If you've ever been like me and lamented the high prices of all the fun stuff like grenades, one-use turrets and so on, get the Bartering 7 perk. So much money! I got like 6000$ the last time I hit the "sell all junk" button.
Yea...I'm kind of kicking myself for not pushing Barter on a character for so long, as I'm always out of cash.
Also, holy hell does Charisma make a difference. Most of my characters have it as a dump stat in favour of things like hp, ap, or damage. But my heavy gunner has a few more points than everyone else, and consequently, is 2-3 levels higher than everyone else at this point.
If you've ever been like me and lamented the high prices of all the fun stuff like grenades, one-use turrets and so on, get the Bartering 7 perk. So much money! I got like 6000$ the last time I hit the "sell all junk" button.
Yea...I'm kind of kicking myself for not pushing Barter on a character for so long, as I'm always out of cash.
Also, holy hell does Charisma make a difference. Most of my characters have it as a dump stat in favour of things like hp, ap, or damage. But my heavy gunner has a few more points than everyone else, and consequently, is 2-3 levels higher than everyone else at this point.
I guess that means Charisma is the best stat for skill points, not Int. Kinda funny.
The xp aspect is certainly not something to ignore. I am not sure if XP per level is linear or not. But the main aspect is super different depending on what kind of weapon you use.
Each weapon type has a different strike skill. Some of them are good (precision strike) some are eh (the extra AOE ones). But this depends on the weapon. Shotguns are different than pistols as an example. And auto-pistols might be different than revolvers.
Your strike charges at a rate of what appears to be 6% + 2% per rank of charisma (+4 for rank 10) per hit divided by the number of hits on the weapon. Low AP charges strike faster and high AP slower.
Breakpoints are then charisma 1(13), 2(10), 3(9), 4(8), 5(7), 6(6),7(5), 8(5), 9(4), 10(4) absent other ways to gain strike rate.
I don’t know about melee but brawlings strike skill is an AOE stun.
It seems far and away the best strike skill I have seen.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Melee has the same AOE stun, it's great until you stun all of your turrets and companion pets. But at least they still tank damage.
Melee on the other hand has a 3 AP attack cycle while brawling goes down to 1. Melee also gets a stun inherent in their perk tree. Does it have a long CD?
Weapon skill gives +3% Hit chance per level and access to perks.
Awareness is +1% per level +3% for rank 10
crit rate is 2% per level of intelligence +6% for rank 10 and is otherwise 0%.(though there are loads of ways to increase crit rate)
The "penalty" for not having a weapon skill for a particular weapon differs based on the weapon but besides the listed they all have -100% strike rate and -100% crit rate.
Machine Guns: -10% hit chance
Flametrowers: -15% hit chance
AR's: -10% hit chance
SMG's: -10% hit chance
Pistols: -10% Hit Chance
Shotguns: -15% hit chance
Sniper Rifles: -15% crit chance (and instead of -100% crit rate is -100x crit damage)
Weird Science: -10% hit chance
Rocket Launchers: nothing and you don't even have a hit chance with rockets!
Brawling: -15% hit
Bladed: -10% hit
Blunt: -10% hit
Sooo... sniper rifles are weird here. Because the crit rate is based on your int. If you have low int there is functionally little penalty to using sniper rifles when below the skill (unless you take a lot of shots at thing). If you have a high int you can use a weak sniper rifle as a high probability heal (+5% background + 12% cat +25% int -15% sniper rifle -> 27% chance to full heal a target). I have definitely observed this in game by the way (shot someone and healed them for ~4,000).
The main thing though is that most of the time you're not really going to be shooting at things outside of cover and so if you don't care about strike rate or crits because your int/charisma is low or they're not high enough to matter... then you don't actually need a weapon skill...
Some weapons even have special skills associated with their use. A lot of AR's and HMG's have an ability that grants +20% to-hit for -33% damage and -100% crit rate...
Weapons don't even have strength requirements. So you could equip a center mass HMG and a Rocket Launcher (or sniper rifle and rocket launcher if your int was low) and just... never worry about those skills.
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
Shit, this is going to be a hard one.
*remembers I have a tank equipped with rocket launchers*
Oh wait, no its not.
First battle with my ride out, that was pretty great. I just ran over quite a few of them. Makes for great cover too.
Some crit rate/dmg stuffs: In general everything benefits differently from int. Weapons with high base crit rate benefit from crit % more than low base % but similarly gain a LOT from int due to the increase in crit dmg.
