[guide] (Almost) Everything you need to know about GEAR!

In case people have not tried out the Sportsman’s Haute-Couture Kevlar (LLC rare armour, gives +280 health and +210 health while shield is depleted), here is how it works in more detail:
When your shield drops, you will gain 210 max- and current health.
However, when your shield starts to recharge, you will lose 210 max- and current health again. If your current health is less than 210, you will drop to 1 health remaining.
So there is a short moment after your shield starts charging where you can be temporarily weaker than if you had no shield, since you lose the extra health. But on the other hand, every time your shield drops it is almost as if you get a 210 heal, almost. I guess “borrowed” health might be more correct to say.

I have also been thinking of making a breakdown of Bonus Shards & -Buildable Cost similar to how I wrote about Shield Regen & Shield Recharge Delay. Is that something you folks would be interested in seeing?

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I know I am! Those are the things I’m not too comfortable with as I’m not super math inclined and it’s valuable to know for building loadouts (especially since @Jythri mentioned there will be more loadout space coming in the AMA).

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First off, Whoa! Amazing. :smile:

…Does math even apply to Shane? It’s crazy fast, she can blow the roof with her shield rate.

How crazy can health regen get for Boldur? His helix +11 stacked with gear can be nuts, right?

You are right, Shayne has some nice numbers going for her. I mean, it is possible for her to reach over 1k shield.

As for Boldur, 7 per default, +7 from helix (but I would never pick it over +18% damage though!), +11.2 for a blue health regen gear, and +4.2 * 2 for secondary health regen on the other two.

I get a total of 33.6 health per second for Boldur. Assuming he has 2k health, that is slightly more than 1.6% per second. Meaning it would take him about a minute (59.5 seconds) of not being hit to regenerate to full health.

EDIT: Before you think that is much, you should know that Super Monday Night Combat and Awesomenauts has similar values as default health regen.

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…Was crazy in love with the original MNC, even spent time with the gang this past Christmas, we had a revival.

FYI - Your post is full of intelligence, well done. :wink:

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Seeing as at least one person was interested in seeing some numbers on buildable cost- and shard generation- gear, here goes nothing, everything and… MATH!

As usual I will put a TL;DR at the bottom.

So, you want to find out a way to keep some extra shards around in a match. Naturally, there is gear around to help you keep some extra spare change. But… How much exactly does it help you? Let us take a look at gear and see the numbers.

Disclaimer:
Everyone gathers shards differently, and it varies for each match as well as maptype.
I tried to figure out some reasonable times for when you have enough to activate gear, and the assumptions I made are these:
Common gear with downside: Activated at 30:00 remaining time.
Common gear: Activated with 29:00 remaining, shortly after reaching the front.
Uncommon/Rare/Epic gear: Activated with 27:50* remaining, right after first big shards spawn.
Legendary gear: Activated with 25:50* remaining, second shard spawn.
*It actually takes 5 seconds for the shards at 28:00 to spawn, and a few extra to actually destroy them. Seeing as you may not be exactly on time, I assumed 5 seconds to destroy the shards and picking them up, which should be a resonable assumption.
Whether or not this applies to you, or is correct in any way is in no way a guarantee, but should hopefully give you a somewhat reasonable idea of it all. Heck, I personally would not earn enough shards to keep up with my own assumptions, but I also run cheap gear so I do not have to get big shards as often as people with legendaries.

Bonus shards
So, you decide you want to grab a shard generator to have a constant flow of money.
But which one is actually most efficient for you?

Well, first of all, let us count up how much shards is actually possible for each kind of shard generation. I am also assuming a max roll shard generator (+2.10 as primary, +1.40 as secondary)

Common gear with downside: 3780 shards

Common gear: 3654 shards, but it also costs 420 to activate, netting you 3234. Those 420 shards will take 200 seconds to pay for itself, or 3 minutes and 20 seconds. Meaning at roughly 25:40, you start actually earning shards.

Uncommon gear: 3507 shards, with a cost of 714, that nets you 2793. It will take 340 seconds to pay for itself, or 5 minutes and 40 seconds. You will earn shards at 22:10 on the game timer.

