Difference between revisions of "Smuggler"

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(Added information about the "Bonus Hit Rate" flag. See the Mercenary talk page for more details.)
(→‎Notes: Added a bunch of stuff, edited some other lines.)
 
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|align="center"|2
 
|align="center"|2
 
|align="left"| <span id="Lucky_Breaks"></span><b>Lucky Breaks</b>
 
|align="left"| <span id="Lucky_Breaks"></span><b>Lucky Breaks</b>
|align="left"| Grants you an additional 10% evasion chance.
+
|align="left"| Enemy attacks will have an extra 10% chance to miss you in combat, and gain some defense from evasion.
 
|-
 
|-
 
|align="center"|3
 
|align="center"|3
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|align="center"|10
 
|align="center"|10
 
|align="left"| <span id="Cloak and Dagger"></span><b>Cloak and Dagger</b>
 
|align="left"| <span id="Cloak and Dagger"></span><b>Cloak and Dagger</b>
|align="left"| Gain a small bonus to evasion for one turn after landing a basic attack hit (melee or ranged).
+
|align="left"| Grants +5% evasion for one turn after landing a basic attack hit (melee or ranged).
 +
|-
 +
|align="center"|11
 +
|align="left"| <span id="Die Another Day"></span><b>Die Another Day</b>
 +
|align="left"| Once per fight, when your Health drops below 50%, you automatically drop a free Flash Grenade and recover 25% of maximum Health and Energy.
 +
|-
 +
|align="center"|12
 +
|align="left"| <span id="Boundless Reserves"></span><b>Boundless Reserves</b>
 +
|align="left"| Your base Energy increases to 150.
 +
|-
 +
|align="center"|13
 +
|align="left"| <span id="Silver Tongued Devil"></span><b>Silver Tongued Devil</b>
 +
|align="left"| Increases resolve and sexiness by 1.
 +
|-
 
|}
 
|}
 
</onlyinclude>
 
</onlyinclude>
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|align="center"| <b>Can Opener</b>
 
|align="center"| <b>Can Opener</b>
 
|align="center"| <b>Mag Binders</b>
 
|align="center"| <b>Mag Binders</b>
 +
|-
 +
|align="center"|11
 +
|align="center"| <b>Twist The Knife</b>
 +
|align="center"| <b>Booster Pack</b>
 +
|-
 +
|align="center"|12
 +
|align="center"| <b>Specialized Combatant</b>
 +
|align="center"| <b>Second Striker</b>
 +
|-
 +
|align="center"|13
 +
|align="center"| <b>Assassinate</b>
 +
|align="center"| <b>Called Shot</b>
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
|align="left"| <span id="Aimed_Shot"></span><b>Aimed Shot</b>
 
|align="left"| <span id="Aimed_Shot"></span><b>Aimed Shot</b>
|align="left"| Grants the ability to perform a ranged attack with greatly increased damage against stunned or blinded targets. Higher intelligence provides additional bonus damage.
+
|align="left"| Upgrades ranged attacks with greatly increased damage against stunned or blinded targets. Higher intelligence provides additional bonus damage.
 
|-
 
|-
 
|align="center" rowspan="2"|4
 
|align="center" rowspan="2"|4
 
|align="left"| <span id="Stealth_Field_Generator"></span><b>Stealth Field Generator</b>
 
|align="left"| <span id="Stealth_Field_Generator"></span><b>Stealth Field Generator</b>
|align="left"| Grants the ability to massively increase evasion chance for two combat rounds.
+
|align="left"| Grants the ability to massively increase evasion chance by 80% for four combat rounds.
 
|-
 
|-
 
|align="left"| <span id="Disarming_Shot"></span><b>Disarming Shot</b>
 
|align="left"| <span id="Disarming_Shot"></span><b>Disarming Shot</b>
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|-
 
|-
 
|align="left"| <span id="Desperation"></span><b>Desperation</b>
 
|align="left"| <span id="Desperation"></span><b>Desperation</b>
|align="left"| Grants +7% critical hit chance when your HP drops below 50%.
+
|align="left"| Grants +7% critical hit chance when your HP drops below 50%. (This effect will remain for the duration of combat.)
 
