Uniforms/Stats Formula

This Article is for Users to have a better understanding of how the Stats Formula work on tables presented in the Article, Uniforms.

Calculating for the Agent Base Stats
Calculating the stats of each Uniform requires the knowledge of the current Base Stats of the players' Agent at their current level.

Calculations done here are applicable to the Base Stats of the players' Agents in any Level.

To get the players' current Base Stats, A non-Iso-8-slotted Generalist's SpecOp Impact Suit is required (or in view in the Store section of the game). This shows that there are no changes to the Base Stats of the Agent wearing the Uniform, so this Uniform can be used to show the players' Agent Base Stats at their current Level. Any decimal number can be rounded off.

Example: The Base Stats of a Level 135 Agent shown when wearing Generalist's SpecOp Impact Suit Uniform

Comparing the Base Stats with other Uniforms
The stats obtained from calculating for the Agent Base Stat are used to compare with other Uniforms in the game. This is for easier comparing and contrasting between calculated stats.

100% in the Tables represent no changes to the Base Stat, but any percentages above or below 100% will respectively increase or decrease the Base Stats depending on the amount of percentage.

For example, a 94% means that the Base Stats shall be decreased by 6%, while a 102% means that the Base Stats shall be increased by 2%.

Example: A Level 135 Agent with different stats depending on the Uniform worn

Taking the Health Stat as an example from the tables above (2813, 2898, 2532), stats are obtained by:

(Generalist's SpecOp Impact Suit to Generalist's Commander Trench) Adding the Base Stat with the given percentage:

(Generalist's SpecOp to Tactician's S.Tech Combat Armor) Subtracting the Base Stat with the given percentage:

Credits

 * User:Unknown PC - for all of the work behind Uniform Stats.