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 Play Tri, Still don't know about skills

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ShadowCeadeusDM324
Tigrex


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PostSubject: Play Tri, Still don't know about skills   Sun Sep 09, 2012 9:04 pm

Well hello...
Now this is something that have been bugging me since... I forgot.
Its that even after finishing the game and getting High rank armor and weapons I still don't know how the armor skills, gem skills, or the mixtures works...
So, can someone help me?
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Lalo
Gore Magala


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PostSubject: Re: Play Tri, Still don't know about skills   Sun Sep 09, 2012 9:13 pm

NOOB! just kidding, I found out pretty late too.

Its like simple math, some armors give you certain points for a skill.
Ex: Jho head gives +5 attack, Jaggi arm gives +3 and Barroth leg +2

you have +10 attack points, which means you unlocked attack (S)

But the Deviljho head has space for 3 slots!, you go to the armory and create decos, which held points for skills. you create the decoration with 5 attack points, put that to your jho head and you now have +10+2+3=15=attack M

And you own a talisman with Atack+5 now you have 10+3+2+5=20= attack L


(hope I didnt confuse you more)
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ShadowCeadeusDM324
Tigrex


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PostSubject: Re: Play Tri, Still don't know about skills   Sun Sep 09, 2012 9:59 pm

@Lalo wrote:
NOOB! just kidding, I found out pretty late too.

Its like simple math, some armors give you certain points for a skill.
Ex: Jho head gives +5 attack, Jaggi arm gives +3 and Barroth leg +2

you have +10 attack points, which means you unlocked attack (S)

But the Deviljho head has space for 3 slots!, you go to the armory and create decos, which held points for skills. you create the decoration with 5 attack points, put that to your jho head and you now have +10+2+3=15=attack M

And you own a talisman with Atack+5 now you have 10+3+2+5=20= attack L


(hope I didnt confuse you more)
So its simple math? I though that mixing armors was bad because you didn;t look cool... I mean, because of the resistance and defense, but you rarely need resistance
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Lalo
Gore Magala


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PostSubject: Re: Play Tri, Still don't know about skills   Sun Sep 09, 2012 10:01 pm

depends on the armor. Even complete Dober/Bone/Ura looks horrible baaad
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Vivi
Najarala


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PostSubject: Re: Play Tri, Still don't know about skills   Sun Sep 09, 2012 10:22 pm

Okay armor skills are the skilled unlocked when wearing an armor set that has enough points to active a skill or skills. They can be either be posotive (in white), negative (In red), or non-accountable.

Now for points..
All armors (except chakra) have skill points, skills are activated when a certain amount of points are accumulated on the skill tree.

These skills... Evasion, Whim, Hearing, Heat/cold resistances Gathering, Guard, Fate, Speed eating, Hunger, Current/wind resistance and Gourmand can be upgraded once unlocked as they can have +15 points instead of +10, which increases the effectiveness of these skills.

Heres an example- Earplugs = +10 points in Hearing skill
HG Earplugs = +15 points in Hearing skill.

These skills... Attack up, Defence up, Elemental resistances, Precision, Recoil, Reload, Recovery level/speed, Ammo boosts (Pierce, Pellet, Crag, Normal and Clust) and Wide Range, can be upgraded twice when you have +10 points or more.

Heres an example- Recoil down-1 = +10 points in recoil skill
Recoil down-2 = +15 points in recoil skill
Recoil down-3 = +20 points in recoil skill

Wide Range is active at +10 points for wide range +1, but for +2 you need +20 points for it.
Minds Eye is the only skill I can think of that needs +15 points in order to be active at all, and not be active at +10.

Skills that will be clear/not highlighted means it is active, but it wont count. This only happens if you put a gunner skill on blademaster set (eg. Reload), a blademaster skill on a gunner set (eg. speed sharpen) or when you have a skill like Guard up/boost that requires a certain weapon type to work. In this case it needs a shield so if you equip a lance these skills are active (white). But if you equip a longsword (inb4guandao) it will not be highlighted as it cannot guard, so it will not be active..but still be there. This is a non- accountable skill.

Negative skills are those in red. If you get enough negative points in a skill, they become active.
Lagiacrus armor is a good example of this. Notice it has the +10 skill Element Attack up and the -10 negative skill Status Attack Down.

Talismans can either be A, B or C skills.
A skills are a max of +4 or +3 and 1 slot.
B skills are a max of +7 and 2 slots.
C skills are a max or +10 and 2 slots.

Sorry for the large post x.x
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ShadowCeadeusDM324
Tigrex


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PostSubject: Re: Play Tri, Still don't know about skills   Sun Sep 09, 2012 11:38 pm

Violet wrote:
Okay armor skills are the skilled unlocked when wearing an armor set that has enough points to active a skill or skills. They can be either be posotive (in white), negative (In red), or non-accountable.

Now for points..
All armors (except chakra) have skill points, skills are activated when a certain amount of points are accumulated on the skill tree.

These skills... Evasion, Whim, Hearing, Heat/cold resistances Gathering, Guard, Fate, Speed eating, Hunger, Current/wind resistance and Gourmand can be upgraded once unlocked as they can have +15 points instead of +10, which increases the effectiveness of these skills.

Heres an example- Earplugs = +10 points in Hearing skill
HG Earplugs = +15 points in Hearing skill.

These skills... Attack up, Defence up, Elemental resistances, Precision, Recoil, Reload, Recovery level/speed, Ammo boosts (Pierce, Pellet, Crag, Normal and Clust) and Wide Range, can be upgraded twice when you have +10 points or more.

Heres an example- Recoil down-1 = +10 points in recoil skill
Recoil down-2 = +15 points in recoil skill
Recoil down-3 = +20 points in recoil skill

Wide Range is active at +10 points for wide range +1, but for +2 you need +20 points for it.
Minds Eye is the only skill I can think of that needs +15 points in order to be active at all, and not be active at +10.

Skills that will be clear/not highlighted means it is active, but it wont count. This only happens if you put a gunner skill on blademaster set (eg. Reload), a blademaster skill on a gunner set (eg. speed sharpen) or when you have a skill like Guard up/boost that requires a certain weapon type to work. In this case it needs a shield so if you equip a lance these skills are active (white). But if you equip a longsword (inb4guandao) it will not be highlighted as it cannot guard, so it will not be active..but still be there. This is a non- accountable skill.

Negative skills are those in red. If you get enough negative points in a skill, they become active.
Lagiacrus armor is a good example of this. Notice it has the +10 skill Element Attack up and the -10 negative skill Status Attack Down.

Talismans can either be A, B or C skills.
A skills are a max of +4 or +3 and 1 slot.
B skills are a max of +7 and 2 slots.
C skills are a max or +10 and 2 slots.

Sorry for the large post x.x
Thanks, it helps a lot. I knew about the negative and positive skills, but never really paid attention to it (except Ceadeus' Blunt edge). Now comes the trial and error in battle.
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PostSubject: Re: Play Tri, Still don't know about skills   Today at 1:04 pm

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Play Tri, Still don't know about skills
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