Crafting: Difference between revisions
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*[[Advantages]] are simple stat buffs and/or tradeoffs, but usually give more benefit than downside | *[[Advantages]] are simple stat buffs and/or tradeoffs, but usually give more benefit than downside | ||
*[[Quirks]] are special, and can come with rare or unique stat changes | *[[Quirk|Quirks]] are special, and can come with rare or unique stat changes | ||
*[[Gremlins]] are almost always problematic and reduce the performance of your gear, and will be removed over time with R&D | *[[Gremlins]] are almost always problematic and reduce the performance of your gear, and will be removed over time with R&D | ||
Revision as of 00:26, 24 May 2023
How do Equipment Blueprints Work?[edit | edit source]
As you acquire equipment, you will notice that they come with many different stats that describe their performance. These stats are a combination of two things: the base stats of the equipment piece in question, and the effects of Advantages, Quirks, and Gremlins (Traits) on the equipment. When a piece of equipment is taken from a Belle, dropped as a map reward, or given out as a reward for Daily Missions or Weekly War Plans, the equipment will come in its stock state with 0-4 Advantages, 1 Quirk, and 0-6 Gremlins.
| Advantage | |
| Quirk | |
| Gremlin |
Any piece of equipment when stock has a predetermined list of Traits (i.e. they are not random). Before you do any research on a piece of equipment, you cannot see what the Traits are; however the stat buffs or nerfs applied by the predetermined Advantages and Gremlins do apply to the stats shown in the Inventory.
Note that the effects of Quirks are not applied when they are undiscovered.
The goal of R&D will be to initially remove harmful Gremlins and give stat buffs to your equipment; later you will be able to mix and match discovered Advantages and Quirks onto other equipment to make customized, powerful gear for your Belles.
Getting Started with R&D[edit | edit source]
To get started with R&D:
- Select an R&D Berth
- Select an item. It will be converted into a blueprint, and research will begin
- After the timer has elapsed, you can view the results of your research
As you view the results of your research, there are a few possible results:
- Stat bonus - The type of bonus received depends on the equipment type, and can be increased to a predetermined maximum (if you research long enough, you will eventually get every stat buff possible)
- Reveal a hidden Advantage, Quirk, or Gremlin
- Unlock an Advantage or Quirk Slot
- Reduce the Difficulty of a Gremlin
- Remove a Gremlin
As you gain stat buffs, reveal hidden Traits, reduce the Difficulty of Gremlins, and remove Gremlins outright, your Research percent will increase towards 100%. A Blueprint may require dozens or even hundreds of R&D cycles to reach 100%, so please be patient Captain!
Each Gremlin has a predetermined amount of "Difficulty" assigned to it. Every R&D cycle will reduce a Gremlin's Difficulty by -1, -5, or -10 and when the Gremlin's Difficulty reaches 0, its penalty is removed from the gear. Note that the penalty is not reduced by lower Difficulty, so a Gremlin at 100 Difficulty has the same negative effect on your equipment's performance as a Gremlin at 1 Difficulty.
Gold R&D Berths give you an extra "roll" for your blueprint, which makes them valuable for equipment with a lot of difficult Gremlins and/or equipment that is expensive to R&D - fewer cycles means fewer resources spent. You can only have a maximum of 2 Gold Berths, so make good use of them!
Advantages, Quirks, and Gremlins[edit | edit source]
As you research your gear, you will be discovering Advantages, Quirks, and Gremlins on your gear.
- Advantages are simple stat buffs and/or tradeoffs, but usually give more benefit than downside
- Quirks are special, and can come with rare or unique stat changes
- Gremlins are almost always problematic and reduce the performance of your gear, and will be removed over time with R&D
Once you discover an Advantage or Quirk, it is permanently unlocked as a Trait and saved to your account (so deleting the piece of gear with the unlocked Advantage or Quirk will not result in loss of the Trait in your encyclopedia). Building a collection of powerful Advantages and Quirks is necessary for effective equipment production, and some equipment that has weak stats can still be useful to acquire as they come with powerful Advantages and Quirks that can be discovered and applied to gear with more powerful base stats.
Production[edit | edit source]
Getting started with Production:
- Click on the PRODUCTION tab at the right edge of the Dry Dock screen.
- Select a Production Berth
- Select a Blueprint. - Note you cannot produce a blueprint that is already in an R&D Berth, nor one that is being used in a different Production Berth
- Press PRODUCTION to move onto modifying the Advantages and Quirks applied to the blueprint
- If you are satisfied with the current Advantages and Quirks on the equipment, simply press BUILD, pay the resources, and wait for the timer to elapse and receive your gear
If you want to add any Advantages or Quirks to a piece of equipment, this will incur a Difficulty cost, shown in the UI. In general, more powerful Advantages and Quirks will incur a steeper Difficulty cost unless you are Treaty Violation. When researched to 100%, all equipment will have 4 Advantage slots and 2 Quirk slots.
If you choose to add Difficulty to a blueprint through the addition of new Advantages and Quirks, you will need to wait for the timer to elapse to see the damage. When you get the newly-modified piece of gear, it will come with around a dozen new Gremlins with total difficulty equal to that of the sum total Added Difficulty for the new Traits. Rev up those R&D Berths, because the gear will now go back into R&D to iron out all the shiny new Gremlins that were added as a byproduct of your new Traits, and which probably make your new gear nigh-unusable. Note that Gold berths reduce the difficulty of new Gremlins caused by adding Traits - NEVER use a blue berth to add Traits to equipment! Use your blue berths for mass-producing finished blueprints, and use your Gold berths when you are preparing a new piece of equipment. This can save you days of R&D time, especially for complicated equipment
What should I research first?[edit | edit source]
Just join the Discord and ask around, you'll get multiple conflicting answers about what is the most important early
As a starting point: 1 good lightweight Director -> 1 good lightweight Rangekeeper -> a Scout plane (SOC-1 because it's perfectly good without any research at all - just R&D once to make it a blueprint and start printing them, it has no innate gremlins) -> a good CA and BB gun that works at 100% R&D stock -> fish for traits -> start on custom gear