Data Nodes

## Overview

**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

 ***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.

 2
 3
 4
 5

 Uncommon
 Rare
 Epic
 Legendary

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

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 the same in all aspects will result in a combined node upgraded in effectiveness, failure will result in one of the nodes being destroyed.
* Successfully combining two nodes that are the same in all aspects except the buff they provide will result a combined node being upgraded in effectiveness, however it is random what stat will be applied. Failure will result in one of the nodes being destroyed.
* Successfully combining two nodes of maximum effectiveness in the same rarity level and of the same type will result in a combined node of upgraded rarity, but downgraded effectiveness (reset to level 1). Failure will result in one of the nodes being destroyed.
* 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

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 \_\_