User:Evil4Zerggin/Scraps

Overall

 * 1) Maximum Health: Health regeneration skills appear to be more common and more versatile than shield regeneration skills. Shields also require many different stats working together to increase overall regeneration rate and capacity; for Health it's a one-stop-shop. If Health-focused shields are indeed pre-adds as it appeared in videos, this could be the best way to get the extra durability to survive top boss battles.
 * 2) Gun Damage
 * 3) Elemental Effect Damage: Depending on how OP elemental effects are, this could be above Gun Damage or below Critical Hit Damage. The two elemental bonuses work well together, but will there be enough elemental weapons around to put them at the top?
 * 4) Elemental Effect Chance
 * 5) Fire Rate
 * 6) Reload Speed
 * 7) Critical Hit Damage
 * 8) Shield Capacity
 * 9) Shield Recharge Delay
 * 10) Shield Recharge Rate
 * 11) Gun Accuracy
 * 12) Recoil Reduction
 * 13) Melee Damage
 * 14) Grenade Damage

Offensive

 * 1) Gun Damage
 * 2) Fire Rate
 * 3) Reload Speed
 * 4) Critical Hit Damage
 * 5) Gun Accuracy
 * 6) Recoil Reduction
 * Melee Damage
 * Grenade Damage


 * Elemental Effect Chance?
 * Elemental Effect Damage?

Elemental upgrades will either be just above Gun Damage if elemental weapons are OP and might be no-gos otherwise.

Defensive

 * 1) Maximum Health
 * 2) Shield Capacity
 * 3) Shield Recharge Delay
 * 4) Shield Recharge Rate

Effective regeneration

 * Shield recharge rate: x * base recharge rate * recharge duty
 * Shield recharge delay: x * recharge rate * recharge start events per second * recharge delay
 * Shield capacity: x * base shield * regeneration rate
 * Maximum health: x * base health * regeneration rate

Maximum Health is probably better than Shield Capacity unless base shields turn out to be much larger than base health. Shield Recharge Rate and Delay are roughly even when equal time is spent on delay and recharge. Shield Recharge Rate and Delay probably provide better regeneration (~10-15%/s base after a delay of ~3-4s?), but the other two provide a deeper pool and are harder to get via skills.

Regeneration skills
Shield regeneration is only possible from Kill Skills. Magnitudes are comparable if we figure Kill Skills are active half the time. Overall, Health regeneration seems to be more reliable.

Skill equivalences
Kill Skills and while Action Skill active skills tend to give ~2.5x bonuses.

Health
Some massive variation in Health. I wonder if the formula was changed sometime during development? Very approximate fit: Health = 80 * level1.13