Difference between revisions of "Feral Mode/Extra Notes"

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Notable Feral Mode Changes:
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=The Way of the wildness=
  
 +
As a feral player, it is entirely up to you how advanced your feral side is and how much it affects your thoughts. There are many possibilities, from the bestial feral who can neither speak nor think clearly, to a feral who may have already relearned to use the communal language. It is really up to you, how you want to play your wild side.
  
 +
Of course, this path comes with some limitations, but also with positive effects that have a little influence in other areas, but more about that below.
  
1)  Experience and Leveling up:
+
First and foremost, enjoy the wild side of you and experience Flexible Survival on your four paws!
  
Feral Mode characters gain experience as a faster rate than Normal Mode. Additionally, Boss Vials are not required to level up to 31 and beyond in Feral Mode.  Feral Mode characters often reach level 50 significantly faster than Normal Mode characters (the first character to reach level 50 in Feral Mode did so in around 72 hours).
+
==Experience, Boss Vials and Salvage==
 +
As a feral mode character, it's a little easier for you to gain experience than for those who have chosen normal mode. However, this does not mean that you will be able to climb up the levels faster if you do not meet the other requirements that apply after you reach level 30. Exactly at this point you need '''Boss Vials''' to be able to climb further in the rank and with four paws it is not so easy to collect them. Just like with the Boss Vials or Vials in general, the feral mode characters unfortunately also have a small penalty when '''farming Salvage''', but it's acceptable and over time you'll have accumulated enough of it as well.
  
 +
'''+higher XP gain'''<br>
 +
'''-Vials & Boss vials farming''' <br>
 +
'''-Salvage farming'''
  
 +
==Equipment==
 +
In feral mode you have of course one of the biggest limitations when it comes to equipping various things. Most of the time it's just a nice collar or a harness that gives you a personal touch! No, seriously, your loadout and the corresponding upkeep are greatly reduced compared to a normal mode character, but that doesn't mean you should ever underestimate a feral. Changing to a class which provides the Technical skill (Anarchist, Pack Rat, Street Samurai) removes the upkeep multiplication.
  
2)  Equipment: 
+
The base value of a feral character after creation is a mere '''56 loadout''' and an '''upkeep of 15''', so you really won't be able to equip many items. But when you reach level 60, you should notice that your loadout has remained the same and after successful training your upkeep has risen to '''94'''.
  
You have 10 Loadout and "10" Upkeep.  These are hard caps which you cannot increase by any means.  Additionally, items you equip have their Upkeep multiplied by 5 (approximately).  You could equip a Water Flask (10 Loadout, 2 Upkeep), but not an item with 3 Upkeep or more. You may still equip multiple items if you can somehow get them small enough.  While it is nice to be able to equip a Water Flask, the available Loadout and Upkeep are mostly there to allow you to equip items such as Sunglasses and Long Coat.
+
Small tip if you want to carry a little more, then you should strongly consider taking 50 mako in hand and get the item [[Nano Space Enfolder|Nano Space Enfolder]]. Furthermore I can only recommend that every item has the modification [[Miniaturized|Miniaturized]], because this lowers the loadout significantly.
  
 +
'''-Loadout only 56'''<br>
 +
'''-Upkeep max 94'''
  
 +
=Feral in rage=
 +
==Mutation Powers==
 +
Whenever you master a power, you will be given every upgrade, divided evenly among all upgrades. As an example, if a power has four upgrades, Damage +2, Charge -200, energy -4, and Cooldown -400. If you master this power, then you will be given (PowerUpgrade/Number of Upgrades)*2, in this case, you'd get Damage +1, Charge -100, Energy -2, and Cooldown -200. If a power has only two upgrades, then you will get the full amount of both as if you took them both one time.
  
3)  Powers:
+
Since you have some disadvantages, we finally come to something positive that gives a feral mode character some spice. A normal character can master 10 mutation powers in the normal case and a feral mode character is rewarded with two more and thus comes to '''12 mutation powers''' that can be mastered. But that's not all, because of these 12 mutation powers we can make a total of 6 epic with the normal chunk of boss vials. From the 6 epic ones we now have the option to go even further and make 2 of them to our ultimate power. If you now add [[Mutant Powered]], you could come to a total of 14 mutation powers that can be mastered, but you should also pay attention to the deficits of [[Mutant Powered]], whether this agrees with you.
  
