![]() I think 20? Some gear also gives crit chance I think, and if you combine it with a low AP cost weapon it becomes very strong very quickly. Which means your crit chance is trash, but there is another perk that increases crit chance by 12 and a trait that increases it by. Hence creating a throwaway character is a good idea.Īs an example, I think there was a perk that gives you 2AP on a crit but requires fortune at 1. A lot of perks (and abilities) have a stat requirement, either being above or below a certain threshold. I'd also recommend just starting the game and looking at the perk list there. As an avid trash collector high carry weight is a must. Using orange wing for extra carry weight + survival extra carry weight. Personally I started with criminal, survival and science. At level 2/3 you can then put points into whatever combat skill you want to go with. Hence it's best to get skillpoints to unlock things in the game. You can reach level 2 (or even 3) in the tutorial area before your first real fight. ![]() Isn't it only perception and psyche that gives learnability? Sacrificing some learnability & precision to get guts decent (especially with penitent one's negative)ġ0 brains (learnabilty, and skill points/level) New attribute array for second attempt: 1,10,1,6,10,1,6,10ġ muscle, 1 guts is going to suck majorly, may need to find a corner to cut ![]() Also forgot all the influence things require 6 charisma, so cant dump that, Also late in the survival tree has a "treasure finder" thing that requires 6 lucky and doubles chance of lucky find, so im guessing that "lucky find" chance is where fortune comes in, shame thats not stated anywhere. ![]() Low fortune makes me nervous, it *sounds* like a stat that affects random loot, but doesn't say it does.įirst pass notes, penitent one *does* apply as if you had points in those skills (same for your wing), so any skill you want to be 30 and is already 20, you dont need to train. Low charisma probably is going to hurt me a few times, i remember a decent handful of charisma attribute checks Start with criminal and influence for the tutorial area crapīoth contraptions and perception have additional features for noticing hidden things, im grabbed contraptions in case they are for 2 different types of hidden things, if 10 perception means i see hidden piles and whatnot without issue, then dumping contraptions for a useful early game combat skill is probably better (probably psionics considering my high psyche and precision)įirst level up will be getting my science to 30 (if penitent one's +s dont grant it, untrained im at 20, so it might), other points of interest for my early skill points, 30 survival, 30 tech for a bunch of the event shit they do. Max precision at start (high accuracy with ranged weapons, missing sucks) ![]() Trying to make a character that can handle most things by himself, not necessarily going lone wolf, but might.īlue wing (+ guts, learnability, melee weapons, contraptions, tech)Ħ muscle (may not be super necessary with a servo suit & lockpicking)ġ0 perception (learnability & precision & "notice something hidden")Ħ guts (mostly so regen aint crap, also helps encumberance)ġ charisma (leaning on influence for social crap, wont be perfect, but its alright)ġ0 brains ( learnabilty, and skill points/level)ġ deftness (starting ap will be meh, but that doesn't scale until your at 7+, so w/e, initiative will be carried by psyche)ġ fortune (super nervous about this for random loot, but otherwise seems to be useless)ġ0 psyche (learnability, and for psionics)Ībilities: contraptions (im between that and psionic), criminal, influence ![]()
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