Crit dmg bonus depends on weapon + .1 per int (.2 to finish)
(.02 int+crit bonus) x (.1int + weapon) = dmg bonus as a percentage of base weapon damage from int so each point gives .02*weapon + .004int+.1(crit bonus)... for 2-9 and (.07 int+crit bonus) x (.2 int +weapon) = dmg bonus for 10, so each point gives .014*int +.2 crit bonus + .07 weapon
Anyway long story short... Int is generally, ignoring hit% stuffs, better than awareness or strength in terms of damage. Awareness/str gives 3% per level and 7% at awareness/str 10.
Lets assume you have 6% bonus crit (equal to a kitty!). The chart gives, based on the weapon crit bonus damage (so 1-listed weapon crit bonus - int approximation) the value of the next point of intelligence. If we divide by the base crit damage of (1+.02*[crit dmg+.1]) we get an accurate
For reference. .2 is a brawling weapon, 1 is a sniper rifle, 1.5 is a blunt weapon. The breakpoint vs awareness/str is 3% and 7% on the top value
This produces some weirdly counter-intuitive effects
1) Your "no weapon skill monkey" should have high awareness and low intelligence. Because if they don't get bonuses from crit all the intelligence does is give them a handful of skill points, which is nice, but overall less important than also being effective in combat since it will only amount to a grand total of 5 points.
The xp aspect is certainly not something to ignore. I am not sure if XP per level is linear or not. But the main aspect is super different depending on what kind of weapon you use.
Each weapon type has a different strike skill. Some of them are good (precision strike) some are eh (the extra AOE ones). But this depends on the weapon. Shotguns are different than pistols as an example. And auto-pistols might be different than revolvers.
Your strike charges at a rate of what appears to be 6% + 2% per rank of charisma (+4 for rank 10) per hit divided by the number of hits on the weapon. Low AP charges strike faster and high AP slower.
Breakpoints are then charisma 1(13), 2(10), 3(9), 4(8), 5(7), 6(6),7(5), 8(5), 9(4), 10(4) absent other ways to gain strike rate.
I don’t know about melee but brawlings strike skill is an AOE stun.
It seems far and away the best strike skill I have seen.
XP required per level is not linear. It grows about 10% per level.
Just remember that half the people you meet are below average intelligence.
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
Major Tomcat now has a
wise cracking parrot sidekick. Also got a brain damaged clone meat shield following us around.
Circus music just needs to start following my party
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
I uh, solved the mystery as to why my heavy gunner is 3 levels higher than the party.
He's my lockpicker and trap disarmer.
I was under the impression that interactable xp was party-wide (recent RPG trend), and not individual to the character doing the interacting (old-school RPG staple). Well that explains that.
I have NEVER been this wracked with indecision in a video game before. Never (Broadmoar Heights Spoilers):
I decided to put Cordite down, especially since I put La Perla down as well. Buchanan is definitely trouble, but slavery isn't happening on my watch. Plus he already told me what he's going to do once he gets out. I'm guessing Angela Deth won't be happy about that, but I'm still on board with taking The Patriach down. . .at some point.
Heck even doing this dungeon I was wary about; so far haven't seen a hit to rep but we shall see once I get out of here.
"Get the hell out of me" - [ex]girlfriend
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Today I learned that bomb hoppers have upgraded versions.
Is there any way to disarm the traps that are just red laser lights from one wall to another and then explode when you walk through? Explosives skill doesn't seem to help, neither throwing frag grenades at it. Walking through it and healing afterwards works but feels silly.
In other news, my sniper went from hitting for 90 to hitting for 220 at the same time he finally got to 12 AP so he can fire twice. So satisfying to one-shot enemies again. Of course, right afterwards an enemy sniper shot one of my girls for 361 crit so it goes both ways.
Probably sneaky shit? Try holding shift to highlight it. Might make it easier to click in the right spot
I have trouble with some of those - you sometimes have to get very close, and even then your guy will trigger the trap getting to the right spot to defuse.
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
Is there any way to disarm the traps that are just red laser lights from one wall to another and then explode when you walk through? Explosives skill doesn't seem to help, neither throwing frag grenades at it. Walking through it and healing afterwards works but feels silly.
In other news, my sniper went from hitting for 90 to hitting for 220 at the same time he finally got to 12 AP so he can fire twice. So satisfying to one-shot enemies again. Of course, right afterwards an enemy sniper shot one of my girls for 361 crit so it goes both ways.
Thats weird becuase I've been using explosives skill to disarm them if its the same type of trap I'm thinking.
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
It's weird with laser tripwires since they don't seem to highlight like any other trap. You have to shift click when your cursor turns slightly red and hope you didn't just order your guy to walk over it.
It's also weird that they use Explosives for Laser Tripwires, when Regular Tripwires use Sneaky Shit.