Rare gear: 3507 shards, with a cost of 924, that nets you 2583. It will take 440 seconds to pay for itself, or 7 minutes and 20 seconds. This means around 20:30, it will have payed for itself. However! We need to consider the secondary effect here. First, let us assume you want to break even with a Common gear with a downside by the end of the game. So, you need to have your secondary activated enough to earn 1197 shards. At 1.4 per second, this takes 855 seconds, or 14 minutes and 15 seconds. Seeing as you activated it with 27:50 left on the timer, you need it activated 51.2% of the time, just to break even with a common shard gear with a downside.
If you by some magic ability manage to keep the bonus up at all time, you will have earned a total of 4921 shards. Meaning you can earn an extra 1141 shards after 30 minutes have passed compared to a common white gear with a downside.

Epic gear: 3507 shards, with a cost of 1050, that nets you 2457. It will take 500 seconds to pay for itself, or 8 minutes and 20 seconds. This means at 19:30, it will have payed for itself.

Legendary gear: 3255 shards, with a cost of 1800, that nets you 1455. It will take about 857 seconds to pay for itself, or 14 minutes and 17 seconds. This means at 11:33, it will have payed for itself.
Two legendary shard generators have abilities that affects your shards, however they are dependant on either your damage dealt or how much you spend on buildables, so I found it too hard to make any real calculations for how much it will actually earn you.
However, if you want to earn equal to a common white gear with a downside (3780), you need to earn 2325 shards. This would equal 77 500 damage dealth after you activate it.
Not sure how Generous Refund Policy stacks this with its buildable cost, but to refund 2325 through the 25% you earn back, you need to purchase buildables for 9300. That is 15.5 Elite bots or 7.75 max turrets or 10.33 max supply/accelerators.

Bonus round! Shard generation as a secondary effect only.

Uncommon gear: Alright, here I will change it up a bit. Since we now just want to count how long you need your secondary effect active for it to pay for the cost of having a more expensive item.
Seeing as shields and buildable costs are gear pieces commonly used with a negligible downside so you can use them for free, I will account for both.
So, the difference is 294 shards, which will take 210 seconds, or 3 minutes and 30 seconds, to earn back the extra cost. However, also note that you also lose roughly one minute of usage, since it takes that roughly much longer to activate the gear because of extra cost.
If you compare it to a 0 cost gear, the difference is now 714, which is 510 seconds or 5 minutes and 30 seconds of bonus shards. The difference in activation time is now roughly 2 minutes.

Epic gear: Alright, we do the same procedure here. We count how long it will take for you to earn back whatever you payed for your Invested Epic gear, compared to a regular common one, and one with a downside.
The difference against a regular one is 630 shards. This will take 450 seconds or 7 minutes and 30 seconds to pay back the extra cost. Also remember that you will lose out on the extra shield during at least one minute.
With a 0 cost gear, the difference is now 1050, which will take 750 seconds, or 12 minutes and 30 seconds to pay back. Again, you lose out on that extra bonus early game and it takes extra time to gain it back the cost, so you are essentially losing out for the extra 2 minutes it takes to get the shield up in the first place, and then you are still set back for the next 12 minutes and 30 seconds, meaning it essentially takes 14 minutes and 30 seconds, or about half the game until it is worth it.

Legendary gear: You usually take legendary gear for the special effect, so I know having a bonus shard stat might not be that relevant, but I will still do the math.
At 1800 cost, it will take 1285 seconds or 21 minutes and 25 seconds to pay for itself.
A Plasmite Tranducer gives 5% damage taken as shards. This equals 36 000 damage before it pays for itself.

TL;DR
So, what did we learn out of all this?
In a stunning revelation surprising… probably nobody, a common shard generator with a downside is almost always worth the most amount of money. Unless you break your back trying to have the bonus on a rare generator up and running at almost all times.

Purchasing that epic LLC gear that gives you some extra shards might seem good, but in the end, you are better off with a 0 cost gear for almost half the game, assuming the match lasts 30 minutes, which obviously not all games do.


