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If you stumbled onto here, then...frankly, I don't have a clue what to do with anything found on this page just yet, but I get the feeling that it can be useful. The main issue is either collating enough data to make a proper page out of it, or I otherwise haven't decided how to express the information written in here.

If you'd like to use anything found here, please lemme know -- I might be able to help explain any ambiguous data written in here, because this is really just a placeholder page for me to put miscellaneous info which I can't slot into any pages just yet.

Newbie Purchase Guide <undead.exe>

Fortune Head: 5% for $20,000 <break even after $400,000 after purchase>

Fortune Remnants: 5% for $67,000 <break even after $1,340,000 after purchase>

ECO bag: 10% for $200,000 <break even after $2,000,000 after purchase>



1. Buy Cutter: $25,000 (roughly around Level 4 of Frontline)

2. Buy Fortune Head: $20,000 (roughly around completing Level 5 of Frontline)

3. Upgrade Cutter to Level 8: $300,000 in total

4. Buy MCP76: $400,000 (quickdraw from Cutter to defeat Wrath of Mantis -- should take 10,000 energy, but 15,000 is a safe buffer)

5. For more HP, complete the Fortune Armour ($67,000). For speed and long-term use, buy the ECO bag ($200,000)

6. Buy and equip Thunder Head + Thunder Hands simultaneously: $1,370,000

7. Buy Thunder Legs: $550,000

8. Buy Thunder Chest: $980,000

9. Buy M-27B1: $1,400,000


STK.F vs Jin.Jingle (power stacking)

Test Armour: net power of 40% (Dracula backpack included in set-up)

Teammates: one with STK.F, the other with Jin.Jingle

Test weapon: R700-AA (base power of 4900, effective power of 6860 before factoring in team bonuses)


Prior assumption: when the Dracula's ability is activated, you will recover 65% of the damage that your weapon is outputting.


Test data:

  • With both teammates: recovery of 5095 (29111 --> 34206)
  • With Jin.Jingle guy only: recovery of 4777 (32837 --> 37614)


Damage output:

  • 5095/0.65 = 7838.46
    • 4900 x (1.4 + 0.2) = 7840
  • 4777/0.65 = 7349.23
  • 4900 x (1.4 + 0.1) = 7350


Conclusion 1: Since the HP recovery with both teammates was only equivalent to a power gain of 20%, this therefore means that the Jin.Jingle's effect was overridden by the STK.F, therefore indicating that team power bonuses do not stack at all, even if they're being granted by different backpacks.

Conclusion 2: Both tests were conducted in the same match, which therefore indicates that the STK.F and Jin.Jingle power bonuses only remain active so long as your teammate with that backpack is alive -- if they leave the match, you lose the additional power too.


Damage output: Atom vs. Thunder

Thunder ability vs. Atom beam bonus

The linked graph shows the relative differences in damage output (Y-axis) as the power of the chosen backpack increases (X-axis). Blue represents the Atom's damage output, whereas red represents the Thunder. The intersection point is where x = -0.7125, where the base strength of weapons is multiplied by 0.56785.


Rifle Damage Data

Rifle Comparisons copy

A comparison of the damage done by the indicated weapons. Test conditions were as follows:

  • Two-shots per weapon
  • All weapons fully upgraded
  • Test victim: Viper Armor, VB03-II
  • Test gunner: Thunder Armor, SAM-005-I


Key point of interest: there is some EXTREME weapon scaling happening here: while the M-27B1 should be doing 700 base damage, the FR28a should be doing 70 base damage -- and yet it's doing between 33-50% of the M-27B1's effective damage.

Another thing which hasn't been taken into account: the relative firerates of each weapon. In the case of the NOVA-27 and LIT07, note that while the LIT07 does more damage per shot, the NOVA-27 fires faster than the LIT07. The estimated PvP power ratio of the NOVA-27 to the LIT07 appears very similar to the firerate ratio of the two weapons when they're measured in reverse, suggesting that they do very similar amounts of damage over an extended period of time -- it's really down to whether you prefer each shot having more power (between 12-14% difference), or being able to fire off more shots in the same space of time (12% difference).


HP proportions in PvP

Test gunner: Thunder/Jin.Jingle with White Drill

Note: all victims are using the Tri-O-Avatar (without its ability)

  • Thunder: a little more than 7 hits (8 hits)
  • Atom: 8 hits
  • Phoenix/Cygni: a little more than 10 hits (11 hits)
  • Chaos: a little more than 10 hits (11 hits)
  • Perseus: 11 hits
  • Andromedae: a little more than 11 hits (12 hits)

Non-existence of the Black Hole's Sniper Bonus

Test conditions:

  • Gunner 1: Knight, STK, R700-AA
  • Gunner 2: Black Hole, STK, R700-AA
  • Victim (both instances): Thunder, STK
  • Procedure: Fire at victim once at full health (reset for next test by either killing them or restarting match)

Results: (scroll between two images below)

  • Knight-STK-R700 vs Thunder-STK
  • BlackHole-STK-R700 vs Thunder-STK
  • Gunner 1: Knight, STK, R700-AA
  • Gunner 2: Black Hole, STK, R700-AA
  • Victim (both instances): Thunder, STK
  • Test condition: Fire at victim once at full health (reset for next test by either killing them or restarting match)

No change in damage dealt to the victim at all. All the damage is coming from their natural POW bonuses -- the sniper bonus doesn't exist.

Double-Rages HP levels (solo)

Tests performed over multiple runs due to data pollution in first run (Reflection's beam arc kicking in, one direct sniper hit on second Mantis while shield still active)

Assumptions made:

  • Main beam fired by the Reflection still deals the same amount of damage even when it rebounds
  • Neither Mantis's HP levels change or get modified when other Mantis dies

Test conditions:

  • Online Double Rages Match (one player enters alone)
  • Set-up: Full Atom Armour, D-WINGS, REFLECTION (9227 damage per shot)
  • Procedure:
    • Green Mantis: fire at repeatedly using only the Reflection, count number of shots till death (most reliably via a video recording)
    • Blue Mantis: bring down Green Mantis's HP to half with whatever weapon desired, and then proceed with the same procedure as above on Blue Mantis (ensure no stray shots or explosions damage Blue Mantis at any point before beginning sniper count)
  • Green Mantis: dies after 20 hits (175,313 - 184,540 HP)
  • Blue Mantis: dies after 9 hits (73,816 - 83,043 HP)

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