:
1. steppe spiders/waspers
--- section A inbetween here ---
2. alba wolf, werewolf (FA, Bonito)
E cold:
1. foulito alba - apprentice (FA)
2. foulito alba - parasite (FA, SCF)
3. exhumator alba - killer, seeker, slayer, dominator (SCF)
---------- stage 15 cold ---------------
4. ursusaid maritimus - young, hunter, dominator (SCF)
5. walrusek alba - young, seeker, hunter, dominator (SCF)
F electric:
1. elslugs
2. stingers
3. defenders
4. robot E-95
G burn:
1. FR-12
*
all levels are an estimate, and dependent not only on specific
avoidance skill but also affected by other avoidance-related general
skills
** after VU 9.3 most mobs damage was adjusted (raised), therefore both the usable mobs and avoidance levels may not be correct
** after VU 9.3 most mobs damage was adjusted (raised), therefore both the usable mobs and avoidance levels may not be correct
Monday, March 26, 2012
Avoidance Theory parts 2
Avoidance in PvP
Avoidance level
is not an absolute factor, the inflicted damage is a balance between
your avoidances and avoidance-negating skills of the attacker.
The final damage that other avatars are able to inflict to you depends on:
- the weapon they use (weap. max damage & avatar eff. level with this weapon)
- your avoidances
- attacker's avoidance-penetrating skills (probably skills like: Aim, Accurate Eye, etc)
- your armor
PvP armor calculations
At the moment the highest damage weapon anyone can use at 100% effectiveness (90%-100%) is Kulak F2000.
Maximum damage of this weapon is 78 points.
Penetration damage
There is no ammunition that can do only pure penetration damage.
Therefore maximum possible penetration damage is 78 : 2 = 39 points
Consequently S45 penetration armor is useless in PvP, S40 pene armor always blocks all penetration damage.
The same holds true for every damage type, there is only 1 exception -
Electrical damage
Only single-dmg ammunition atm is E-ammo
Maximum electric damage in PvP is 78 points.
At the same time electric avoidance is one of the highest avoidances for most avatars.
Burn damage
Maximum possible burn damage in PvP is 39 points.
It is the lowest avoidance for every avatar, therefore burn damage is one of the most effective damage types in PvP.
Best PvP armor atm is dual-protection
armor, electric/penetration if your burn, cold, fragmentation and acid
avoidances are equal and burn/penetration, if burn is lower.
By Irkens Wiki
Avoidance Theory parts 1
Avoidances are in nature similar to attack skills.
Mobs/avatars of different levels are comparable to weapons - each of them has a certain SR.
Difference between mobs and avatars is - mobs can rise you avoidance skills, avatars don't.
It is not possible to see the SR of the mob, you have to assess it indirectly - keep an eye on your SAU- and skillgains.example: if E-95 lvl 1 often does only 0.5 points of damage to you, it means you have achieved effectiveness level that is close to 100% on E-95 lvl 1
but if so, E-95 lvl 1 does not give you any skills, your SR on it is almost depletedfor skilling you have to use higher level E-95
Avoidances and armor
Suppose Ursusaid Maritimus initially inflicted 160 points of cold/cut/impact damage to someone.
Now the dices are rolled to calculate how much damage the target is able to avoid - it can be any value from 0 (maximum avoidance breakthrough or no avoidances) up to the maximum avoidance (depends on the avoidance level of the avatar).
Suppose 20 points of each damage type were successfully avoided: 20+20+20=60 points in total.
33 cold + 33 cut + 33 impact still remains
Next step: calculating the effect of the armor.
Skilling
Mod versions :
With VU 8.9.3 the advanced/modified versions of weapons and HK's were added
These
advanced versions don't have significantly higher damage or healing
ability (just a few points), but they have different (higher) SR value
Using adv/mod versions gives the biggest effect in "SR gaps", i.e.: between HK A4 and HK A5 where SR (Skilling Rate) of the used item drops very low, resulting normally in very slow skilling progress.