|-
 
|-
 
|align="center" rowspan="2"|10
 
|align="center" rowspan="2"|10
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|-
 
|-
 
|align="left"| <span id="Mag Binders"></span><b>Mag Binders</b>
 
|align="left"| <span id="Mag Binders"></span><b>Mag Binders</b>
|align="left"| Grants the ability to throw a set of magnetic, self-guided restraints at the enemy, potentiall[y] stunning them for 1-3 rounds and dealing light shocking damage.
+
|align="left"| Grants the ability to throw a set of magnetic, self-guided restraints at the enemy, potentially stunning them for 1-3 rounds and dealing light shocking damage.
 +
|-
 +
|align="center" rowspan="2"|11
 +
|align="left"| <span id="Twist The Knife"></span><b>Twist The Knife</b>
 +
|align="left"| Your Sneak Attack & Aimed Shot cause targets to bleed for 50% damage dealt for one turn. Triggering this multiple times in one turn can stack the bleed effect.
 +
|-
 +
|align="left"| <span id="Booster Pack"></span><b>Booster Pack</b>
 +
|align="left"| Grants the ability to take to the sky with backpack-mounted microboosters for four turns. While launching, make one flurry attack with a ranged weapon, and gain the ability to '''sneak attack''' or '''aimed shot''' non-flying targets while flying. For the duration of your flight, your evasion is temporarily increased.
 +
|-
 +
|align="center" rowspan="2"|12
 +
|align="left"| <span id="Specialized Combatant"></span><b>Specialized Combatant</b>
 +
|align="left"| Your bonus flurry attack for ranged or melee is upgraded to have full accuracy.
 +
|-
 +
|align="left"| <span id="Second Striker"></span><b>Second Striker</b>
 +
|align="left"| Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks.
 +
|-
 +
|align="center" rowspan="2"|13
 +
|align="left"| <span id="Assassinate"></span><b>Assassinate</b>
 +
|align="left"| Make a melee attack with extra damage that increases the more injured the target is. May stun survivors.
 +
|-
 +
|align="left"| <span id="Called Shot"></span><b>Called Shot</b>
 +
|align="left"| Take aim at a target's head for additional level-scaled damage (unresistable), intelligence-scaled critical chance, and a chance to blind the target.
 
|-
 
|-
 
|}
 
|}
 
</onlyinclude>
 
</onlyinclude>
 +
 +
''Note: Sneak Attack's in game description (and thus the description above) is outdated as of version 0.9.013. The effect is the same as Aimed Shot, but Sneak Attack affects melee attacks instead. In other words, Sneak Attack upgrades melee attacks against stunned or blinded targets automatically, rather than granting a combat ability.''<br>
 +
''Booster Pack increases Evasion by 15 while active. Does not break the 50% cap.''
  
 
== Notes ==
 
== Notes ==
  
The bonus shot provided by [[#Second_Shot|Second Shot]] does not have an accuracy reduction if the ranged weapon used has the "Bonus Hit Rate" flag.
+
[[#Flash Grenade|Flash Grenade]] is an Aim vs Reflexes check. It is more accurate than most Status attacks, as the attacker's Aim is effectively 10 points higher.
 +
 
 +
[[#Low Blow|Low Blow]] base damage equals Physique / 2. If used on a target with Ball size greater than 7, damage is doubled. Stun chance is a Physique vs Physique check and does not work on robots without genitals.
 +
 
 +
[[#Lucky Breaks|Lucky Breaks]] bonus Defense is equal to Evasion / 3 and capped at Level / 2. Temporary bonus Evasion from '''Stealth Field Generator''', '''Cloak and Dagger''' and '''Booster Pack''' does count. The extra 10% miss chance is a separate check from the standard Evasion.
 +
 