I decided to cut it short this time and only focus on shard generation gear, but fear not. I will write up about the buildable cost in a foreseeable future!

Also, as always, please feel free to give constructive criticism to what I have written and do also point out any possible errors. :slight_smile:

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one additional point in terms of efficiency is if the secondary effect is build cost reduction you gain a lot of shards back quickly in the sense of shards saved, one epic shard generator I have reduces buildable cost by 12% in an all buildable cost reduction loadout I end up with over 50% build cost reduction so I earn back my shards very quickly

And here we go with another math session for various kinds of gear. Like I promised, I am going to write about buildable cost.

Like before, I will have a TL;DR at the bottom.

So, you want to keep the buildables alive, level up quicker or maybe just save some shards? Buildable cost gear seems to the thing for you! But how viable is each gear piece? How much do you need to spend on buildables before it is actually worth it? Let us find out!

First off, let us start off with the basic costs with and without gear.

No gear:
Turrets tier 1, 2, 3 costs 300, 400 and 500 respectively.
Accelerators and supply stations cost 200, 300 and 400.
Elite bots cost 600.

Only a secondary gear bonus (-14%):
Turrets cost 258, 344, 430.
Accelerators and supply stations cost 172, 258, 344.
Elite bots cost 516.

One primary gear piece for buildable cost (-21%):
Turrets cost 237, 316, 395.
Accelerators and supply stations cost 158, 237, 316.
Elite bots cost 474.

One primary and one secondary bonus (-35%):
Turrets cost 195, 260, 325.
Accelerators and supply stations cost 130, 195, 260.
Elite bots cost 390.

One primary and two secondary bonuses (-49%):
Turrets cost 153, 204, 255.
Accelerators and supply stations cost 102, 153, 204.
Elite bots cost 306.

One primary (rare) and three secondary bonuses (-63%):
Turrets cost 111, 148, 185.
Accelerators and supply stations cost 74, 111, 148.
Elite bots cost 222.

So, now that we know how it is cheaper, let us see how much money you need to actually pay to get back what you invested in the gear itself.

Common gear with downside: Since it has a 0 cost, you will only save money with this one. How much depends on how much you spend.

Common gear: With a cost of 420 shards, you will have to spend 2000 on buildables to break even.

Uncommon gear: With a cost of 714 shards, you will have to spend 3400 on buildables to break even.

Rare gear: Now it gets a bit trickier. At a cost of 924, you would need to spend 4400 to break even. However, if you keep the secondary effect active and go at -35% cost, it would be 2640 until you are even.

Epic gear: At a cost of 1050, you will need to spend 5000 on buildables to break even.

Legendary gear: At a cost of 1800, you will need to spend roughly 8572 to break even.

Secondary effect gear:

Uncommon gear: With a cost of 714 shards, you will have to spend 5100 on buildables to break even.

Epic gear: With a cost of 1050 shards, you will have to spend 7500 on buildables to break even.

TL;DR
So what can we make from this?:
Looking at it, we get to see something not so surprising, a common wrench with a downside will help you out the most, seeing as you do not have to spend money to get it and everything after that will be cheaper. Seeing as you can spend shards fast, you can stack up on EXP.
You can obviously stack buildable cost gear to lessen the amount you need to spend to break even.
Assuming you buy all pieces of buildable cost gear without spending on anything else, we can get some interesting numbers to break even.
If you get a rare piece of gear and two epics, for a total of 914+1050+1050 = 3014. If you can keep up the effect of the rare piece of gear, you will get -63% cost, and you only need ~4785 shards to earn back your investment. If you add up everything, that is 3014 + 4785 = 7799 shards before you start turning it around. It will be up to you personally to decide on what is worth it for you. Just remember, you are still limited by both the amount of shards available and what you can actually build.

Just one quick comparison. A Common Shard generator with a downside can give up to 3780 shards in one game. To reach the same amount of savings from a wrench, you would need to spend 18 000 shards on buildables. So if you ever decide between a wrench and a shard generator, shard generator is the way to go.


Well, that was that for this time. Feel free to point out any errors and give constructive criticism. If you have something else you want me to do some math on, feel free to mention it, I am open for suggestions!