Friday, March 23, 2012
Afterworld Survival News: Maps Afterworld Alpha
Afterworld Survival News: Maps Afterworld Alpha: Chemy25 Deadly Forest LoD-routes-v6 LoD-B1 Saransk SaranskN SaranskNW Saransk_Main2. Saransk W TL...
Thursday, March 22, 2012
Skilling > Theories
Basic Skilling Theory
- Always keep an eye on your SAU- and Skillgains.
- Attack skills are dependent mainly on the weapon SR (and ammo type) you are using, but also a little on the right mob/maturity.
- Healing skills are dependent on the HK and avoidance skills on the mob.
No SAU gains is a clear message: "Something is wrong!"
Average of 3 SAU is good, avg 3+ is super
Found a good way to get SAU and skills?
Then use it! It is your window of opportunity and it won't last long.
2. Always use the item with the highest SR.
Following these 2 rules is the fastest way possible.
Advanced Skilling Theory
Skills affecting SR and Effectiveness are not exactly the same.
This becomes extremely important when you find yourself in a situation where you can't unlock all skills.
In
this situation you have to prioritize which skills to unlock first
(others should be chipped out a little to avoid them getting locked)
it depends mainly on your chosen profession: hunter, miner or crafter.
Following chart, made by Mou Moose, shows what skills are gained using different items:
The "common" or "overlapping" skills allow you to advance in Rifles using a Melee weapon, for example.
However, raising the SR on the Rifle using a Sword will obviously raise your Effectiveness with Rifles significantly less than your Effectiveness with Swords.
The skills that do raise your effectiveness are called "effectiveness-skills"
We cannot be 100% certain that all skills that can be obtained only by using this certain item are also raising it's effectiveness level.
Also, we can't be 100% certain that there is no skill that can be obtained with both melee weapons and rifles, that could raise effectiveness on both,
We can't be sure, but it's highly likely, and it's the best theory we got, so far...All the lists below are based on that assumption.
Rifle effectiveness-skills are:
- Aim
- Ballistics
- Fire Arms
- Fire Burst
- Inflicted Damage
- Mechanics
- Rifle
Melee effectiveness-skills are:
- Blades
- Close Combat
- Fencing
- Melee
- Weapon Aim
Rifle/Melee overlapping skills are:
- Accurate Eye
- Determination
- Intrepidity
- Weapon Grip
- Weaponry
Rifle/Melee overlapping skills that are also gained/used when healing or avoiding damage:
- Anatomy
- Coordination
- Fauna
Rifle/Melee overlapping skills that are also gained/used when healing, avoiding damage or scanning:
- Attention
- Concentration
- Focus
- General Tools
- Knowledge
- Response
- Science
Your final goal is to get maximum amount of effectiveness skills.
It is not important how exactly you will achieve this, as long as there is next higher level item you can skill on.
You will never lose any skill, even if you skill "wrong".
Your effectiveness levels can only stay the same or go up, they can never drop.
No other skills you gain, in any amounts, can affect it in any way.
You can be at stage 0 in avoidances, HK and melee
You can be at stage 30 in avoidances, HK and melee
Your effectiveness with rifles is still exactly the same
Only difference will be the final amount of the effectiveness-skills, once you reach the last item on the skilling ladder:
- rifle Kashtan ZB-11
- sword Xayerim Legend
- metal scanner M.O.S.K. OT-338 Mercury
- mineral scanner Mi-Sca MT-338 Moony
Skilling through the SR gaps
In
the weapons ladder there are big "SR gaps" between some weapons/tools,
where decreasing SR on the lower item and increasing SR on the next
higher item will meet very low (60%-70%, and even as low as 30% in some cases).
In AfterWorld the direct route is not always the fastest way to reach your destination.. ;)
This holds true for skilling too, to gain high rifle levels at times you have to skill melee.
Most skills gained while skilling melee are not rising your true effectiveness on rifles (ability to deal damage on target and bypass it's avoidances), but they will rise your SR on rifles and help you over the low SR areas.
