Handsome Guide to Education for Battle
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Thread created on 18:12:06 - 25/05/16 (10 years ago)|Last replied 16:37:07 - 14/06/26 (4 months ago)The purpose of this guide is to outline all the different education courses you can take that will benefit you when Attacking or Defending, and to recommend a rough order in which you complete them and explain why. I also rank the +% Passive Stat courses in order of most gain for least amount of time required. This guide is aimed at newer players who want to specialize in attacking/warring, and want to get the most benefit out of every day they spend in Education to that end.
First, I advise you complete BIO1340: Introduction to Biochemistry, and then BIO2127: Intravenous Therapy. This will allow you to begin filling Empty Blood Bags and using filled Bags to heal or self-hosp. While this does not directly affect you DURING a fight, using filled bags is the most efficient way to quickly heal yourself between fights, and filling empty bags is a great way to work on a few merits and make use of your Med CD outside of war. More on Blood Bags and other Meds here.
With that covered, there are two Bachelors that you should complete ASAP, before starting on anything else. These are time-sensitive in that they have a cumulative effect, so every time you train in the gym or attack/defend before completing these there is a tiny bit of missed opportunity.
1. Sports Science: After completing this Bachelor and all pre-requisites, you gain a total of +2% to all Gym gains. This is important to complete first as it affects every click in the Gym afterward. 1-2% may seem small, especially when you're at the very early stages of training, but remember battle stats are something that you cannot "catch up on" later without spending lots and lots of money compared to your opponent peers.
2. Combat Training: After completing this Bachelor, you start gaining Weapon Experience for individual weapons. This is important to complete early because every hit you make while Attacking or Defending contributes to getting a weapon to 100%, and the earlier you start the sooner you will get there for one or more weapons. At 100% experience, you gain approximately 20-25% to both DMG and ACC - permanently - when wielding that weapon. More on this later.
3. After these are done, there is another set of individual courses that can be completed that will help you deliver more damage and win more fights. I consider these next on the important/helpful list. You'll need to complete HIS1140: Introduction to History course before getting two of them, but Intro to BIO should already be done.
- BIO2410: Anatomy - Gain a 5% chance increase of achieving a critical hit
- BIO2380: Fundamentals of Neurobiology - Gain a 10% damage increase when hitting an opponent's neck
- BIO2350: Evolution - Gain a 1% damage bonus to all weapons
- HIS2160: Ancient Japanese History - Gain a 10% damage increase with Japanese blade weapons (applies only to Weapons from Japan, most notably Kodachi Swords - and NOT Dual Samurai Swords)
- HIS2170: Medieval History - Gain a 2% bonus to all melee damage
4. Next we have some courses that either unlock abilities or add other perks that are relevant, but not quite as important. Some I've really just included for completeness. Do these in any order, any time, or skip some of them.
Meds: Very helpful, and since you've already done half the BIO courses you might as well finish it out.
- BIO2360: Intermediate Biochemistry - Gain a bonus of 10% to medical item effectiveness
- BIO2370: Advanced Biochemistry - Gain a further 10% bonus to medical item effectiveness
- BIO3420: Bachelor of Biology - Gain the ability to equip life and stat boosters in your temporary slot and unlock the pharmacy. EDIT: once you're up around 1b+ stats, nothing will help you win more fights than these booster needles. Get this unlocked!
Kick: Powerful when combined with the 10* Furniture Store special. Also very helpful for "fists-only" missions.
- DEF2720: Kick Boxing - Unlock kick attack when in a battle
- DEF3770: Master of Self Defense - Gain a 100% increase in damage dealt when using fists alone (also applies to Kick)
Temps: Meh, not much use after you get your 100 Temp Finishing Hits, other than for fun
- GEN2116: General Mechanics - Gain a 5% hit increase with all temporary weapons
- GEN2119: General Science - Gain a 5% damage increase with all temporary weapons
Ammo: This becomes important mainly if/when you've got the Mission credits to begin purchasing and using special Ammo regularly. The Bachelor perk can get you an extra shot or two in between reloads, which when paired with Weapon Mods and Special Ammo can be a difference-maker. I'll finish this before completing all the passives below.
- MTH2310: Discrete Mathematics - Gain a 5% bonus to ammo management
- MTH3330: Bachelor of Mathematics - Gain a 30% bonus to ammo management
Other: Get BIO2400 as part of that degree, but I won't be doing HAF3111 until much much much later. Probably last. If someone tries to run away from me, I would much rather they succeed. Not only does it help towards those merits, but if it's in a war then I can turn around and Hosp them for a potential retal, instead of them getting a short free hospital stay.
- BIO2400: Forensic Science - Decrease an opponent's stealthiness by 25%
- HAF3111: Bachelor of Health Sciences - Gain a 50% decrease in chance of an opponent running away from you in battle
5. And finally, we have a list of all Passive Stat gains you can get via Education, sorted by largest % gain per time required. You may want to do these in an order that helps balance your build, or strictly top to bottom in terms of most efficient. The top handful give very nice bonuses, but regardless I don't put quite the emphasis on these because whether you complete them first or last has no bearing on your end-game stats ... and though completing them earlier may help you win a couple more fights, the effect is not as dramatic as the courses above. Do these at any time after you've completed the courses from 1, 2, and 3 above.
Remember you should have already completed all the Sports Science courses, so they're not listed here. And you'll have to complete the Intros to Psychology, Self Defense, Health & Fitness, and Maths before enrolling in any other courses in that module.Passives +STR +SPD +DEF +DEX Course Length w/o Perks Days per Bonus PSY2670 8 28 3.5 DEF2740 3 14 4.7 PSY2660 4 21 5.3 DEF2750 2 14 7.0 DEF2760 3 21 7.0 HAF2107 2 14 7.0 HAF2109 3 28 9.3 MTH2320 2 21 10.5 PSY2650 2 21 10.5 DEF2730 2 28 14.0 HAF2104 1 14 14.0 HAF2105 1 14 14.0 HAF2106 1 14 14.0 HAF2108 1 14 14.0 PSY2640 1 14 14.0 DEF2710 1 21 21.0 MTH2240 1 21 21.0 MTH2250 1 21 21.0 MTH2260 1 21 21.0 SportSci 2 2 2 2 DONE Totals 5 13 11 19
Appendix:
Q: How does Weapon Experience work?
A: The idea is that the more you use a specific weapon - say, a Minigun - the better you get at using that weapon. This Minigun experience does not apply to an Arma-Lite, a Macana, or a Jackhammer, etc. ... but it does apply to any Minigun. Then if you put down the Minigun and start using something else, you'll start gaining experience with that other weapon. And next time you pick up any Minigun, you'll retain your previous knowledge and skill.
Q: What about Education reduction perks?
A: Get as many as you can as soon as you can! By spending Merits (up to -20%), getting to Principal in the Education Job (-10%), buying the WSSB stock benefit block (-10%), using Job Points in either a Hair Salon or Fitness Center (.5h per point), or using the rare booster Book of Carols (-2h for 6h Booster CD). Your specific perks don't affect the order of the courses list above, though they do reduce the Course Length and Days per Bonus numbers. The -% perks don't stack additively, but are multiplied together. So the max you can get from perks is .8*.9*.9 = .648 = 35.2% time reduction before job points or boosters.Last edited by HandsomePants on 19:59:10 - 28/08/17 (9 years ago) -
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Posted on 00:45:14 - 26/05/16 (10 years ago)Post link copied to clipboard Copy post linkBump! Awesome guide, pretty much how I went about my edu. :D +