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Seeing as damage reduction got quite a nice buff this patch, I figured it might be worth doing the math and looking at the numbers.

EDIT: Updating this to correct my mathematical mistakes!

As always, TL;DR at the bottom!

First off, just how much extra damage does the 8.4% let you absorb?
8.4%, simple as that?
Actually no! You do get a slightly stronger boost from it.
To properly calculate the extra effective health you gain, the math is as following:
1 / (1- TotalDamageReduction).
For 8.4% (or 0.084), this gives 1/0.916 = ~1.092. So it is actually more than a 9% increase in effective health!
But how does it work if we have several sources of Damage Reduction?

Damage reduction stacks multiplicative
This simply means that every effect of damage reduction takes place one after the other, rather than mashing all of them together to one big value.
Here is an example:
Assume we have two Boldurs. One with 10% damage reduction gear and one without.
Both have 2000 health, all this just to make the math easier.
If the 0% Boldur gets hit with 100 damage, he loses 100 health, very simple. He has 2000 effective health.
If the 10% Boldur gets hit for 100 damage, he only loses 90 health.
This gives him an effective health of 2000/0.9 = 2222 (or approximately 11% more)

Now, let us assume Boldur is in rage and has the level 5 mutation. If I recall correctly this is exactly +40% Damage Reduction.
So, now that 40% gets modified with the numbers above, like this.
The 0% Boldur has only 40% damage reduction, this means he takes 60% damage.
His effective health is 2000/0.6 = 3333.
The 10% Boldur has both one modifier for 40% and one for 10%.
This means the Boldur will take 0.9*0.6 times total damage. (Since it is multiplicative, you can put them in any order, it does not matter.)
This means he takes 54% damage, giving him 2000/0.54 = 3704 effective health.

If the Boldur gets another gear that gives him an additional 4% damage reduction, the total becomes 0.90.960.6 = 0.5184, which makes it a total of 3858 effective health.

Damage Reduction indirectly improves healing and health regen
Yes, it does!
Since you take less damage, every point of health you regain is tougher to take down.
A simple example, you have 50% damage reduction.
If you get healed 200, it would take 400 damage to get your health back to the same as it was before, since you only took half of it.
If you regain 20 health per second (not hard with Boldur), it would now take 40 damage per second just to prevent your health from rising.
This of course also applies to shield regen and life steal.

And knowing this is teaching you when to use Damage Reduction.
If you have health regen, shield regen, life steal or get healed a lot it, damage reduction will add up over time to help those stats become stronger.
It also helps against burst, but not as well as Max Health gear.
But a basic number to remember is that you need 3054 health before a max health gear is less effective than damage reduction, assuming two primary gear stats.

The way to calculate this is (BonusHealth/DamageReduction) - BonusHealth.
For example, +280 and -8.4% gives (280/0.084) - 280 -> 3333.33 - 280 = 3053.33
You can test that by comparing 3053+280 (= 3333) to 3053/0.916 = 3332.97, rounded up to 3333.

As for Damage Reduction versus Healing Received, it is quite harder to count on, especially since you can never tell for sure when you have a support and how much they will heal you.
Basically, you need to figure out when the extra health gained is equal to the amount of damage reduced.
The simple formula is (HealingHealingReceived) vs (DamageTakenDamageReduction).
The one that is higher is more effective.
Here is a small example:
Assume you get healed for +50 per second, and you are taking 100 Damage per second.
You have either a +14% healing received or -8.4% damage taken, which helps you more?
Without any gear, you will drop by 50 health per second.
Healing Received will improve that to 57, making you lose 43 health per second.
Damage Reduction will reduce damage taken to 91.6, meaning you lose 41.6 health per second.
In this case, Damage Reduction was slightly more effective.