 +
[[#Sneak Attack|Sneak Attack]] and [[#Aimed Shot|Aimed Shot]] bonus damage is equal to Level * 3 + Intelligence/2. If the target is both Blind and Stunned, it does an additional + Level.
 +
[[#Take Advantage|Take Advantage]] adds Level * 2 damage.
 +
 
 +
[[#Stealth Field Generator|Stealth Field Generator]] adds 80% Evasion and increases the Evasion cap by 30% while active to a total of 90%.
 +
 
 +
[[#Gas Grenade|Gas Grenade]] does 14 + Level * 2 Drug damage to all enemies.
 +
 
 +
[[#Grenade|Grenade]] does 7.5 + Level * 2 + Intelligence / 2 Kinetic and Burning damage to all enemies.
 +
 
 +
The bonus attack provided by [[#Second_Attack|Second Attack]] and [[#Second_Shot|Second Shot]] has a 45% chance to miss, regardless of Accuracy. The penalty is ignored if the weapon used has the '''Bonus Hit Rate''' flag, or if the target is '''Stunned''' or '''Paralyzed'''.
 +
 
 +
[[#Alpha Strike|Alpha Strike]]'s guaranteed Critical is particularly useful with '''Burn Chance''', '''Freeze Chance''' and '''Blind Chance''' weapons, because a Critical hit automatically applies the status. Attacks that can't Crit, like '''Grenade''', waste the effect.
 +
 
 +
[[#Can Opener|Can Opener]] Sunder is a Physique vs Physique check.
 +
 
 +
[[#Mag Binders|Mag Binders]] Stun is a Reflexes vs Reflexes check. Damage is equal to Reflexes + Level * 2. Can be an '''Aimed Shot'''.
 +
 
 +
[[#Booster Pack|Booster Pack]] also applies '''Sneak Attack'''/'''Aimed Shot''' if Steele is Flying via [[Wings]] or a [[Light Jetpack]]. If used in the first round of combat, it does not grant '''Shoot First'''.
 +
 
 +
[[#Specialized Combatant|Specialized Combatant]] only applies to [[#Second Attack|Second Attack]] and [[#Second_Shot|Second Shot]].
 +
 
 +
[[#Assassinate|Assassinate]] Melee damage * 1.75 + ((Missing HP% - 25%) * 10. Stun chance is Physique based. 25% more likely to succeed than '''Stun Chance''' weapons. Can be a '''Sneak Attack'''. Can't hit Flying targets unless Steele is also Flying.
 +
 
 +
[[#Called Shot|Called Shot]] Ranged damage * 2 + Level * 5 with an Intelligence/5 extra Crit Chance. Blind chance is Aim vs Reflexes. Duration is Intelligence vs Physique, minimum 2, maximum 5. Can be an '''Aimed Shot'''.
  
 +
Maximum total Evasion bonus from Items, [[#Improved Agility|Improved Agility]] and [[#Cloak and Dagger|Cloak and Dagger]] is 60%. It is recommended to not overinvest in Evasion boosts.
  
  
[[Category:Character classes ]]
+
[[Category:Character classes]]
 +
[[Category:Pre-Java Script conversion]]

Latest revision as of 11:25, 18 August 2024

Smuggler Job Training

Description

As a smuggler, your abilities would rely heavily on having good reflexes and either aim or physique, depending on your method of attack. You’d learn to be pretty sneaky, fly well, and hit your foes where they least expect it, all while making your living in the underbelly of the United Galactic Confederacy, or U.G.C. The life of a smuggler is one of profit through luck and skill.

Class Specialties

Starter Items

Perks

Steele gains class-specific perks for each level earned.

