The Matrix Online
  • Dns5000
    #1058
    ~LOW AVERAGES~

    Performs well in given area but still flexible to change loadouts to some similar areas with averaged bonuses.

    Hacker: 22, 15, 22, 15, 15 (Belief, Reason – Spy, Proxy Master)

    Spy: 15, 22, 22, 15, 15 (Perception, Reason – Hacker, Gunman)

    Gunman: 15, 22, 15, 22, 15 (Perception, Focus – MA, Spy)

    MA: 22, 15, 15, 22, 15 (Belief, Focus – Gunman, Utility Master)

    Jack of all: 15, 15, 15, 15, 29 (Vitality, note: weak in 1on1 combat, but equal bonuses across the board.)

    loadout type: Belief, Percep, Reason, Focus, Vitality

    ~HIGH AVERAGES~

    improved accuracy, reduced damage, Improved Vitality, averaged weaknesses, less successfull at changing loadouts.

    Hacker: 20, 12, 25, 12, 20

    Spy: 12, 25, 20, 12, 20

    Gunman: 12, 20, 12, 25, 20

    MA: 25, 12, 12, 20, 20

    loadout type: Belief, Percep, Reason, Focus, Vitality

    ~EXTREMES~

    further improved accuracy, no change to damage or Vitality, noticeable weaknesses, least flexible to change loadouts.

    Hacker: 20, 11, 30, 8, 20

    Spy: 8, 30, 20, 11, 20

    Gunman: 8, 20, 11, 30, 20

    MA: 30, 11, 8, 20, 20

    loadout type: Belief, Percep, Reason, Focus, Vitality



    Belief (+2% per level over 5)

    Melee Accuracy
    Melee Resistance
    Viral Damage
    Viral Defense
    Movement Speed
    Buff Area Radius
    Debuff Area Radius
    Blind Duration
    Pacify Duration

    Perception (+2% per level over 5)

    Thrown Accuracy
    Thrown Resistance
    Ballistic Damage
    Ballistic Defense
    Evade Interlock
    Sneak Movement Speed
    Invisible Movement Speed
    Sweeps
    Reason (+2% per level over 5)

    Viral Resistance
    Viral Accuracy
    Thrown Damage
    Thrown Defense
    Inner Strength Cost Modifier
    Powerlessness Duration
    Confuse Duration

    Focus (+2% per level over 5)

    Ballistic Accuracy
    Ballistic Resistance
    Melee Damage
    Melee Defense
    Force Combat
    Heal Damage
    Root Duration
    Stun Duration
    Vitality (+2% per level over 5)

    Maximum Inner Strength
    Maximum Health
    Health Regeneration Rate
    Health Sitting Regeneration Rate
    Health Standing Regeneration Rate
    Determination
    Inner Strength Regeneration Rate
    Inner Strength Sitting Regeneration Rate
    Inner Strength Standing Regeneration Rate
    Contested Withdraw
    Initiative