Once you have reached decent SR on the next rifle (above SR 75%) you can start skilling rifle again. When SR on the rifle will start dropping you can temporarily chip out some skills (advisably overlapping melee skills) to get the SR on rifle down again.
You can repeat this process several times, if needed (depends on how deep is the SR gap), replacing the substitution skills with the skills that provide real effectiveness on rifles (skills like Inflicted Damage, Aim, etc)
Once
you have gathered good amount of chipped out SNI's in your inventory
you are ready for the "jump" - you will reinsert all the SNIs and start
using the next, higher level rifle (melee weapon, scanner..)
This
system is usable not only for rifle skilling as in our example, but
also for melee skilling, HK skilling and mining scanner skilling - only
the "substitute skills" are gained from different activities there (for mining mainly from refining, but also from melee/rifle skilling).
so, now we can rephrase the main rule #2 of skilling:
always stay on the high SR
By Irkens Wiki
Sistem chipout Melee Skillpoints Relative

Sistem chipout Melee Skillpoints Relative
| Dagger Pugio | 9 | 1.8 sec | cut | lvl 2.0 | |
| 01a. | Dagger Pugio enh | 13 | 1.? sec | cut | lvl 2.? |
| 02. | Dagger Snakebite | 13 | 1.5 sec | cut/stab | lvl 3.6 |
| 03. | Bat Greenhorn W | 17 | ? | imp | lvl 4.4 |
| 04. | Axe Riu Light | 22 | 1.76 | cut/imp | lvl 5.3 |
| 05. | Bat Greenhorn W DX | 23 | 1.62 | imp | lvl 6.0 |
| 06. | Sai Colibris | 14 | 0.9 sec | stab | lvl 6.6 |
| 07. | Bat Pro W | 27 | 1.7 sec | imp | lvl 7.2 |
| 08. | Xayerim Tari | 42 | 2.0 sec | cut | lvl 8.3 |
| 09. | Dusan Butcher | 24 | 1.2 sec | cut | lvl 9.2 |
| 10. | Rappie Wasp | 35 | ? | cut/stab | lvl 10.5 |
| 11. | Bat Pro W DX | 43 | 1.7 sec | imp | lvl 11.3 |
| 12. | Axe Riu Medium | 57 | 1.9 sec | cut/imp | lvl 12.5 |
| 13. | Akinakes Nea | 45 | 1.2 sec | cut | lvl 14.9 |
| 14. | Dusan Filibuster | 55 | 1.6 sec | cut | lvl 15.5 |
| 15. | Axe Riu Heavy | 78 | 2.0 sec | cut/imp | lvl 15.? |
| 16. | Akinakes Dak | 76 | ? | cut | lvl 16.? |
| 17. | Machete Riotto | 51 | ? | cut | lvl 17.? |
| 18. | Akinakes Wiro | 64 | ? | cut | lvl 18.? |
| 19. | Axe 'Tin Woodman' | 76 | ? | cut/imp | lvl 20.0 |
| 20. | Anelas Anoto | 62 | ? | cut | lvl 20.6 |
| 21. | Crowbar | 62 | ? | stab/imp/pene | lvl 21.0 |
| 22. | Xayerim Rei | 72 | ? | cut | lvl 22.? |
| 23. | Beetle 'Iron Fist' | 85 | ? | imp | lvl 23.? |
| 24. | Black Bat | 111 | ? | imp | lvl 24? |
| 25. | Xayerim Legend | 88 | ? | cut | lvl 25? |
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Blog Archive
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2012
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March
(14)
- Charts Afterworld
- How To Become Invincible
- Some old photo and global SAU !
- Old time
- AfterWorld Survival: Lost City of Asia
- AfterWorld Survival: Backwoods of Siberia
- Avoidance Theory parts 2
- Avoidance Theory parts 1
- Skilling
- Afterworld Survival News: Maps Afterworld Alpha
- Maps Afterworld Alpha
- Skilling > Theories
- Skillpoint Relative Weights & Skillgains
- Sistem chipout Melee Skillpoints Relative
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