Perks
Level Name Description
2 Lucky Breaks Enemy attacks will have an extra 10% chance to miss you in combat, and gain some defense from evasion.
3 Escape Artist Converts the chance to escape from grapples to use your Reflexes stat rather than Physique. Conveys an additional minor chance to escape.
4 Agility Increases evasion granted via items by 50%, or provides a flat 10% evasion boost, whichever is higher.
5 Sharp Eyes Decreases the time required to recover from blinding effects, reducing their duration by one combat round.
6 Supply and Demand Reduces shopkeeper markups by 5% and markdowns by 10%.
Improved Agility Increases your evasion by an additional 10%.
7 Hidden Loot Increases inventory size by two slots.
Take Advantage Increase sneak attack and aimed shot base bonuses by 100%.
8 Heroic Reserves Raises your maximum energy reserves by 33, allowing you to use more special attacks before tiring.
9 Survival Instincts Removes Stunned, Staggered, and Knockdown effects when your HP drops below 50%. Also grants you a 100% escape chance if possible.
10 Cloak and Dagger Grants +5% evasion for one turn after landing a basic attack hit (melee or ranged).
11 Die Another Day Once per fight, when your Health drops below 50%, you automatically drop a free Flash Grenade and recover 25% of maximum Health and Energy.
12 Boundless Reserves Your base Energy increases to 150.
13 Silver Tongued Devil Increases resolve and sexiness by 1.


Special Abilities

When choosing the special ability perks, Steele may attain abilities that fall under two specific themes to define the player's play style.

Specialization Theme
Level Covert Overzealous
2 Shoot First Low Blow
3 Sneak Attack Aimed Shot
4 Stealth Field Generator Disarming Shot
5 Gas Grenade Grenade
6 Quickdraw Leap Up
7 Smuggled Stimulant Burst of Energy
8 Second Attack Second Shot
9 Alpha Strike Desperation
10 Can Opener Mag Binders
11 Twist The Knife Booster Pack
12 Specialized Combatant Second Striker
13 Assassinate Called Shot
Special Abilities
Level Name Description
1 Flash Grenade
(Starter Ability)
Produce a rechargeable flash grenade and use it to blind your enemy. Better aim will increase the chance of success.
2 Shoot First When using a ranged attack during the first round of combat, gain an additional attack.
Low Blow Grants the ability to perform a melee strike with a high chance of stunning the target.
3 Sneak Attack Grants the ability to perform a melee attack with greatly increased damage against stunned or blinded targets. Higher intelligence provides additional bonus damage.
Aimed Shot Upgrades ranged attacks with greatly increased damage against stunned or blinded targets. Higher intelligence provides additional bonus damage.
4 Stealth Field Generator Grants the ability to massively increase evasion chance by 80% for four combat rounds.
Disarming Shot Grants the ability to disarm your target, rendering them unable to wield a weapon for four combat rounds.
5 Gas Grenade Grants the ability to throw a grenade designed to emit a lust-inducing smog. Deals lust damage to all enemies in combat.
Grenade Grants the ability to throw a grenade designed to emit high levels of thermal radiation. Deals Burning damage to all enemies in combat.
6 Quickdraw Equipping a new weapon no longer consumes your turn in combat.
Leap Up Allows you to easily and freely leap to your feet after being knocked prone.
7 Smuggled Stimulant Allows you to gain 25 energy per round for 3 rounds, once per combat encounter.
Burst of Energy Allows you to recover 60 energy, once per combat encounter.
8 Second Attack Allows you to make a second, low-accuracy attack whenever you perform a melee attack.
Second Shot Allows you to make a second, low-accuracy attack whenever you shoot a ranged weapon.
9 Alpha Strike Allows your first attack in any combat to be a critical hit.
Desperation Grants +7% critical hit chance when your HP drops below 50%. (This effect will remain for the duration of combat.)
10 Can Opener Grants a chance to sunder an enemy after landing a critical hit, reducing the effectiveness of their armor by 50%.
Mag Binders Grants the ability to throw a set of magnetic, self-guided restraints at the enemy, potentially stunning them for 1-3 rounds and dealing light shocking damage.
11 Twist The Knife Your Sneak Attack & Aimed Shot cause targets to bleed for 50% damage dealt for one turn. Triggering this multiple times in one turn can stack the bleed effect.
Booster Pack Grants the ability to take to the sky with backpack-mounted microboosters for four turns. While launching, make one flurry attack with a ranged weapon, and gain the ability to sneak attack or aimed shot non-flying targets while flying. For the duration of your flight, your evasion is temporarily increased.
12 Specialized Combatant Your bonus flurry attack for ranged or melee is upgraded to have full accuracy.
Second Striker Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks.
13 Assassinate Make a melee attack with extra damage that increases the more injured the target is. May stun survivors.
Called Shot Take aim at a target's head for additional level-scaled damage (unresistable), intelligence-scaled critical chance, and a chance to blind the target.