Whenever you master a power, you will be given 2 upgrades at random from those available to the power.  These upgrades are free, however.  Because of this, a great deal less experience is required to get a basic "power boost" to a skill that you want to keep by mastering it.  You can change the upgrades to a power by unmastering and then remastering it.  This will give you another roll of the dice to pick up two different upgrades.  Note, you could roll exactly the same upgrades the second time around as well. 
+
'''+two more mutation powers'''
  
Because Feral Mode has you rely on powers exclusively, you will be able to master up to 13 powers by level 50 (instead of 11 as in Normal Mode).  You can still Epic up to 5 powers just as you would in Normal Mode.  This required a boss vial of the appropriate type as normal.  Note:  When you epic a power, you *do* get to choose the third upgrade you pick up.  Epic upgrades are not random. You can still pick up Dedication powers as normal.  As you progress in levels, Feral Mode grants 2 additional special powers:  Feral Regeneration and Feral Recovery.  These powers are received at Epic power level automatically.  They can be used to recover Health and Energy, respectively.
+
==Roles and Classes==
 +
The class system is freely available to us, though we don't really need to distribute points or anything like that here. We simply choose the [[Souls|class]] we want to play and can even choose a second class with the [[Dual Soul Pendant|Dual Soul Pendant]] to gain a few more abilities. Now pick the appropriate role and poof, the basic framework is done.
  
 +
Specific thoughts should be chosen from the [[Combat Guide|Combat Guide]] where a lot of useful info can be found!
  
 +
==Bonus and Penalty==
 +
Damage, damage, damage! This is of course due to the wild and unbridled power of a feral character and so we benefit from a small but nice DamageBuff to support us.
  
4)  Vials:
+
Also it is only natural that we produce a little less [[Statuses|Hate or Aggro]], because we are not so conspicuous to like-minded mutants. Be it that they find a feral character more attractive or simply overlook you, because you yourself are in the simple life of a feral.
  
Feral Mode limits Loadout to a great degree.  As such, you will find it difficult to carry a Nanite Collector to collect builder nanites and infection vials.
+
Does this mean that if you choose Feral Mode you can't play a tank class? No, because you actually produce enough aggro and honestly who doesn't love a feral tank that is beautifully fluffy or armored like a tank!
  
 
+
'''+DamageBuff'''<br>
 
+
'''+reduced Hate/Aggro'''
5)  Crafting and Salvage:
 
 
 
Feral Mode characters do not collect salvage, nor do they have craft skills.  Feral Mode characters can never craft items.
 
 
 
 
 
 
 
6)  Roles and Combat Skills:
 
 
 
Feral Mode characters do not train Roles as in Normal Mode.  Instead, as you progress in level you will be given automatic combat skills that match your feral talents. 
 
By level 50, your Combat Skills will be as follows:
 
 
 
| Avoidance          [ 3] Damage            [ 3] Durability        [ 3]|
 
| Endurance          [ 3] Health            [ 3] Outnumbered        [ 2]|
 
| Rage              [ 2] Technical          [-2]                        |
 
 
 
Checking the details of these skills can help you plan out your power selection.  Certain powers work better than others given these combat skills.
 
--at 60, ferals will have Durability 4 and Health 4.  Pending verification.
 
 
 
 
 
 
 
7)  Combat Bonuses:
 
 
 
Feral Mode grants some unnamed bonuses to your combat prowess from level 1 onward.  You may notice that you do a bit more damage and can take a bit more damage than the average agent of your level.  This helps to compensate for the lack of equipment.
 
* Damage is increased by 1, then by 20%.
 
 
 
 
 
 
 
8)  Aggro Penalty:
 
 
 
Feral Mode characters have a significant reduction to Aggro compared to non-Feral characters.  In group combat, Normal Mode and All Natural Mode characters will be preferred targets over Feral Mode characters.  Perhaps the Ferals you face in combat feel a bit of kinship towards you?
 

