M.A.S.S. Builder

M.A.S.S. Builder

Stacking buff skill nodes of the same skill
If I stack buff skills which work temporarily increasing your skills when you perform some actions like "tempo preserver, pinpoint reticle, conduction control, reactive armor..." or they affect to your hiden stats like skills wich increase "X" effect by a percentaje, whatever skill wich are working hidden and increasing indirectly your stats during you mission, how their stack would work?, if it work, of course. If it is the case and they work stacking, then, i must supose that their percentage would be stacked and not their time, in the case that they are temporal buff, so, for example, if I stack "tempo preserver" its two levels, I would be increasing my melee damage at 35% after the first hit during 4 sec? or only will work the highest level skill?
Originally posted by [GH] Hino:
This issue and debate is reminiscent of AC2 and AC2:AA's issue with the ingame manual, where flavor text is hidden from most casual players. In those games, you had to go to the garage and see the Help tab to learn the basics of the game and its functions.

In M.A.S.S. Builder, you have the help tab, which gives you multiple sections to learn the basics of what the game offers. The game has a tuning section dedicated to stuff regarding nodes, trees etc...
...but it is hidden to most players also, and it doesn't help that the localization is not consistently up to snuff, so stuff like ENERGY REGULATOR I - III not stacking isn't fluently digestible.

https://steamcommunity.com/sharedfiles/filedetails/?id=2329327259
The main unit is the driving node (Gives you multiple stats)

This picture should clear up the tech node stacking.
< >
Showing 1-6 of 6 comments
Varien Dec 20, 2020 @ 2:50pm 
Techs that stack will only say if they can.
Armando Guerra Dec 20, 2020 @ 3:16pm 
Yes, I thought about that too, but I need be really sure because we not have a safe way to test the numbers (even testing things which depend only of me like the attack damage, if I attack the same objective in the same mission, I get different numbers in each same attack, for example, spaming the same basic ranged shoot or basic melee hit, I mean, avoiding combos, on the same objective).

A testing ground with statics and inmortal dummies would be great to test builds.
Last edited by Armando Guerra; Dec 21, 2020 @ 6:43am
(Seeking)Eye Dec 21, 2020 @ 5:25am 
a testing ground would be nice, but i just checked out my own builds and ran a bit of a test. this is just my experience so my eyeballing may be incorrect, but...

Yeah, i don't think these stack, nor do any of the things that affect hidden stats or have conditional notes, unless it directly says so, like the material/blueprint/quarkdata tree, or the quantum tech tree. My main builds are ranged ones, so i got into the habit of equipping as many iterations of Energy Regulator as i could due to not being a fan of the conditions behind Pinpoint Reticle. figuring i wouldn't get hit on durability due to playing keep away, I had assumed it would be helpful.

Well, i just did 3 runs of VH difficulty hunting ground 3 since i also needed parts, using my full metal jacket mech to test. one run with only tier 3 regulator, one with all 3, and one with tier 3 regulator and pinpoint reticle 2 to see my damage and clear times. any open slots i slotted in blueprint find and at least enemy inspector in specific. the last 2 slots were bullet specialist and full metal jacket.

I saw no appreciable damage increase from all 3 regulators, but i DID see increased damage by pairing pinpoint reticle and regulator. due to enemy death by positioning and such during all three runs, the long range collection paired the times of the non-3 regulator runs down to sub 4 minutes, while regulator ran past 4 due to spending time collecting. also, i broke my record on the mission with the 3rd configuration.

I should have noticed this sooner. It makes so much of architecture just feel off to me, more than I already felt. I like how in OS and Engines due to their design a modification becomes obsolete due to slots and modification quality, not just because I researched the next tier. in both those trees due to the passives on each engine and OS theres also an argument to buy every single one for the stat boots.
Varien Dec 21, 2020 @ 2:48pm 
I will say, a proper testing ground, as well as a improved tutorial has been greatly wanted by the community, so we get it soon. No promises though, the devs already got a lot on their plate.
The author of this thread has indicated that this post answers the original topic.
[GH] Hino Dec 21, 2020 @ 4:02pm 
This issue and debate is reminiscent of AC2 and AC2:AA's issue with the ingame manual, where flavor text is hidden from most casual players. In those games, you had to go to the garage and see the Help tab to learn the basics of the game and its functions.

In M.A.S.S. Builder, you have the help tab, which gives you multiple sections to learn the basics of what the game offers. The game has a tuning section dedicated to stuff regarding nodes, trees etc...
...but it is hidden to most players also, and it doesn't help that the localization is not consistently up to snuff, so stuff like ENERGY REGULATOR I - III not stacking isn't fluently digestible.

https://steamcommunity.com/sharedfiles/filedetails/?id=2329327259
The main unit is the driving node (Gives you multiple stats)

This picture should clear up the tech node stacking.
Last edited by [GH] Hino; Dec 21, 2020 @ 4:03pm
(Seeking)Eye Dec 22, 2020 @ 7:03pm 
...ahh, I missed that as well. Thank you for pointing that out. Im feeling rather silly about now that it is spelled out, as I've referred to the help menu's before.. just not that entry
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Dec 20, 2020 @ 2:23pm
Posts: 6