My heavy is a, well, heavy weapons gal, more of explosions really, but also heavy weapons.
290 health and 20+ armor at level 10.
That 10 strength hellps.
Need to get the +2 armor perk once i have spirit animal taken.
edit-
should take the 35 con perk and get her a pet pig as well for extra 65 con.
unstoppable juggernaut with a rocket launcher, high impact perk, and mortar blast...
Just wait until i get blast radius.
edit2-
Decided to not bring in more refugees, sorry, you can't just keep piling more people into a post apocalyptic frozen city, there is only so much food available.
Also, your last smugglers stole everything from your refugees, get better quality control.
Seriously, i wish i could find some other way, go murder some raiders and take their food, raiders have to eat something, right?
Nyysjan on
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
Don't sleep on your deployable turrets, guys.
They can attack twice, take a beating and turn a bad situation around quick.
is a beast.
Two shotted the provost and my animal companions with melee aoe.
Going to need to be higher level to deal with her, hopefully she does not get bored waiting for me.
Blowing up a giant robot Reagan while a folksy version of America the Beautiful plays in the background is one of the most hilariously surreal moments I've come across in gaming.
+2
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited September 2020
Haven't come across the Gippers yet but there better be gratuitous amounts of Ronald Raygun impersonations.
New day, new bugs. Fired at an enemy with my tank, bringing it to 0 AP. Game started to cycle through all of my other characters in a never-ending rapid cycle and quit accepting any input.
Well, that was at the very start of the battle so not much time was lost. Pretty sure I saved somewhere nearby or the autosave did.
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited September 2020
I'm playing as opportunistic evil and man, this game is actually starting to me make me feel abit gross. Which is impressive, I play evil a lot in games with moral choices and it doesn't usually phase me.
Too late now though. I've already commited to eating babies and spraying mace in puppies eyes.
They can attack twice, take a beating and turn a bad situation around quick.
The real thing to not sleep on is Explosives but deployable turrets are a close second
Explosives have multiple and easy ways to increase their damage, are the most common form of XP interactable, and with a perk, generate more explosives to use when you interact. Its far easier, as an example, to make a grenadier than it is to make the other kind of strong AoE options. Sure you could get disciple of metal, pyromaniac, and then use a flame thrower while leveling up big guns, weird science, and toaster repair for a total of +15,+25,+30+30 = + 100% damage (applicable to any weapon that does flame damage*)... OR you could take explodomaniac, pyromaniac, and level up explosives for +15+25+50 = +90% damage while also getting one of the more important interactables out of the way and so catapulting your level.
Mechanics is like deploying a free enemy boss for 40/80 cash
*this makes shotguns and regular big guns absolutely hilarious btw
If you're into min-maxxing, I saw this tip on another site (unless It's also here, but I haven't read all 58 pages).
Create one character with max charisma and max xp perks/quirks. He/she will outlevel everyone else in your party, and since when you create new characters they'll be at that character's level you can just constantly re-create your party every time he/she outlevels them.
The downsides are you'll want to hold off using skill books along the way until you're done re-rolling, as those will get wiped when you delete a character. The upside is you only need one character that's XP-focused.
If you're into min-maxxing, I saw this tip on another site (unless It's also here, but I haven't read all 58 pages).
Create one character with max charisma and max xp perks/quirks. He/she will outlevel everyone else in your party, and since when you create new characters they'll be at that character's level you can just constantly re-create your party every time he/she outlevels them.
The downsides are you'll want to hold off using skill books along the way until you're done re-rolling, as those will get wiped when you delete a character. The upside is you only need one character that's XP-focused.
This is AND isn't true. There appears to be a running tally of non-interactable XP. So if your main max charisma character is also your explosives person they can easily out-level your ability to create new ones. And if your main max charisma character isn't then whomever is using explosives can outlevel them.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
is a beast.
Two shotted the provost and my animal companions with melee aoe.
Going to need to be higher level to deal with her, hopefully she does not get bored waiting for me.
Speaking of La Perla, I managed to bug this entire questline:
When she first shows up, I chose the "We kill slavers here." option, which made her turn immediately hostile.
Which was a fun fight, all things considered. However, the quest did not update with "She dead". Instead, I went and talked to Hallie telling her to run, and now the quest wants me to talk to La Perla to finish the quest, except she's a corpse.
Posts
Yea...I'm kind of kicking myself for not pushing Barter on a character for so long, as I'm always out of cash.
Also, holy hell does Charisma make a difference. Most of my characters have it as a dump stat in favour of things like hp, ap, or damage. But my heavy gunner has a few more points than everyone else, and consequently, is 2-3 levels higher than everyone else at this point.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I guess that means Charisma is the best stat for skill points, not Int. Kinda funny.
