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Old 04-27-2007, 17:46   #1
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Impact of skills on professions

This thread details the impact skills have on profession levels. It is basically a summary of the conclusions drawn from numerous threads in the EF Skills forum, such as the chipping thread, the attributes thread and many others.

A huge number of people have contributed to this study. I consider the 'project' to have begun over a year ago with D'Angelo's thread, the aim of which was to find out how to calculate your Laser Sniper professional standing from the skills that affect it. Great progress was made in that thread, but we didn't quite get there. Since then, MA implemented the professions screens which has given us a lot more information to go on. We now have many professions completely solved, and most of the rest solved apart from the contributions from certain unlockable skills.

If you have a reasonable level in a rare-ish unlockable skill and would like to contribute, please post here or PM me. There's a list of skills that are still unresolved on page 7 of this thread. We need your relevant skill levels and profession standings, which are easily obtained using NRF, or alternatively via screenshots of your skills and professions.

How it works

There is a post for each profession. The skills and attributes that contribute to that profession are listed and their weights given. The profession level is calculated by multiplying each skill by its percentage weight, summing, and dividing the result by 100.

Example 1: There's a Botany chip in auction that will give you 1500 levels of Botany. You wish to work out how much that would increase your Animal Investigator level.

- Since Botany contributes 8% to the profession, chipping 1500 levels of it will gain you 1500*0.08=120 in your profession standing.
- So you will gain 120/100=1.2 profession levels

Example 2: If you have level 30.4 in Animal Investigator and wish to chip out some Zoology without falling below level 30 in the profession you can:

- Chip out an amount of Zoology that contributes 0.4 levels of Animal Investigator.
- 0.4 levels of Animal Investigator corresponds to a profession standing of 0.4*100=40
- Since Zoology contributes 2% to Animal Investigator you can chip out 40/0.02=2000 levels of Zoology.

Example 3: If you have level 28.4 in Animal Investigator and wish to chip Scan Animal in order to get the profession up to level 30 you require:

- An increase of 1.6 levels in Animal Investigator.
- This corresponds to an increase of 1.6*100=160 in your profession standing.
- Since Scan Animal contributes 46% to the profession, you need to chip 160/0.46=348 levels of Scan Animal

Contents

Professions are listed alphabetically.

Page 2 - begins with Brawler (Dmg)
Page 3 - begins with Gauss Sniper (Hit)
Page 4 - begins with Mechanical Engineer
Page 5 - begins with Plasma Sniper (Hit)
Page 6 - begins with Ranged Laser (Dmg)
Page 7 - begins with Teleporter, and also includes Health, issues remaining to be resolved, acknowledgements and other links and facts
Pages 8 - 11 - contain discussion
Page 12 - contains new professions added after this thread was made (Grenades, textures)
Page 13 - contains continued discussion

Last edited by Jimmy B; 12-23-2007 at 21:44.
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Old 04-27-2007, 17:47   #2
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Animal Investigator

Code:
Intelligence*20   2%
Perception        5%
Probing           6%
Scan Animal       46%
Analysis          10%
Biology           10%
Botany            8%
Computer          2%
Zoology           2%
Xenobiology       4%
Scientist         4%
Resolved: 99%

First data source suggests Scientist is 4% which leaves us missing 1%. Could be that Scientist is actually 5%, I need more data to be sure.

Last edited by Jimmy B; 11-24-2007 at 23:53.
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Old 04-27-2007, 18:02   #3
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Animal Tamer

Code:
Agility*20        1%
Intelligence*20   1%
Combat Sense      2%
Melee Combat      2%
Whip              8%
Bravado           3%
Courage           5%
Dexterity         3%
Perception        1%
Animal Lore       21%
Animal Taming     38%
Zoology           13%
Scientist         2%
Fully Resolved.

A second data set for scientist would be useful to confirm that, but it makes sense.