However, we can also figure out how much healing versus damage you need for either stat to be better or worse than the other.
Your total damage reduction divided by your total bonus to healing received gives you a decimal. That number is how much percentage of damage taken you need to have as healing for them to be exactly equal. Higher than that and healing received is better. Lower than that and damage reduction is better.
Example:
8.4% damage reduction vs 14% healing received.
8.4/14 = 0.6. This means we need to heal for 60% damage taken for them to be equally effective.
How about a test?
60 healing per second, 100 damage taken. Default loss is 40 per second.
With healing received we heal 68.4 per second, 100 damage taken. We lose 31.6 health per second.
With damage reduction, we heal 60 per second and take 91.6 damage. We lose 31.6 health per second.
In our previous example, damage reduction was a bit ahead, because we only healed 50% of damage taken.

Alright, enough math! Tell me when to use damage reduction already!
Well, generally speaking I would say Damage Reduction is stuck in between sustain (life-steal, shield regen, health regen…) and anti-burst (Max Health, Max Shield).
It compliments all of those stats pretty well, but it is not stronger than any of them by itself.
If your character in some way gets a lot of sustain, it might be worth looking into.
Tanks are therefore naturally a nice option, but it also gets a bit iffy with math to when it is just better to have healing received.
Stacking damage reduction is still valid. It might seem like diminishing returns (in a sense it both is and is not). Since it is multiplicative, the added damage reduction will always reduce damage by the correct percentage of the damage you would have taken. But since it is already reduced, it feels like less compared to if you would start at 0%. I know this sounds very iffy, so feel free to ask if you would like an explanation.

A good thing to note is that Damage Reduction is the only gear stat you can have that improves your overshield.
I have not tested if damage reduction affects the shields that Boldur, Galilea and ISIC have. If it does, this is another aspect that only Damage Reduction improves with gear.

Here is a bit of a rundown of the character types:
Supports: Since you have ways to either heal yourself or your shield, Damage Reduction does benefit you. However, you are also prone to pick up heal power, which works against it. Max Health might also be stronger overall if you are afraid of getting burst down.

Life Stealers/Regenerators: AKA sustain. If you are stuck in combat, but constantly gaining health, damage reduction and health regen is the only stat that helps you along during that time.

High health/shield: Like I wrote above, if you have high enough health, damage reduction will outweigh max health gear, but the only one who can probably reach that high without max health gear is probably Kelvin or Attikus.

I would also suggest going for the Rogue shoulders if you plan on using rares. Extra bonus for 10 seconds after using a skill is way better than Eldrid (While health is full, ironically works best if you use a strong shield character), LLC (While shield is full, just utterly useless). UPR has the bonus for 5 seconds after reload, but I think the only character that reloads a lot and is self-sustainable is Whiskey or possibly Ghalt if you picked the bigger shield and want to get some boost out of it. However, on Ghalt, the shield recharge delay might generally be a better pick for him.

The Eldrid one could easily be changed to either “while under 50% health” or “for 3 seconds after taking health damage”. Both of those are more fitting into the entire “Eldrid” Theme of not having shield. I would suggest “while under 50% health” since that is the same as the uncommon effect trigger and the other effect is almost a permanent effect.

The LLC one should be changed to trigger on “For 3 seconds after taking shield damage”, so it would be a slightly weaker version than Shayne’s default, but it fits the LLC theme.

TL;DR So what can we make of this?
Basically, get Damage Reduction for a character that can sustain itself, but you can not rely on constantly having a support. However, it is common for it to clash with other stats in one way or another.
If you can get overshields one way or another damage reduction is the only stat that helps improving it.

Well, that was it for this time. Feel free to point out any inaccuracies or other mistakes.
Would you guys want me to do some math on the recently buffed Health regeneration as well?

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Would love to see the new Health Regen stats - I tend to roll regen builds on most of my characters, even non-Eldrid ones. Great job on running the numbers, you’ve saved me a heck of a lot of time!

Brief question though - for Galilea, who I don’t think has any natural damage reduction, would Damage Reduction gear be better or Health Regen and Max Health considering she already has a small amount of lifesteal? Just wondering because of the newly buffed Blissbeast Skull Plate, which gives both DR and Regen.

First, thx for your maths <3 is good to understand what i know by “instint or feelings”.

Now i would like to know if -building gear worth in terms of amount of buildables you can create.

Once as pendless by the end of the match i had left over 7k shards because i kept building everything for such a small amount of money and i kept getting more shards.