Latest revision as of 21:40, 18 May 2023

The Way of the wildness

As a feral player, it is entirely up to you how advanced your feral side is and how much it affects your thoughts. There are many possibilities, from the bestial feral who can neither speak nor think clearly, to a feral who may have already relearned to use the communal language. It is really up to you, how you want to play your wild side.

Of course, this path comes with some limitations, but also with positive effects that have a little influence in other areas, but more about that below.

First and foremost, enjoy the wild side of you and experience Flexible Survival on your four paws!

Experience, Boss Vials and Salvage

As a feral mode character, it's a little easier for you to gain experience than for those who have chosen normal mode. However, this does not mean that you will be able to climb up the levels faster if you do not meet the other requirements that apply after you reach level 30. Exactly at this point you need Boss Vials to be able to climb further in the rank and with four paws it is not so easy to collect them. Just like with the Boss Vials or Vials in general, the feral mode characters unfortunately also have a small penalty when farming Salvage, but it's acceptable and over time you'll have accumulated enough of it as well.

+higher XP gain
-Vials & Boss vials farming
-Salvage farming

Equipment

In feral mode you have of course one of the biggest limitations when it comes to equipping various things. Most of the time it's just a nice collar or a harness that gives you a personal touch! No, seriously, your loadout and the corresponding upkeep are greatly reduced compared to a normal mode character, but that doesn't mean you should ever underestimate a feral. Changing to a class which provides the Technical skill (Anarchist, Pack Rat, Street Samurai) removes the upkeep multiplication.

The base value of a feral character after creation is a mere 56 loadout and an upkeep of 15, so you really won't be able to equip many items. But when you reach level 60, you should notice that your loadout has remained the same and after successful training your upkeep has risen to 94.

Small tip if you want to carry a little more, then you should strongly consider taking 50 mako in hand and get the item Nano Space Enfolder. Furthermore I can only recommend that every item has the modification Miniaturized, because this lowers the loadout significantly.

-Loadout only 56
-Upkeep max 94

Feral in rage

Mutation Powers

Whenever you master a power, you will be given every upgrade, divided evenly among all upgrades. As an example, if a power has four upgrades, Damage +2, Charge -200, energy -4, and Cooldown -400. If you master this power, then you will be given (PowerUpgrade/Number of Upgrades)*2, in this case, you'd get Damage +1, Charge -100, Energy -2, and Cooldown -200. If a power has only two upgrades, then you will get the full amount of both as if you took them both one time.

Since you have some disadvantages, we finally come to something positive that gives a feral mode character some spice. A normal character can master 10 mutation powers in the normal case and a feral mode character is rewarded with two more and thus comes to 12 mutation powers that can be mastered. But that's not all, because of these 12 mutation powers we can make a total of 6 epic with the normal chunk of boss vials. From the 6 epic ones we now have the option to go even further and make 2 of them to our ultimate power. If you now add Mutant Powered, you could come to a total of 14 mutation powers that can be mastered, but you should also pay attention to the deficits of Mutant Powered, whether this agrees with you.

+two more mutation powers

Roles and Classes

The class system is freely available to us, though we don't really need to distribute points or anything like that here. We simply choose the class we want to play and can even choose a second class with the Dual Soul Pendant to gain a few more abilities. Now pick the appropriate role and poof, the basic framework is done.

Specific thoughts should be chosen from the Combat Guide where a lot of useful info can be found!

Bonus and Penalty

Damage, damage, damage! This is of course due to the wild and unbridled power of a feral character and so we benefit from a small but nice DamageBuff to support us.

Also it is only natural that we produce a little less Hate or Aggro, because we are not so conspicuous to like-minded mutants. Be it that they find a feral character more attractive or simply overlook you, because you yourself are in the simple life of a feral.

Does this mean that if you choose Feral Mode you can't play a tank class? No, because you actually produce enough aggro and honestly who doesn't love a feral tank that is beautifully fluffy or armored like a tank!

+DamageBuff
+reduced Hate/Aggro