Impact on professions of chipping skills

Jimmy B

Indioni Jones
Joined
Dec 2, 2005
Posts
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Location
UK
Society
Skillin' Villains
Avatar Name
Oni
This thread is intended to supplement the pro-standing calculation thread here. For discussions, guess work and calculations about pro-standing keep using that thread. This thread is for cold, hard data obtained via chipping.

I recommend anyone submitting data should submit three posts per chipped skill. One for screenies of skill before chipping and after chipping. One for the 6 screens of professions before chipping. One for the 6 screens of professions after chipping. That way we can each check each others data, should we be so inclined. I'm not planning on spending huge amounts of cash but its possible to get reasonably accurate data from small-ish chips so should be possible to get some good results at not too much expense. I'd recommend trying to get chips that move your skill by at least 100 levels though. Note also, results from chipping out should be equally valid if you're that way inclined!

I'll maintain a summary of results on this post. I'll also check through the old threads later and post any definite data that has been posted to them and add it here. I'll also update wiki with the results.



Resolved skills

Aim (7, 28%)
All Sniper, Pistoleer (Hit) professions 4%

Alertness (3, 13%)
Evader 5%
Dodger 5%
Pet Handler 3%

Analysis (4, 40%)
Humanoid Investigator 10%
Mutant Investigator 10%
Robot Investigator 10%
Animal Investigator 10%

Anatomy (15, 267%)
All (Dmg) professions, inc MF, 20%
Paramedic 13%
Human Investigator 10%
Mutant Investigator 4%

Animal Lore (2, 61%)
Animal Tamer 21%
Pet Handler 40%

Animal Taming (2, 58%)
Animal Tamer 38%
Pet Handler 20%

Armor Technology (1, 11%)
Armor Engineer 11%

Attachments Technology (1, 11%)
Attachment Engineer 11% (small chip so possible small error)

Athletics (2, 26%)
Evader 14%
Dodger 12%

Biology (3, 23%)
Animal Investigator 10%
Humanoid Investigator 8%
Mutant Investigator 5%

BLP Weaponry Technology (4, 57%)
Ranged BLP (Dmg) 25%
BLP Sniper (Hit) 14%
BLP Pistoleer (Hit) 14%
BLP Weapons Engineer 4%

Blueprint Comprehension (14, 132%)
Electronics, Mechanical, Metal Engineer 11%
Weps, Attachments, Armor, Tool Engineer 9%
Carpenter 9%

Botany (1, 8%)
Animal Investigator 8%

Bravado (11, 55%)
Swordsman, Knifefighter, One-Handed, Two-Handed (Hit) 7%
Brawler, Whipper (Hit) 6%
Pyschotropian, Pyrotropian (Hit) 3%
Reviver, Biotropian 3%
Animal Tamer 3%

Calypso Ground Assessment (2, 17%)
Surveyor 9%
Prospector 8%

Clubs (4, 127%)
Two-Handed Clubber (Hit) 39%
One-Handed Clubber (Hit) 38%
Two-Handed Clubber (Dmg) 25%
One-Handed Clubber (Dmg) 25%

Coloring (1, 47%)
Colorer 47%

Color Matching (1, 20%)
Colorer 20%

Combat Sense (19?, 86%?)
Dodger 7%
Evader 6%
All ranged (Hit) professions 5% (MF assumed included)
All melee (Hit) professions 4%
Decoy Dispenser 2%
Animal Tamer 2%

Combat Reflexes (16?, 62%?)
Evader 11%
Dodger 10%
Decoy Dispenser 5%
Kinfefighter, Swordsman, One/Two-Handed Clubber (Hit) 5%
Brawler, Whipper (Hit) 3%
All Pistoleer (Hit) Professions 3%
All Sniper (Hit) Professions 3%
Animal Tamer Unknown

Computer (7, 24%)
Driller 6%
Miner 5%
Robot Investigator 5%
Tailor 2%
Animal, Human, Mutant Investigator 2%

Concentration (6, 65%)
Teleporter 15%
Sweat Gatherer 10%
Pyrotropian (Hit) 10%
Psychotropian (Hit) 10%
Biotropian 10%
Reviver 10%

