No Man's Sky How To Min Max Your Character - Best Upgrades & Adjacency Bonuses Explained

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what's up guys crazier back in omen sky and today we're going to take a look at tech upgrades and adjacency bonuses these are two of the most important things that you will have to keep in mind when playing this game it's something that you will be aiming for especially in the endgame and it's also something that will guarantee your survival against anything that the game has to throw at you including of course on the higher difficulties that is why in this video I want to cover both of these and of course lets you jump in it if you enjoyed this video as always don't forget to leave a like on it but I want to get started here on my home planet with this ship right here I haven't applied any upgrades to it I just unlocked some of its inventory slots so that I can better showcase all the upgrades that I am going to apply to them before proceeding with the upgrades there are a few things that you will need to know beforehand first of all there are three types of upgrades that can be applied on almost anything that you can unlock and use in this game including of course the ships and the multi-tool first we have the preinstalled tag this is something that already exists on some of the stuff that will come to use for example the jetpacks in your inventory or the launch thrusters on your ship and like any of the other upgrades in the game there is no blueprints that you can learn from these you cannot install more than one well we cannot install any of these these are only one per item you can also not scrap them so they exist over there and you cannot do anything with them in terms of scrapping or deleting or anything else in between but since the beyond update you can move them around for example from one slot to another or from one inventory type to another the second type of upgrades are the installable technologies that you can unlock from the space anomaly in exchange for nanites of course can find all of these with the respective skill trees in the room with all the NPC's over there sitting in a circle so yeah that is pretty much it but there is one exception which is of course the freighter that has its own room in the back with all of its installable tags so you will need to unlock that separately on your freedom once you get it but otherwise there are some similarities with the preinstalled tech as in you can only have one of these per item for example let's say you install a hyperdrive module you can only have one of those per ship it doesn't matter if you install it in the general inventory or in the tech slots these can also be moved around with not much striction but unlike the pre-installed tech these do have a blueprint you will require some materials in order to properly install them and sometimes these materials might be hard to find or you will need quite a lot of them in order to apply them to your installable tech and they can also be scrapped which means that if you want to delete them at a later date and replace them with something else or just free up a slot you can definitely do that finally we have the ugly modules the ones that provide the highest amount of bonus stats and you can only purchase these from the space station NPCs on the left side so there's going to be four NPC's for each type of inventory including of course your character your shapes multi-tools and finally the axel craft unlike any other type of upgrading the game these provide the highest amount of stats you can install three of these at the same time on the same type of inventory and these also don't require any materials in order to install once you purchase them with nanites you can just click on them and install them on any slot or move them around as much as you want to because there is not much restriction on them but once you scrap them they are pretty much gone and you will get some of those materials back but yeah you cannot take the upgrade back and you will have to purchase a different one of the same rank the advantage that the great models have over anything else is of course as I was saying the huge amount of bonus stats that you get especially at the maximum rank you can also install only three of these per inventory not just one but if you install a fourth one you will break the chain and all of the upgrades will be deactivated as a result you can bypass this of course by installing them separately for each type of inventory so for example you can install three modules in the general inventory slots as well as additional three more in the tech slots to a total of 6 IV modules for the same type of upgrades so these were the three types of upgrades that you can apply on most of the stuff that you will be using in no man's sky I guess the only thing that I didn't mention was the fact that some of the installable tech my knife provides stats but instead will provide some additional functionality such as for example in the case of the rocket boots they don't provide any stats even though they do count for the adjacency bonuses but they do provide an additional functionality which is the double jump when you press a double spacebar so that is much it but there is other examples in there as well meanwhile some other insoluble tech might not provide an additional functionality but instead also provide stats just like holidays with upgrade modules but they might not be that big anyway I was talking about the adjacency bonuses and here is my ship with not much installed in it except with the pre-installed tag as well as Dublin modules and I'm also going to go over the installable tank in just a little bit but starting with the hyperdrive I wanted to give an example with this because this is easy to track I mean we have the hyperdrive range over here indicated and we can pretty much follow it exactly how it is when we apply all of these upgrades individually over it so a default hyperdrive range is 101 in my case even though it should be only 100 I guess it's like 100 points something and it's averaging it at 1 and 1 but once we install something close to any type of tech be a type of drive or anything else in the game you will get this border around it this colored border that means that a bonus was applied so this only works if you go in a straight line for example underneath on the right side left side or at the top in all these cases this will apply but it will not work diagonally this is something that will not apply any of these bonuses but yeah you're still going to get the stats over there increasing you're not going to get the bonuses which in this case as you can see will increase quite a bit so if these two are placed let's say not next to each other the bonus is going to be 334 meanwhile if they are placed right next to each other with the adjacency bonus is 346 so just from these two this is quite a nice increase