Overview[edit | edit source]
Data Nodes are single-use items which provide a positive gain to stats when equipped to your character. Five data nodes can be equipped at any one time and are constantly active until they expire.
Data Nodes can only be acquired buying a node chance pack for 200GP/25ZEN, or though purchasing of of many other Chance Packs.
Details[edit | edit source]
Warning: Some information in this section is based on rumour due to the rarity of high-level nodes, if you have accurate information, please help by expanding and correcting it.
Data Nodes allow a player to further specialise in a chosen build or balance out otherwise weak stats. For example, a heavily armoured player could choose a movement speed or stamina node to allow them to run faster and further than a player of a similar build not using nodes.
Nodes come in five levels of rarity and five levels of effectiveness. These are independent of each other so a player will have a chance of acquiring any rarity node at any level of effectiveness. These levels are explained in the tables below.
|Effeciveness Level||Time Active|
|Rarity Level||Stats Boost|
Notably, a player cannot socket more than one node that affects the same statistic, for example two +XP nodes, at the same time. In cases such as these the socketed node must be removed to make way for another.
Fusion[edit | edit source]
Fusing Data Nodes allows a player to create nodes of greater rarity and effectiveness. Node progression is linear, fusing two Level 1 Common nodes has produces a single Level 2 Common node. Node fusion is however a chance based process, and any fusion will permanently destroy one of the two nodes used in the process regardless of if the fusion is a success or failure. In addition to this, when fusing two nodes of the same rarity and effectiveness, but with different stats, it is random which stat will be transferred to the fused node, but when fusing a higher effectiveness or rarity node with a lower level, the higher level node's stats will always be transferred to a successfully fused node, and if the fusion fails, only the lower level node will be destroyed.
The chance to successfully fuse two nodes increases depending on how close the nodes are to each other in effectiveness and rarity. For example, two level 1 common nodes will have a base chance to fuse of 55%, this can be increased with Zen, but only to a maximum of 65%. Chance to fuse drops by 10% per level of effectiveness difference between nodes, with a much larger drop when the level of rarity is different, but effectiveness the same making it very difficult to fuse nodes with very large differences in both rarity and effectiveness.
Fusion is better explained in the gallery below.
Successfully combining two nodes that are different in all aspects will result in a combined node with the stats of the node with the highest effectiveness/rarity being upgraded in effectiveness (or rarity if it is already level 5). Failure will result in the node of lower effectiveness/rarity being destroyed.
As explained previously, the node that is destroyed will always be that of lower rarity/effectiveness, so the most efficient way of upgrading more rare nodes with desirable stats is to upgrade nodes lower in rarity to their maximum effectiveness, then combine them, as you will never lose your higher rarity node this way.
List of Data Nodes[edit | edit source]
A full list of Data Nodes and their statistics is forthcoming.
HRV Duration : Increases HRV duration by __
HRV Cooldown : Decreases HRV recharge by __
Stamina Duration : Increases stamina duration by __
Stamina Recharge : Decreases stamina recharge by __
XP Boost : Gives XP boost of __
CP Boost : Gives CP boost of __
GP Boost : Gives GP boost of __
Health Recovery Cap : Adds %s to health recovery cap __
Health Recovery Speed : Increases health recovery by __
Weapon Switch Speed : Increases weapon switch speed by __
Melee Damage : Increases melee damage by __
Weapon Spread : Decreases weapon spread by __
Weapon Recoil : Decreases weapon recoil by __
Starting CP : Gives starting CP at the start of the match of __
Fall Damage Reduction : Decreases fall damage by __
Movement Speed : Increases movement speed by __
EMP Recovery : Increases recovery from EMP by __
Stun Recovery : Increases recovery from stun mine by __
Repair Gun Duration : Increases repair gun time before a reload is required by __
Toxic Ammo Damage : Increases damage from toxic ammo by __
Explosive Ammo Damage : Increases damage from explosive ammo by __
Electro Ammo Damage : Increases damage from electro ammo by __
Incendiary Ammo Damage : Increases damage from incendiary ammo by __
Normal Ammo Damage : Increases damage from normal ammo by __
Toxic Ammo Resistance : Decreases damage taken from toxic ammo by __
Incendiary Ammo Resistance : Decreases damage taken from incendiary ammo by __
Explosive Ammo Resistance : Decreases damage taken from explosive ammo by __
Electro Ammo Resistance : Decreases damage taken from electro ammo by __
Normal Ammo Resistance : Decreases damage taken from normal ammo by __
Tight Aim Move Speed : Increases the speed of your player in tight aim by __
Scope Blackout Time : Reduces scope blackout time by __
Tight Aim Accuracy : Increases tight aim accuracy by __
Hipfire Accuracy : Increases hip fire accuracy by __