Coolness (13, 65%)
One-Handed Clubber (Hit) 6%
Brawler (Hit) 6%
Knifefighter (Hit) 6%
Decoy Dispenser 6%
Two-Handed Clubber (Hit) 5%
Swordsman (Hit) 5%
All Pistoleer (Hit) Professions 5%
All Sniper (Hit) Professions 4%

Courage (22, 82%)
Evader 7%
Dodger 6%
Animal Tamer 5%
Pet Handler 5%
All Melee (Hit) professions (except Whipper) 4%
All Ranged (Hit) professions (inc MF) 3%
Whipper (Hit) 3%
Biotropian 3%
Reviver 3%
Sweat Gatherer 3%

Dexterity (27, 86%)
Decoy Dispenser 12%
Tailor 10%
Colorer 5%
Laser, Gauss, BLP, Plasma Sniper (Hit) all 3%
Laser, BLP, Plasma Pistoleer (Hit) all 3%
Paramedic 3%
Biotropian 3%
Reviver 3%
Psychotropian, Pyrotropian (Hit) both 3%
Pet Handler, Animal Tamer both 3%
Teleporter 2%
All Melee (Hit) professions 2%
Face Sculptor, Hair Stylist, Body Sculptor all 1%

Diagnosis (1, 8%)
Paramedic 8%

Drilling (1, 55%)
Driller 55%

Dodge (1, 31%)
Dodger 31%

Electronics (2, 18%)
Electronics Engineer 13%
Robot Investigator 5%

Engineering (17, 428%)
Electronics Engineer 30%
Mechanical Engineer 30%
Metal Engineer 30%
Tool Engineer 29%
Armor Engineer 29%
Attachments Engineer 29%
All Weapons Engineer Professions 28%
Carpenter 28%
Tailor 20%
Driller 4%
Miner 3%
Evader (1, 25%)
Evader 25%

Extraction (2, 29%)
Miner 15%
Driller 14%

First Aid (1, 37%)
Paramedic 37%

Genetics (4, 21%)
Mutant Investigator 9%
Face Sculptor, Hair Stylist, Body Sculptor 4%

Geology (2, 41%)
Prospector 21%
Surveyor 20%

Handgun (3, 114%)
All Pistoleer (Hit) professions 38%

Heavy Melee Weapons (2, 14%)
Swordsman (Hit) 7%
Two Handed Clubber (Hit) 7%

Inflict Melee Damage (6, 30%)
All melee (Dmg) professions 5%

Inflict Ranged Damage (6, 24%)
All ranged (Dmg) professions, including MF, 4%

Laser Weapon Technology (4, 57%)
Ranged Laser (Dmg) 25%
Laser Sniper (Hit) 14%
Laser Pistoleer (Hit) 14%
Laser Weapons Engineer 4%

Light Melee Weapons (4, 28%)
Knifefighter (Hit) 7%
One-Handed Clubber (Hit) 7%
Whipper (Hit) 7%
Brawler (Hit) 7%

Longblades (3, 68%)
Swordsman (Hit) 39%
Swordsman (Dmg) 25%
Longblades Engineer 4%

Machinery (11, 65%)
Weps, Attachments, Armor, Tool Engineer 6%
Carpenter 5%

Manufacture Armor (1, 32%)
Armor Engineer 32%

Manufacture Attachments (1, 32%)
Attachments Engineer 32%

Manufacture Electronic Equipment (1, 34%)
Electronics Engineer 34%

Manufacture Tools (1, 32%)
Tool Engineer 32%

Marksmanship (13, 113%)
All Ranged (Dmg) professions 10%
Psychotropian (Dmg) 10%
Pyrotropian (Dmg) 10%
All Sniper (Hit) professions 8%
All Pistoleer (Hit) professions 7%

Mechanics (2, 16%)
Mechanical Engineer 13%
Robot Investigator 3%

Medicine (1, 6%)
Paramedic 6%

Melee Combat (13, 104%)
Brawler (Hit) 12%
Whipper (Hit) 10%
Swordsman, Knifefighter, 1-2 Handed Clubbers (Hit) 9%
All melee (Dmg) 5%
Animal Tamer 2%

Metallurgy (1, 13%)
Metal Engineer 13%

Mining (1, 56%)
Miner 56%

Perception (22, 73%)
Decoy Dispenser 14%
Prospector 5%
Surveyor 5%
All Investigator Professions 5%
All non-Mindforce combat (Hit) Professions 2%
Pet Handler 2%
Animal Tamer 1%