Note: Sneak Attack's in game description (and thus the description above) is outdated as of version 0.9.013. The effect is the same as Aimed Shot, but Sneak Attack affects melee attacks instead. In other words, Sneak Attack upgrades melee attacks against stunned or blinded targets automatically, rather than granting a combat ability.
Booster Pack increases Evasion by 15 while active. Does not break the 50% cap.

Notes

Flash Grenade is an Aim vs Reflexes check. It is more accurate than most Status attacks, as the attacker's Aim is effectively 10 points higher.

Low Blow base damage equals Physique / 2. If used on a target with Ball size greater than 7, damage is doubled. Stun chance is a Physique vs Physique check and does not work on robots without genitals.

Lucky Breaks bonus Defense is equal to Evasion / 3 and capped at Level / 2. Temporary bonus Evasion from Stealth Field Generator, Cloak and Dagger and Booster Pack does count. The extra 10% miss chance is a separate check from the standard Evasion.

Sneak Attack and Aimed Shot bonus damage is equal to Level * 3 + Intelligence/2. If the target is both Blind and Stunned, it does an additional + Level. Take Advantage adds Level * 2 damage.

Stealth Field Generator adds 80% Evasion and increases the Evasion cap by 30% while active to a total of 90%.

Gas Grenade does 14 + Level * 2 Drug damage to all enemies.

Grenade does 7.5 + Level * 2 + Intelligence / 2 Kinetic and Burning damage to all enemies.

The bonus attack provided by Second Attack and Second Shot has a 45% chance to miss, regardless of Accuracy. The penalty is ignored if the weapon used has the Bonus Hit Rate flag, or if the target is Stunned or Paralyzed.

Alpha Strike's guaranteed Critical is particularly useful with Burn Chance, Freeze Chance and Blind Chance weapons, because a Critical hit automatically applies the status. Attacks that can't Crit, like Grenade, waste the effect.

Can Opener Sunder is a Physique vs Physique check.

Mag Binders Stun is a Reflexes vs Reflexes check. Damage is equal to Reflexes + Level * 2. Can be an Aimed Shot.

Booster Pack also applies Sneak Attack/Aimed Shot if Steele is Flying via Wings or a Light Jetpack. If used in the first round of combat, it does not grant Shoot First.

Specialized Combatant only applies to Second Attack and Second Shot.

Assassinate Melee damage * 1.75 + ((Missing HP% - 25%) * 10. Stun chance is Physique based. 25% more likely to succeed than Stun Chance weapons. Can be a Sneak Attack. Can't hit Flying targets unless Steele is also Flying.

Called Shot Ranged damage * 2 + Level * 5 with an Intelligence/5 extra Crit Chance. Blind chance is Aim vs Reflexes. Duration is Intelligence vs Physique, minimum 2, maximum 5. Can be an Aimed Shot.

Maximum total Evasion bonus from Items, Improved Agility and Cloak and Dagger is 60%. It is recommended to not overinvest in Evasion boosts.