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Posted on 00:59:44 - 26/05/16 (10 years ago)Post link copied to clipboard Copy post linkR+ Awesome Guide
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Posted on 01:41:35 - 26/05/16 (10 years ago)Post link copied to clipboard Copy post linkThanks Prox and Tempest! There's at least one other guide out there with similar info, but it's more of just a list of available courses, rather than recommendations and reasons. Hopefully this helps train up some people for massive Territory battles =D
- Edited Guide to add SportSci row to Passives table, to bring totals up to match actual total gained through Education. Also added recommendation to stay away from HAF3111 in section 4-Other.Last edited by HandsomePants on 01:46:17 - 26/05/16 (10 years ago) -
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Posted on 04:26:43 - 26/05/16 (10 years ago)Post link copied to clipboard Copy post linkNice guide, wish I had this when I first started wasted a lot of time on pointless edu trying to get on a good track now. :-/Last edited by Michi on 04:27:04 - 26/05/16 (10 years ago)

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Posted on 07:34:48 - 26/05/16 (10 years ago)Post link copied to clipboard Copy post linkAwesome Guide. R+
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Posted on 16:50:56 - 26/05/16 (10 years ago)Post link copied to clipboard Copy post linkAwesome work mate! R+

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Posted on 18:26:50 - 26/05/16 (10 years ago)Post link copied to clipboard Copy post linkNice thread. You maybe should add all the edu' reduction bonuses so you can do those courses quicker?
Dunno what the max is, but with passive 10% from principle job, 20% from merits and the adept faction bonus you're taking 30% off easily, which can be upgraded further working for a sports team. :) -
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Posted on 18:37:04 - 26/05/16 (10 years ago)Post link copied to clipboard Copy post linkYes that's very true, but I do have a note at the end already:
Q: What about Education reduction perks?
A: Get as many as you can as soon as you can! By spending Merits, getting to Principal in the Education Job,Faction Adept Special, and using Job Points in either a Hair Salon or Fitness Center. Your specific perks don't affect the order of the courses list above, though they do reduce the Course Length and Days per Bonus numbers.
But I saw no need to add those -% numbers in a new column to table above, since everyone's perks are different and no amount of perks changes the recommended order, since they all reduce equally.
Thanks for your input regardless =)
Edit: I also added a link to the Book of Carols to that note, and another sentence with more detail on max Edu reduction: The -% perks don't directly stack to a max of -50%, but are multiplied together. So the max you can get from perks is .8*.9*.8 = .576 = 42.4% time reduction before job points or boosters.Last edited by HandsomePants on 18:55:36 - 26/05/16 (10 years ago) -
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Posted on 22:43:02 - 26/05/16 (10 years ago)Post link copied to clipboard Copy post linkThis guide is about as Handsome as it can get. Great work as always ma dude.
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Posted on 01:37:00 - 27/05/16 (10 years ago)Post link copied to clipboard Copy post linkNice job
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Posted on 09:01:56 - 31/05/16 (10 years ago)Post link copied to clipboard Copy post linkdoes getting bachelor in military arts and science give xp to melee weapons aswell ?
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Posted on 01:38:16 - 08/06/16 (10 years ago)Post link copied to clipboard Copy post linkgreat guide +r
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Posted on 09:53:52 - 09/06/16 (10 years ago)Post link copied to clipboard Copy post linkThis is exactly what I was looking for. Combat training, here I come!
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