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Merit Guide

Started by _chem_ [1563587] on in Tutorials & Guides.

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_chem_ [1563587]
Merit Overview

Specific stat merits give a 3% increase per rank and are great for high stats and get even better the higher the stat is. Strength merits are a slightly more valuable investment than the others as that stat has the least number of educations/perks that boost it.

Weapon mastery merits give a 3% increase to damage and accuracy for a specific weapon type and are great if you use a specific weapon (which you should consider, so you can also take advantage of the combat bachelor perk).

Nerve merits are a waste and you generally shouldn't invest any merits here. The value gained from them is far lower than the other combat/utility categories. If you want to increase your crime experience you should invest in Crime Success Rate merits instead.

Life Points and Critical Hit Rate merits are crucial combat perks and you should invest heavily into or max them if you war often. Both are very important in the new attacking system.

Education length merits are good if you rehab consistently before you get kicked from education. I invested 5 ranks here a long time ago and it paid off a lot over time, but if you only have a few education tracks left it's not worth it. It's more effective the longer you plan to grind out courses.

Crime success rate merits give a 3% success rate bonus to crimes but only matter if you care about crime experience, and are quite good early on when you're still ranking up your nerve bar. There is always a possible red/blue result rate per crime (some crimes have no reds), so investing heavily here does not necessarily prevent you from failing or cause you to always succeed.

Awareness merits are totally personal preference, I don't see much point in them myself.

Bank Interest merits are good if you're constantly rolling over a 2b deposit at the bank.

Looting merits for those sexy mugs, but are personal preference and pointless if you don't mug.

Stealth merits I personally find pointless but some people like to be ninjas. It has some value during faction wars where you can potentially avoid more retals due to having been stealthed in the attack more often.

Hospitalization merits I also find pretty pointless as long hosp times for enemies is a drawback during wars. It can be decent for harvesting nerd tears when they see a 6 hour hospital time.


General Information

If you can afford it, you should buy all the extra merits available to you at the points store, and another one every time you level up.

If you are a newer player, all the %-increase stat and weapon perks aren't going to be very good for you right then since your overall totals are low, giving you a much lower comparative bonus. You should consider focusing on education reduction, bank interest, and crime success rate (only if you're really interested in upgrading your nerve bar).

Keep in mind that it costs 55 merits to buy 10 ranks in a single category, but only 15 merits to buy 5 ranks. Spreading merits around can get you a lot more "very good" buffs as opposed to a few "awesome" buffs. To steal an example from the other merit discussion thread, 10/10 education gets you -20% education for 55 merits, which is great if you want to grind out education courses. Or you could take 5/10 education, 5/10 strength, 5/10 clubbed weapon mastery, and 4/10 defense, giving you -10% education, +15% strength, +15% club damage + accuracy, and +12% defense. Is losing 10% education time worth the extra strength, weapon mastery, and defense? It's up to you, but think about the tradeoffs you can potentially make with merits instead of trying to get 10/10 in just one or two categories, particularly if your overall merit total is low.
bogie [148747] Admin Staff

I'm confused on what you're actually 'guiding' people towards here... There's basically no detailed information (e.g. % of awareness of mastery merits) and all the rest of this is is just you describing how to spend merits on yourself..

Lots of people play the game differently... telling people to just put merits into one set area is pretty bad advice... let people figure that kind of stuff out for themselves...

A merit guide shouldn't be so bias and unhelpful in my opinion...
_chem_ [1563587]

...making good decisions on merit allocation? There's no information on the percentages involved in Awareness, and the stat merits and other quantifiable categories list the percentages right in the description on the merit allocation page.

I'm not telling people to put merits anywhere, but there are definitely overall bad places to put merits like nerve, stealth and hospitalization that are extremely situational and not going to help new players.

People that are experienced and have a set playstyle already know how they want to set up their merits.
_chem_ [1563587]

I thought the masteries were 5%, but I've never seen any info on awareness. Do you have links for those?

And either way, merits are just either combat or utility perks. People who don't need a guide don't need a guide, but people who have no idea might like a general overview.
Hobbie [443763]

Stealth is very useful for avoiding any negative consequences: you want to stealth if mugging, if attacking and leaving someone consistantly and as you say, very useful for factions. Nerve is also a good choice if you're interested in crimes: low nerve bars will fill up faster, so unless you're online hourly you'll get extra nerve points daily = faster crimes and faster higher nerve bar. Then if you end up using nerve refills you get more for your money also.
They're not as popular as life or crits, but not useless.
_chem_ [1563587]

You're right about stealth, and that's exactly what I meant about it being situationally useful.

As for nerve, you're right about a low-NB person getting more out of it since they'll be able to do more crimes at once, but the numbers still make it pretty bad. If you have 20 natural nerve plus 8 ranks in merits (plus whatever your faction Gallant is) that still gives you only 2 extra 4-nerve thefts per full nerve bar at a cost of 36 merits. The benefit is even worse when you're into higher nerve crimes like 7 nerve thorough robberies.

A person that new would be better off just maxing out their booster cooldown each day with beer and it'll probably fit better with their finances at that point as well. Crime success merits will save you a lot more nerve in the long run as succeeding at a % more crimes is essentially giving you extra nerve as well, since you'll get fewer blues/reds and won't waste as much nerve on them.
LethalKiss [1801948]

Crime success rate merits give a 3% success rate bonus to crimes but only matter if you care about crime experience, and are quite good early on when you're still ranking up your nerve bar. There is always a possible red/blue result rate per crime (some crimes have no reds), so investing heavily here does not necessarily prevent you from failing or cause you to always succeed.

============================

Could you give more information about it.
Did it affect OC and could you tell me where you get this information.

Wiki/ TcBasic/ Google?
Nice information. R+


_chem_ [1563587]

OCs and normal crimes are a bit different, but CSR does affect both.

Normal crimes have a certain percent chance of success, neutral result, or failure. As your crime experience increases you will hit a natural success cap for each crimes. These numbers are somewhat arbitrary, but think of it like this: when I started doing arson warehouse I had a 75% success rate and would get a 25% mix of blue and red results. As my crime experience increased I hit the success cap and now I get a blue/red result about 5% of the time, but it is not possible to achieve 100% success because of a built-in chance of failure. People that refer to 'high fail' crimes like hacking and drug trafficking are usually referring to a high natural chance of failure regardless of your crime experience, though having high crime experience will still help you succeed more.

OCs are sort of similar but they calculate success or failure based on all members' crime experience, CSR, and related perks. This is why you can get away with a PA by having one pre-nerf superbuster and other guys who don't necessarily meet the requirements, since the success or failure is calculated based on all members' stats combined, not each individual's.
Untouchable [1360035] Committee Committee

What do you mean does he have links for those? Bogie's posts are what we link to, if he says its 3% for mastery and 7% for awareness, then theres a 99% chance there is.

He knows way too much about this game and from what I can tell, only posts information he is sure is correct.
_chem_ [1563587]

Cool story bro. I don't think it's all that outrageous to politely request evidence for a totally unsourced claim, particularly in a tutorial/guide forum.
Untouchable [1360035] Committee Committee

My apologies, that wasn't entirely serious. I don't think it's outrageous by any means, it was a joke, although I can see how you'd miss that, sarcasm doesn't always come across well on the internet.