And Kelvin dmg reduction and positive shield recharge you need to regenerate some shield naturally before use a skill to get your dr with the natural regenerate shield.

I also would like to know the number behind regen! I would like to run a regen/damage reduction loadout for Kelvin.

Alright, I will try to remember to write up about health regen.
In the meantime, I can make a short post to answer your questions.

In general, I would say health regeneration is the better of the two for Galilea. Since you can not get any more damage reduction and Galilea is not well suited for rare Damage Reduction gear that would leave you at 8.4% most of the time. Assuming an enemy launches 100 DPS at you, you take 91.6. If you have 14 health regen, you still lose 100, but regen 14 -> 86 DPS taken. If you are blocking, you get no damage taken, which means the damage reduction does not actively help, but health regen still works for you.
Personally, I would rather have max health than either of those two, since Galilea needs to get up close and survive damage. Usually Galilea needs a support to be properly sustainable at the front.
But for defensive gear, I would prioritise Max Health > Health Regen > Damage Reduction.

I did a post each on shard generation and building cost gear. Since it is a lot to read through and filled with loads of MATH, I can give you the TL;DR. If you want one piece of gear, get free shard generator. If you want to invest a lot in buildables, get a free shard generator and a free wrench. In most cases, that is what will let you build the most and save the most shards.
Personally, I would recommend only a shard generator for Incursion. Games may last long and there are not a lot of buildables.
Meltdown is a bit of a toss-up. On one had you can spam out the big bots and there are lots of buildings to be built. But if a game lasts a long time, lacking two pieces of gear might set you back quite a bit when everyone else has their gear unlocked.
I never played much Capture or Face-off, so I can not say, but the little experience I have tells me that it might be worth running a shard generator, but I would probably skip the wrench.

Awesome, thanks. My current build is her legendary, epic Attack Speed + Max Health, and rare Max Health + Max Health; gets me +700 Max Health, +12 regen per second, +12.4% attack speed.

That seems like a very nice setup!
I did the math and with +12 health regen gear (discounting everything else her legendary gives), you would have to take 143 DPS before damage reduction starts outweighing the health regen.

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Yeah, apart from being a little shard-heavy, it does the job. Only problem is that characters like Ernest, Benedict and Kleese can just go right past her shield, which is why I was thinking damage resistance might be helpful. But I guess I’ll stick with regen.

Big reason to why I stay away from Legendaries. I hardly ever find their extra effect worth 1800 shards. I want my gear up and running before level 5 so I can stay alive and stay in lane. In most games, I usually do not even hit 5k shards in total, despite often killing most minions and dying the least. That is why I need cheap gear.

When it comes to me running melee characters, I go with a similar setup as you, except I swap the legendary for an uncommon jennerit glove. For a melee character, it is very cost-efficient damage increase and for non-legendaries it is the best DPS improvement. Only two legendaries might surpass it, and I am pretty sure that uncommon still comes pretty close.

Secondary effect being +Attack Speed on melee hit? Alrighty, maybe I’ll give it a shot. Reason I keep Galilea’s character legendary is it gives +50% life steal for stunned targets, which is a pretty decent chunk considering how much of her kit is based around stunning enemies. Cranks her survivability up a fair amount.

Wonder if Flawed legendaries will ever be a thing?

I agree. There aren’t enough buildables to justify the cost of a wrench, plus the matches rarely go to time. I go with an all white loadout for Face-Off and Capture so I can use leftover shards for headhunter bots in Face-Off (I don’t like Capture).

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Yeah, her lore legendary is probably the best one of all the characters and that 50% life steal is such a big big big boost for her. Especially if you pick the right helix on lvl 3, that way you can regain max hp while the target is still stunned and do even more damage to it and kill it even if it starts to run away from you. I would not pick that legendary only on capture mode, because there is no need for it and there is no time to wait for a 1.8k investment.

Yes, that is the one!

But if you like her legendary, I say go for it.
My setup is more of a “general melee”, since I seldom play them.
Especially since the few times I pick Galilea, I have very unusual helixes, since I do not pick some of the most common one.

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