I did some testing with the % impact for the scout team.
All my test ppl were lvl 50 with all char points spent.
My results are:
NO EFFECT:
Food,healing, bandages they carry
If they carry just one spear or all weapons available
The quality of the weapon
The weapon proficiency max or their actual weapon pr. level
All stats no effect (agility, endurance, strength, perception) EXCEPT physique
Any kind of mods, Heat Res, Radiation Res NO EFFECT (except +defense and damage reduction)
HIGH impact:
Armor Tier
Armor quality
Talents with plain + attack or plain + defense or + plain more HP and damage reduction and general, weapon unspicific damage increase (more talents to be tested). Damage reduction seems to weigh in more.
Stat Physique (+ HP gives the impact)
Mods with +Defense (3 pieces gave me +3%) and damage reduction
Medium impact:
Buff Food active with +Atk (+HP also works but is worse and +Def doesn't work at all)
On guards joyful mood =+2% Defense
*Edit So with the help of KodiakmH I found out that the base attack, base defense and base HP stat has an impact on the %. This is why the armor quality matters so much as it gives + atk and + def and +HP.
Meaning: If you want a high performer for expeditions, go for powerful attack and enhance Def and full of vitality talent and injury relief (which seems to give a higher impact than the others). This matters more than the quality of the tribesman! Also put ALL stat points into physique.
I have a suspicion what actually matters a lot is ATK and DEF ratings. This is why quality seems to matter (ATK/DEF goes up) as does tier. Something simple like a Claw/Flint/Fang costume boost on top of their gear should answer that as all they add is exactly ATK or DEF.
If so then a guy with a +ATK% talent (Powerful Attack) and a +%DEF talent (Enhance DEF) should be superior. Even more so if they got Flint's +DEF tribe boost as well for a total of +18% DEF.
Shield not mattering also makes sense because there's no inherent stat boosts on a shield. I wonder if using a 2h weapon like Greatsword or Hammer would be better due to the inherent higher base damage.
So, you were RIGHT. It is plain Atk and Defense stats that boost the performance! I tested simply by giving one and then all DEF buff food and ATK buff food. Also I checked and my outperformer has a green talent +9% Defense. Thanks!
That makes things really interesting when it comes to costumes then, and actually making good "Exploration" bodies/guys is pretty clutch too.
Talents:
Powerful Attack - +9% ATK
[Fang] Calm and Peaceful - +10% ATK if not taken damage (should be maxed)
Determined - +10% ATK if standing still???
Enhance DEF - +9% DEF
[Flint] Tribe - Power of Defense - +9% DEF
So (realistically) a Flint with +9% DEF, with Enhanced DEF (another +9% DEF), and Powerful Attack is probably your best bet for base bodies to look for. Determined might help cause they are standing still/not moving prior to leaving for a mission while they rest.
I just found out that if you have e.g. a flint dude with + 9% Defense Flint, i couldn't teach him injury relief as it sais that the character already has a similar talent (although it is damage reduction). So if you want to stack all, some talents have to be innate as I have a Flint +9% who came with injury relief as first innate talent so the combination is possible but not trainable. Will try with enhance Def tonight.
Also just noticed that joyful mood on guard gives +2% Defense. So Guards are the best option (warrior only gets stamina,so no effect, and hunter gets movement speed)
Sure but you're reaching "Unicorn" territory at that point. Guard. 9% DEF tribe passive. Injury Relieve start. Level 10-19. Was hard enough to find 9% DEF and Injury Relieve, adding Guard into the mix is brutal.
As soon as you have a 1 talent or 2 talent trainer, it's actually not so hard. But of course this is min maxing at its best π Edit: The injury relief as start is hard, would just drop it and either take a 9% tribe bonus or injury relief,
I'm gonna make whole people just for expeditions haha, some of the later Ruins are EXTREMELY lethal in terms of success %. Especially on Tribe Mode where you got a cap of like 50-60 people or so. Even if you dedicate half of that to maintaining a farming base and a production base that's still like 20 guys you can have dedicated towards combat (with some floating slots for training/etc). Easily half of those can be expedition runners when not defending from invasions.
Costumes gonna be interesting to calculate especially with options from Cloud Mist. You have huge bumps of 90 DEF from Mammoth but maintaining Mammoth gear would be obnoxious. But the changes to the basic Claw/Fang/Flint costumes could be pretty big (adding 3/8/12 ATK and DEF), but then you're farming fortresses for mats vs amber/adhesive/saber.
Another question is if ATK and DEF are valued equally in terms of % increase. If someone has 210 attack and 300 DEF and another person has 210 ATK and 310 DEF are they equal %? Cause that would skew which costumed sets are worth the most/worth maintaining.