Plastic Surgery (3, 36%)
All Beauty Professions 12%

Power Catalyst (5, 30%)
Pyschotropian (Hit) 6%
Pyrotropian (Hit) 6%
Biotropian 6%
Teleporter 6%
Reviver 6%

Powerfist (3, 66%)
Brawler (Hit) 36% (originally posted 39% incorrectly)
Brawler (Dmg) 25%
Powerfist Engineer 4%

Probing (4, 27%)
Robot Investigator 8%
Mutant Investigator 7%
Animal Investigator 6%
Humanoid Investigator 6%

Prospecting (1, 50%)
Prospector 50%

Psychotropy (3, 129%)
Teleporter 54%
Psychotropian (Hit) 50%
Psychotropian (Dmg) 25%

Ranged Damage Assessment (6, 90%)
All Ranged (Dmg) professions (inc MF) 15%

Rifle (4, 156%)
All Sniper (Hit) professions 39%

Scan Animal (1, 46%)
Animal Investigator 46%

Scan Human (1, 50%)
Humanoid Investigator 50%

Serendipity (37, 105%)
Decoy Dispenser 8%
Dodger 7%
Evader 5%
All (Dmg) Professions (inc MF) 4%
Psychotropian (Hit) 3%
Pyrotropian (Hit) 3%
Biotropian 3%
Reviver 3%
Miner 3%
Driller 3%
Paramedic 3%
Prospector 2%
Surveyor 1%
All non-MF (Hit) Professions 1%

Shortblades (3, 67%)
Knifefighter (Hit) 38%
Knifefighter (Dmg) 25%
Shortblades Engineer 4%

Surveying (1, 50%)
Surveyor 50%

Tools Technology (1, 11%)
Tool Engineer 11%

Weapons Handling (8, 67%)
Pistoleer (Hit) professions 9%
Sniper (Hit) professions 8%
Whipper (Hit) professions 8%

Weapon Technology (7, 65%)
BLP & Gauss Wep Engineers 10%
Other Wep Engineers 9%

Whip (3, 77%)
Whipper (Hit) 44%
Whipper (Dmg) 25%
Animal Tamer 8%

Wounding (12, 120%)
All (dmg) professions 10%

Zoology (3, 35%)
Pet Handler 19%
Animal Tamer 14%
Animal Investigator 2%


Other Observations

Metallurgy does not affect mining profession levels. Discussion here. Conclusive proof here.

Evidence against the theory that Perception skill gains indicate good loot or items here.

List containing the skills not yet chipped and documented in this thread and the professions they are thought to affect here.

List containing the skills sorted by profession with percentages solved here.

Contributors

ano
BlackHawk
Bogger
Dale
DoctorH
Doer
Erinome
EyeContact
Gingko
Heap
Jimmy B
Trabin
Witte

Progress

73 skills done out of the 115 listed on wiki (excluding the 5 attributes, health and the 6 skills not currently chippable)

So 63% :D

Remaining skills to do:

Avoidance (7% to Evade?)
Beauty Sense
Biotropy (weights found using skill data)
Body Sculpting
Carpentry
Coloring Methodology

Commando (weights found using skill data)
Dispense Decoy (50% to Decoy Dispenser?)
Doctor
Drilling Expertise
Equipment Methodology

Ethereal Soul Language (not skillable)
Face Sculpting
Fashion Design

Gauss Weapon Technology (as for LWT?)
Glamour
Hair Stylist

Heavy Weapons (not skillable?)
Industrialist
Intuition

Kill Strike (11% to ranged (dmg), 10% to melee (dmg)?)
Make Clothes (40%ish to Tailor)
Manufacture Mechanical Equipment (34% Mechanical Engineer)
Manufacture Metal Equipment (34% Metal Engineer)
Manufacture Weapons (30%,31% to various wep engineers)
Manufacturing Methodology
Martial Arts (5,6,7% to various melee (Hit))
Medical Therapy
Melee Damage Assessment (14% to melee (dmg)?)
Mentor (100% Mentoring?)
Miner
Mineral Sense

Particle Beam Weaponry Technology (not skillable?)
Plasma Weaponry Technology (as for LWT?)
Pyrotropy (percentages resolved from skill data)
Quality Sense
Quickness
Robotology

Scan Mutant (50% Mutant Investigator?)
Scan Robot (50% Robot Investigator?)
Scientist
Support Weapon Systems (not skillable?)
Sweat Gathering(not chippable, ~75% to Sweat Gatherer?)
Tailoring (Tailor 6%, 7% or 8%?)
Treatment (5% to Paramedic)
Wood Carving
Wood Processing
Xenobiology
 
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Diagnosis Summary

Well to start things off in style, Jimmy forgot to take screenies of his diagnosis skills before and after! So you'll have to trust me!