I believe like 2% 2.5 according to some of the calculations I've seen on the internet but let's see what happens when you install multiple of these let's just say you install 3 of these if I were to install the fourth one this will break the chain and it would deactivate all of the tech I'm going to showcase that in just a little bit but in this case we have three of these all in a straight line which theoretically means that all of these will get a bonus from one another and they kind of do 840 2.7 in this case but it all depends on how you arrange these so if I were to arranged this and let's say a square as you can see the bonus over here would be slightly bigger again 854 compared to the one that we had previously with like almost ten hyperdrive range beneath so what this means is that you'll want to place all of these right next to the other and also like have at least another one of these upgrades next to it so let's take for example the hyperdrive it has bonuses from the one on the right as well as from the one beneath it the same goes with the one beneath it it has the JCCC bonus from the hyperdrive as well as the one on the right side and the same goes with the one here on the right side from the left as well as from the bottom if I were to place them in a different manner which is for example like this as you can see the hyperdrive range is even smaller now because we're losing a ton of adjacency bonus because all of these have one of their sides pretty much uncovered by anything so it means that you're only applying half of the adjacency bonus that you would otherwise apply the second lesson is all about placing the installable tag or the lower rank are with modules on the outer layers outside of the ones with the maximum rank let's say for example I might want to install an emergency warp unit this is only an a class I can apply it to my ship but this since it's not the maximum rank I would want to install this at the outer layer and not inside of it and the reason for that is because inside the layer I would want the ones with the biggest rank and the biggest bonuses to apply first and other ones with the smaller bonuses so in this case if I were to install it on an a class even on the outer layer it's still going to give you a nice post in this case from 854 to 68 so that is quite a big one but if I were to install it in the inner layer and put something like an s-class on the outer layer as you can see the bonus is even smaller in this case so you don't want to do that just put all the s-class around the main tag and the lower classes on the outer layers and pretty much that is all you need to keep in mind but the third lesson and something that is going to help you min/max your your shapes and all of that quite a bit is also paying attention to what bonuses each and everything one of these maximum rank modules will provide because if you look at this one of them provides a hyperdrive range of 214 lightyears the other one 233 while the other one 229 so this is all random even though the difference is very small it's still going to count if you install like six of these at the same time so let's just take for example these three upgrades alone let's just see what happens with the bonuses once you apply them to the one with the bigger stats so let's just say I want to put in the middle the one with the biggest stats which in this case is this one right here with 233 light-years this has the biggest stats and it benefits from this adjacency as well as this other one as well giving us a total of 832 what happens if I put the one with the lower stats which is for example the 214 one well let you see 832 if we switch it around is going to be 831 it's a black point point oh four percent decrease but this applies to the maximum rank and if you like have something like an a-rank and this is going to be even bigger if you apply different types of upgrades with different types of stat ranges and even more so different types of classes now I was talking about the fact that if I were to install a fourth urban module of the same type in the same inventory this would break the chain and yeah as you can see all of this was overloaded and it's pretty much deactivated all my grades so now it's back to 101 but I can freely install all of that in the other type of inventory in the text slots and this is precisely what I'm planning to do in this case if I install all of these over there the hyperdrive range is now even more ridiculous it's basically double 1600 on a file shape which is absolutely impressive if this was a Explorer for example an exotic the hyperdrive range would be like 2400 which is even more insane but even here as I was saying put the one with the biggest stats in the middle in this case it was the one with 241 and other ones with lower stats in the outer layers so that it's 1,600 and 2 and if I to change it around it would be like 60 hundred and one again not that much of a difference it's only like one line in range it's not something you should be stressing about but if you truly want to min/max your entire stat range this is something that you will want to do and yet this same lesson can be applied to anything else in the game for all of the other types of inventories for example for my exosuit as you can see I have the main stat over here the main core tak which is the jet pack surrounded by the three RB modules and on the outer layers I have the installable tag since these well in this case the a-class doesn't provide stats in this case at all or if it were to provide it would be way lower than the maximum rank and sync goes with the multi-tool with damage potential and all of that as you can see all of these square with the modules in the inside and the installable tag and the lower ranks on the outside same goes here same goes here so yeah this is pretty much it with everything you need to know about all of these upgrades all of these adjacency bonuses but yeah let me know down below if there's anything else that I missed in the meantime as always don't forget to comment like and subscribe thank you so much for watching and peace out everybody
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Channel: KhrazeGaming
Views: 222,196
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Keywords: khraze gaming, no man's sky, no man's sky 2020, nms 2020, nms, should you play no man's sky, no man's sky 2020 review, no man, no man's sky 2020 gameplay, no man's sky beginner's guide 2020, no man's sk, no man's sky beginner tips 2020, is no man's sky, is no man's sky good now, no man's sky things i wish i knew, no man's sky adjacency, no man's sky money farm, no man's sky future plans, no man's sky best upgrades, no man's sky perfect start, adjacency bonus no man's sky
Id: F636K7WLbj4
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Length: 12min 12sec (732 seconds)
Published: Thu Jan 16 2020
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