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 Energy Build Remix 
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Joined: Tue Aug 10, 2010 8:40 pm
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After the purger mission XP got reduced, I reconsidered the optimal strategy for an energy build. Most of my energy is going into NPC now, when I can get to a 2.3 energy/xp ratio, then I neural and rank up with the purger mission or another mission or drop extra energy in the base. Multi-ranking is really not possible with it now (the point of Inergon), so the rarity of RSL Implants really isn't an issue anymore. I still use a good portion of my bar on missions, just not almost all of it anymore. As the planet cost is so high (5.6B and rising), getting new scans is becoming less efficient, and getting NPC drops to boost existing planets is very efficient (esp. for mining).

Drannik is +40% attack, but with buffs (inc. shockpulse), 63% (with the new amp tech, about 70% is possible). This translates into well over 10% energy savings, beating Inergon and Human (including the leverage on charged energy like human). It also gets more planet boosting drops for the energy and damage taken. Beats Taltherian since that's basically like 1 terraformer per 2 days, and the extra NPC kills are likely to get at least 1 terraformer more with drannik in 2 days.

Anyway, I think that'll be the next switch I do.

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Thu May 19, 2011 6:58 am
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Joined: Wed Sep 22, 2010 10:35 am
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The attack buffs, like any other buffs in game, are multiplicative and not additive so the buff is 85% with normal buffs and drannil as race and/or 104% with the crux. For the sake of correct math.

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Thu May 19, 2011 10:29 am
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Joined: Tue Aug 10, 2010 8:40 pm
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Yeah I know:

1.05(foci) * 1.1(obelisk) * 1.15(c-amp) = 1.328 * 1.2(shockpulse) = 1.594 * 1.1 (new amp) = 1.753 * 0.4(drannikbonus) = 0.701 ~ 70% of base attack as effective bonus from drannik with all these on, total is 2.4542 (245% of normal attack value with all possible enhancements that I know of).

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Fri May 20, 2011 2:01 am
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Joined: Sat Sep 25, 2010 5:03 am
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Sun Jul 10, 2011 5:00 am
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