Diagnosis chip bought: 1.04 PED priced at 44 PED
Cost to insert: 2 PED
Total cost so far: 46 PED
Total skill gain so far: 150.5
Total profession gain so far: 0.12

Diagnosis before: 917.9
Diagnosis after: 1068.4
Change in diagnosis: 150.5

Paramedic profession level change: 0.12
Impact of diagnosis = 0.12*100/150.5 = 0.0797 = 8%
Maximum possible error = 0.53%

All other profession level changes: 0

So, great skill diagnosis then :D

Wiki updated.
 
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Diagnosis Professions Before Chipping


 
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Diagnosis Professions After Chipping


 
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+rep for taking the initiative on this:

is it cheeky to ask you to work it all out for me? I'm not terribly sure I'd be doing the calculations right.

Thought a 'General' skill would be useful as it seemed to have an effect on lots of things, check out tailor, colorer and the hit professions for example. Anyway here's my 1.56PED dex chip and my skills before and then after:





 
Dexterity chip - Professions before chipping


 
Dexterity chip - Professions after chipping


 
Good to see this going :). I have done this for alertness. I already deleted the screenies, but the results were: 5% evader, 5% dodger, 3% Pet handler. No other professions invovled.
 
Thanks ano, I will look at them shortly.

Witte cool thanks, I've added that to the list.
 
Probing Summary

Probing chip bought: 0.38 PED priced at 40 PED
Cost to insert: 2 PED
Total cost so far: 88 PED
Total skill gain so far: 395.8
Total profession gain so far: 0.77

Probing before: 27.5
Probing after: 272.8
Change in probing: 245.3

Humanoid Investigator profession level change: 0.145
Impact of probing = 0.145*100/245.3 = 0.0592 = 6%
Mutant Investigator profession level change: 0.169
Impact of probing = 0.169*100/245.3 = 0.0690 = 7%
Robot Investigator profession level change: 0.194
Impact of probing = 0.196*100/245.3 = 0.0789 = 8%
Animal Investigator profession level change: 0.145
Impact of probing = 0.145*100/245.3 = 0.0592 = 6%
Maximum possible error = 0.33%

All other profession level changes: 0

Wiki updated

ProbingBef.jpg

ProbingAft.jpg
 
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Probing Professions Before Chipping


 
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Probing Professions After Chipping


 
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Dexterity Results

Thanks for that data ano. Very useful, by my count dexterity affects 26 professions. Bad result for the pro-standing calculation thread - I had dexterity in at 1.96% for laser sniper, its actually a whole 3%! Good result for Dale who's 2% for Teleporter looks right! Bad result for miners, no help for you guys from dexterity :D

I've added the results to the first post.

They should be accurate to within about 0.2% although the screenshots were a little blurred (seen this quite a bit on people's screenshots, must be the capture tool people are using?) so on a couple I couldn't be sure whether there was 1 more pixel or not, particularly for Tailor and the MF skills so its not impossible a few of them need to be shifted up something like 0.3333%.

Wiki updated

ano +rep ;)
 
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ty :)

I think it has something to do with the fact that i'm using FRAPS to capture it (I like it because if I happen across an ATH I can video it :)) and it auto compresses to .jpg without being clever about it, hence poor quality. Back to using UOSU or whatever it's called for .bmp capture then I can compress it myself. If I chip again I'll be sure to do this :)
 
ty :)

I think it has something to do with the fact that i'm using FRAPS to capture it (I like it because if I happen across an ATH I can video it :)) and it auto compresses to .jpg without being clever about it, hence poor quality. Back to using UOSU or whatever it's called for .bmp capture then I can compress it myself. If I chip again I'll be sure to do this :)

I use fraps too, but save the picture as BMP. Infact, when I choose jpg, its doesnt accept it because i havnt registred o_O.
 