Last edited by Jimmy B; 11-24-2007 at 23:48.
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Old 04-27-2007, 22:31   #4
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Armor Engineer

Code:
Intelligence*20   2%
Armor Technology  11%
Blueprint Comp'   9%
Machinery         6%
Manufacture Armor 32%
Engineering       29%
Industrialist     6%
Man' Methodology  5%
Fully Resolved but requiring some confirmation.

If you have any of Manufacturing Methodology and Industrialist and would like to contribute please let me know via PM or in the chipping thread. All I'll require is your profession level and your relevant skill levels.

Last edited by Jimmy B; 05-19-2007 at 17:48.
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Old 04-27-2007, 22:31   #5
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Attachment Engineer

Code:
Intelligence*20   2%
Attachments Tech' 11%
Blueprint Comp'   9%
Machinery         6%
Man' Attachments  32%
Engineering       29%
Industrialist     6%
Man' Methodology  5%
Fully Resolved but requiring some confirmation.

If you have any of Manufacturing Methodology and Industrialist and would like to contribute please let me know via PM or in the chipping thread. All I'll require is your profession level and your relevant skill levels.

Last edited by Jimmy B; 05-19-2007 at 17:49.
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Old 04-27-2007, 22:32   #6
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Biotropian

Code:
Intelligence*20   2%
Pysche*20         5%
Bravado           3%
Courage           3%
Dexterity         3%
Serendipity       3%
Biotropy          50%
Concentration     10%
Power Catalyst    6%
Resolved: 85%

The remaining weights are made up from unlocked skills. If you have any of the unlocks and would like to contribute please let me know in the chipping thread. Your relevant skills and profession level is all I'll need.

Admittedly, it is quite possible that no-one in-game has yet unlocked these unlocks....

Last edited by Jimmy B; 12-06-2007 at 15:49.
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Old 04-27-2007, 22:33   #7
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BLP Pistoleer (Hit)

Code:
Agility*20        3%
Aim               4%
Combat Reflexes   3%
Combat Sense      5%
Commando          3%
Coolness          5%
Courage           3%
Dexterity         3%
Hangun            38%
BLP Wep' Tech'    14%
Marksmanship      7%
Perception        2%
Serendipity       1%
Weapons Handling  9%
Fully resolved and confirmed beyond any reasonable doubt.

Last edited by Jimmy B; 04-27-2007 at 22:53.
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Old 04-28-2007, 00:05   #8
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BLP Sniper (Hit)

Code:
Agility*20        3%
Aim               4%
Combat Reflexes   3%
Combat Sense      5%
Commando          3%
Coolness          4%
Courage           3%
Dexterity         3%
Rifle             39%
BLP Wep' Tech'    14%
Marksmanship      8%
Perception        2%
Serendipity       1%
Weapons Handling  8%
Fully resolved and confirmed beyond any reasonable doubt.
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Old 04-28-2007, 00:08   #9
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BLP Weapons Engineer

Code:
Intelligence*20   2%
BLP Wep' Tech'    4%
Blueprint Comp'   9%
Machinery         6%
Engineering       28%
Manufacture Weps  30%
Weapon Technology 10%
Industrialist     6%
Man' Methodology  5%
Fully Resolved but requiring some confirmation.

If you have any of Manufacturing Methodology and Industrialist and would like to contribute please let me know via PM or in the chipping thread. All I'll require is your profession level and your relevant skill levels.

Last edited by Jimmy B; 05-19-2007 at 17:50.
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Old 04-28-2007, 00:09   #10
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Body Sculptor

Code:
Agility*20        2%
Dexterity         1%
Genetics          4%
Plastic Surgery   12%
Beauty Sense     ~19%
Body Sculpting   ~46%
Fashion Design   ~7%
Resolved: 91%

Still could do with a little more beauty data. If you'd like to contribute and have beauty skills please do PM me. Your skills and profession level is all I'll require. Glamour is presumably the remaining unlock, although some data I have suggests that Quality Sense may play a small role too.

Last edited by Jimmy B; 05-12-2007 at 22:20.
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