
tl;dr: At level 45 the experience bar changes its color and fills up for Elite Ranks instead. Each rank lets you pick one out of six random upgrades for that battleframe. Most are small stat bonuses, some are perks of other frames, caches, currency or even a whole battleframe. Every tenth rank offers rare upgrades only.
Coming from an older version? Elite Ranks came with update 1.6. Before that the experience of a battleframe at the level cap had no use. In 1.6 every rank cost the same, since update 1.7 the cost goes up with the rank.
Elite Ranks are what the game does with the experience you earn after hitting the level cap. They belong to the battleframe, just like the levels, so the upgrades you pick on your Firecat do nothing for your Bastion. There's no cap on the number of ranks. The achievements go up to rank 1'000, with a back banner at rank 50 and titles at ranks 100, 300 and 750.
In update 1.6 every rank cost the same 3'350'000 XP. Update 1.7 replaced that with a curve and reset everyone's points, so they could be spent again.
The server doesn't tell the client what a rank costs, the client calculates it on its own from three variables: a base value, a linear part and a quadratic part. With the values the 1962 client ships with, rank n costs
250'000 + 50'000 × (n - 1) + 200 × (n - 1)²
| Rank | XP for the Rank | Total XP |
|---|---|---|
| 1 | 250'000 | 250'000 |
| 2 | 300'200 | 550'200 |
| 3 | 350'800 | 901'000 |
| 5 | 453'200 | 1'756'000 |
| 10 | 716'200 | 4'807'000 |
| 20 | 1'272'200 | 14'994'000 |
| 30 | 1'868'200 | 30'961'000 |
| 50 | 3'180'200 | 81'835'000 |
| 100 | 7'160'200 | 338'170'000 |
These are the defaults of the client. The live servers seem to have used a steeper curve, their numbers aren't known.
Open the character window (default key: P), select your character model and click on Progression. For every unspent point you get six cards and pick one of them.
The upgrades are only shown in the Progression screen, they don't show up in the tooltips of your weapons and abilities. Additionally, they aren't active in PvP, where every frame runs with regulation gear.
The percentage upgrades have diminishing returns: the first two picks give 0.5%, then it goes down step by step to 0.1% per pick. Once a stat has reached its maximum, it no longer shows up on the cards.
| Upgrade | Per Pick | Picks | Maximum |
|---|---|---|---|
| Reload Speed | +0.5% down to +0.1% | 45 | +10% |
| Ammo Capacity | +0.5% down to +0.1% | 45 | +10% |
| Health | +0.5% down to +0.1% | 45 | +10% |
| Health Regen | +0.5% down to +0.1% | 45 | +10% |
| Sprint Speed | +0.5% down to +0.1% | 45 | +10% |
| Jet Energy | +0.5% down to +0.1% | 45 | +10% |
| Jet Energy Regen | +0.5% down to +0.1% | 45 | +10% |
| Jump Height | +0.5% down to +0.1% | 45 | +10% |
| Healing Dealt | +0.5% down to +0.1% | 473 | +50% |
| Deployable Health | +0.5% down to +0.1% | 45 | +10% |
| Healing Received | +0.5% down to +0.1% | 473 | +50% |
| Repairing Dealt | +0.5% down to +0.1% | 473 | +50% |
| Ability Potency Rating | +0.5 | 200 | +100 |
| Ability Duration Rating | +0.5 | 200 | +100 |
| Ability Range Rating | +0.5 | 200 | +100 |
| Ability Area Rating | +0.5 | 200 | +100 |
| Weapon Handling Rating | +0.5 | 200 | +100 |
| Weapon Range Rating | +0.5 | 200 | +100 |
| Weapon Area Rating | +0.5 | 200 | +100 |
| Weapon Spread Rating | +0.5 | 200 | +100 |
The ratings are the same ratings modules and tinkering add to, so they stack with those.
| Upgrade | Per Pick | Picks | Maximum |
|---|---|---|---|
| Weapon Damage | +0.3% | 200 | +60% |
| Power Rating | +1 | 200 | +200 |
| Ability Recharge Rating | +1 | 100 | +100 |
| Ability Damage | +0.3% | 200 | +60% |
| Elemental Effect Chance | +0.5% down to +0.1% | 445 | +50% |
| Ultimate Ability Charge Speed | +0.5% down to +0.1% | 445 | +50% |
| Perk Bandwidth | +1 | 49 | +49 |
| Weapon Rate of Fire Rating | +1 | 100 | +100 |
| Weapon Chargeup Speed Rating | +1 | 100 | +100 |
Perk Bandwidth is the one to look out for early on. Every pick is one more perk point, and with 49 picks on top of the 36 points from leveling you can afford quite a few more perks.
Besides the stats, the cards can also hold things you get once:
Going by the weights in the client's database, a battleframe makes up about 1.6% of the common pool and about 9% of the rare pool, and in both pools an Accord frame is more than twice as likely as an advanced one. In other words: don't count on the regular ranks for a new frame, the tenth ranks are where they come from.
Personally, I'd take unlocks over stats whenever they show up: a battleframe, a perk I actually want, Perk Bandwidth. After that it depends on the frame. Weapon Damage, Ability Damage and Power Rating help everyone, while something like Deployable Health is wasted on a Recon. The common upgrades are small, but they're also the ones you see on nine out of ten ranks, so pick a few stats that fit the frame and stick with them, instead of spreading the points over everything.