Lol had completely forgotten I could change it, just have it on at startup, never look at it really. Thanks for the tip - let's get back on topic... more data!
 
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Electronics Summary

Electronics chip bought: 0.33 PED priced at 66 PED
Cost to insert: 2 PED
Total cost so far: 156 PED
Total skill gain so far: 627.4
Total profession gain so far: 1.20

Electronics before: 1.8
Electronics after: 233.4
Change in Electronics: 231.6

Electronics Engineer profession level change: 0.306
Impact of electronics = 0.306*100/231.6 = 0.1321 = 13%
Robot Investigator profession level change: 0.121
Impact of electronics = 0.121*100/231.6 = 0.0522 = 5%
Maximum possible error = 0.35%

All other profession level changes: 0

Wiki updated

ElecBef.jpg

ElecAft.jpg
 
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Electronics Professions Before Chipping


 
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Electronics Professions After Chipping


 
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Biology Summary

Biology chip bought: 0.20 PED priced at 10 PED
Cost to insert: 2 PED
Total cost so far: 168 PED
Total skill gain so far: 774.9
Total profession gain so far: 1.54

Biology before: 25.9
Biology after: 173.4
Change in Biology: 147.5


Humanoid Investigator profession level change: 0.121
Impact of biology = 0.121*100/147.5 = 0.082 = 8%
Mutant Investigator profession level change: 0.073
Impact of biology = 0.073*100/147.5 = 0.049 = 5%
Animal Investigator profession level change: 0.145
Impact of biology = 0.145*100/147.5 = 0.098 = 10%
Maximum possible error = 0.55%

All other profession level changes: 0

Wiki updated

BioBef.jpg

BioAft.jpg
 
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Professions before chipping Biology


 
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Professions after chipping biology


 
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Coloring

Here's one that might not be done too often.

I have screenies of all professions but am almost dead certain that Coloring does not have any impact on any profession other than Colorer, and so to save time and bandwidth I will only show the screens of misc professions.

The chip - tt=0.76PED:



The skillz:

before-skill.jpg

after-skill.jpg
 
Professional Standings - Coloring Chip

Before chip:



After chip:



Just to confirm - the grabs are still a bit blurry - 'Before' doesn't have the extra 'lighter' bar of pro standing, 'After' does.
 
Thanks ano, I'll take a look at those and put the results up tomorrow! :)
 
Coloring Results

From ano's screenshots, Coloring has a 47% impact on the Colorer profession, accurate to within 0.5%.

Nice one ano, thanks. Just to be on the safe side, could you quickly check that coloring doesn't affect the Tailor profession? Unlikely I know ;)
 
Sure - was interested in that myself - the chip had no effect.

And by the by, not meaning to be pedantic, it's Coloring skill, Colorer profession, edit the first post else you'll have people asking how to chip a profession and people still ask if they can chip attributes.
 
And by the by, not meaning to be pedantic, it's Coloring skill, Colorer profession, edit the first post else you'll have people asking how to chip a profession and people still ask if they can chip attributes.

lol thanks. Would it surprise you to learn that my Coloring skill is still at 1? :D
 
lol thanks. Would it surprise you to learn that my Coloring skill is still at 1? :D

Lol, not much - that's why I thought it might be a nice one to have, I mean it's one of the more job-like ones.
 
Clubs Summary

Clubs chip bought: 0.58 PED priced at 32 PED
Cost to insert: 2 PED
Total cost so far: 202 PED
Total skill gain so far: 1117.3
Total profession gain so far: 5.87

Clubs before: 1
Clubs after: 343.4
Change in Clubs: 342.4


One-Handed Clubber (Hit) profession level change: 1.29
Impact of Clubs = 1.29*100/342.4 = 0.379 = 38%
Two-Handed Clubber (Hit) profession level change: 1.33
Impact of Clubs = 1.33*100/342.4 = 0.391 = 39%
One-Handed Clubber (Dmg) profession level change: 0.855
Impact of Clubs = 0.855*100/342.4 = 0.250 = 25%
Two-Handed Clubber (Hit) profession level change: 0.855
Impact of Clubs = 0.855*100/342.4 = 0.379 = 25%

Maximum possible error = 0.24%

All other profession level changes: 0

Wiki updated

ClubsBef.jpg

ClubsAft.jpg
 
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