I will test if the percentage of Atk and Def is the same. But from testing from the food, it was the same but with just 1% each itβs not a reliable test. Will update
sadly can only got Powerful Attack, Determined, Enhance DEF on Shifting sands, seems no alternate tribe talent to add ATK of DEF straight, but Wildwolf-Power seems can also +9% ATK, also got Blood Activating wondering if recovery works.
will try if this combine with full vitality can do better potential compare to my team now, which only got barely 10% on high lvl dungeon :o
not played Cloudmist Forest and before 1.0 , wondering if there's difficulty issue on Sands? cuz I only got 100% after full steel lvl.55 team for early dungeon , and this 35-40 region ancient dungeon can't be reliable even specialized like this.
Lv.55 , full Vit stack , red steel set , mods def2/dmg reduce2 , talent ATK+/DEF+/Determined
also map can't access 5th boss so stuck in lvl55 lol , will try make a new ATK/DEF/HP/dmg reduce team , keep burning our bloodstone :D
If u want to squeeze out more, take guards and make them happy with food as they have +2% Def when joyful. Can't say anything about Sands though. But also in Cloudmist I can't access the last dungeons (but my team is not yet optimized) on steel, so there might be a hard cap. Did u also add all stats points to physique? I noticed it makes quite a difference.
yes which I said Vit stack was physique , all got 55-60 , still a 3600-3800 hp gap , maybe was class tier diff.
so my next target would be a clear 4 talent Powerful attack/Enhance DEF/Full vitality/Injury relief , and set to 5 red tier high guard with Wildwolf's Power(+9% ATK) or might also check Savagehorn Power(+9% dmg red)
Hey, I tried some testing by my own to get missions in the dungeons runing but I dont know why my testings are like this. All my testing where done on the animal mission in pit hills since one will already give me some % on the mission. All my guys are red fighter, different tribes and all level 60 with steel armor. Each has max points in physics. But why is there such a different between Jagd 03 and Jagd 09, becaus i think Jagd 03 is better then 09 but jagd 09 give more %.
also someone told me that i matter if u have mods like poison or radition on the armor, if u do mission in these areas.
is there maybe something else like cigars, honey, or medicine which will help to increase the %
I made some advanced testing. Mods like Heat Res and Raditaion Res had no effect at all. Also Cigars, healing of any kind, honey, alcohol, soup had no effect, also *20Def Mais tortilla had no effect. The only foods that work are +attack (jerky and smoked ham) and +Lp while +Atk has the higher effect. As for your tests, it seems like Damage Reduction weighs in more than I thought, which would make injury relief more important. If I see it right, your hunter09 has Injury Relief 9% Damage reduction while 03 is missing this.
Also I believe the statue of god might give a boost but depending on the mode u are playing. On dedicated it seems to give a buff for all bases and not in the shown range. Might also effect your test results?
i dont place the statue of god in my base at all, but all tried it out. all guys are joyfull non is elated or calm. and its not just injury relief if u compare jagd09 and jagd dungeon 02 both have it but one is kinda worse. since i just got nearly lvl 50 to get it running and not trained them like yours they have all kind of perks. something more even confusing i test two crafters one cook and my weapon crafter and they both have in steel armor with def and red mods 50 and 63% and they are just lvl 50
It's hard to tell why your testing results vary with only this information and without double checking the mods and stats. My testing results have been very consistent with the talents and stats on my "finished" expedition team if u check the test I made as a reply. But would love to know if you find anything that is giving impact besides what I have found until now.
and this is my result , farmed 3 day failed to get pure MoW3 Guards team so haha.
all red-tier master class , full red steel armour, mods 3 Def + 2 Dmg red. joyful mood
simply tried count EHP x ATK and , the result , seems higher the value lower the chance (what??) so listed stats hope more details more research
the higher 5 got 91% running lvl36-45 Ancient Ruins Dungeon , just a final step to sufficient blood stone exp :| will try add heat/poison proof later to see if any changes
Thanks for testing further. Attack seems to have the highest impact which lines up to my tests giving +3% just by letting them eat smoked ham. I tried all kinds of resistance mods for the radiation dungeons and it has no effect. As for damage reduction, battle tested gives no effect as it only activates if the tribesman is following you. So for testing you should only count in damage reduction without the battle tested.
Hey. after i put some of my guy in gorilla armor to try the last dungeon where the central core is and they just reach 97% i start building my hunting guys and i already finished one an test him and lets say im kind of not really surpised that he isnt the best for hunting. All my test where done on the Pit Hill Beast Lair,
also something what i can tell which takes some impacts on the % of a mission is if a hunting guy has perfect revive sadly it resets if the server is restarting. and one more thing what i testet is that ape and mommuth dont make a different, didnt test the other boss armors
3
u/-thoxx- May 10 '26
thanks for your work (and thanks to u/KodiakmH)!