The xp aspect is certainly not something to ignore. I am not sure if XP per level is linear or not. But the main aspect is super different depending on what kind of weapon you use.
Each weapon type has a different strike skill. Some of them are good (precision strike) some are eh (the extra AOE ones). But this depends on the weapon. Shotguns are different than pistols as an example. And auto-pistols might be different than revolvers.
Your strike charges at a rate of what appears to be 6% + 2% per rank of charisma (+4 for rank 10) per hit divided by the number of hits on the weapon. Low AP charges strike faster and high AP slower.
Breakpoints are then charisma 1(13), 2(10), 3(9), 4(8), 5(7), 6(6),7(5), 8(5), 9(4), 10(4) absent other ways to gain strike rate.
I don’t know about melee but brawlings strike skill is an AOE stun.
It seems far and away the best strike skill I have seen.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Weapon skill gives +3% Hit chance per level and access to perks.
Awareness is +1% per level +3% for rank 10
crit rate is 2% per level of intelligence +6% for rank 10 and is otherwise 0%.(though there are loads of ways to increase crit rate)
The "penalty" for not having a weapon skill for a particular weapon differs based on the weapon but besides the listed they all have -100% strike rate and -100% crit rate.
Machine Guns: -10% hit chance
Flametrowers: -15% hit chance
AR's: -10% hit chance
SMG's: -10% hit chance
Pistols: -10% Hit Chance
Shotguns: -15% hit chance
Sniper Rifles: -15% crit chance (and instead of -100% crit rate is -100x crit damage)
Weird Science: -10% hit chance
Rocket Launchers: nothing and you don't even have a hit chance with rockets!
Brawling: -15% hit
Bladed: -10% hit
Blunt: -10% hit
Sooo... sniper rifles are weird here. Because the crit rate is based on your int. If you have low int there is functionally little penalty to using sniper rifles when below the skill (unless you take a lot of shots at thing). If you have a high int you can use a weak sniper rifle as a high probability heal (+5% background + 12% cat +25% int -15% sniper rifle -> 27% chance to full heal a target). I have definitely observed this in game by the way (shot someone and healed them for ~4,000).
The main thing though is that most of the time you're not really going to be shooting at things outside of cover and so if you don't care about strike rate or crits because your int/charisma is low or they're not high enough to matter... then you don't actually need a weapon skill...
Some weapons even have special skills associated with their use. A lot of AR's and HMG's have an ability that grants +20% to-hit for -33% damage and -100% crit rate...
Weapons don't even have strength requirements. So you could equip a center mass HMG and a Rocket Launcher (or sniper rifle and rocket launcher if your int was low) and just... never worry about those skills.
*remembers I have a tank equipped with rocket launchers*
Oh wait, no its not.
First battle with my ride out, that was pretty great. I just ran over quite a few of them. Makes for great cover too.
Crit dmg bonus depends on weapon + .1 per int (.2 to finish)
(.02 int+crit bonus) x (.1int + weapon) = dmg bonus as a percentage of base weapon damage from int so each point gives .02*weapon + .004int+.1(crit bonus)... for 2-9 and (.07 int+crit bonus) x (.2 int +weapon) = dmg bonus for 10, so each point gives .014*int +.2 crit bonus + .07 weapon
Anyway long story short... Int is generally, ignoring hit% stuffs, better than awareness or strength in terms of damage. Awareness/str gives 3% per level and 7% at awareness/str 10.
Lets assume you have 6% bonus crit (equal to a kitty!). The chart gives, based on the weapon crit bonus damage (so 1-listed weapon crit bonus - int approximation) the value of the next point of intelligence. If we divide by the base crit damage of (1+.02*[crit dmg+.1]) we get an accurate
For reference. .2 is a brawling weapon, 1 is a sniper rifle, 1.5 is a blunt weapon. The breakpoint vs awareness/str is 3% and 7% on the top value
Lets say you have a kitty, spirit animal, and the 5% crit background
Top end late game bonus crit values
Lets say you've got every potential crit bonus in the game! [melee only iirc]
Edit 4:
This produces some weirdly counter-intuitive effects
1) Your "no weapon skill monkey" should have high awareness and low intelligence. Because if they don't get bonuses from crit all the intelligence does is give them a handful of skill points, which is nice, but overall less important than also being effective in combat since it will only amount to a grand total of 5 points.
XP required per level is not linear. It grows about 10% per level.
Circus music just needs to start following my party
Things have gotten..pretty weird.
He's my lockpicker and trap disarmer.
I was under the impression that interactable xp was party-wide (recent RPG trend), and not individual to the character doing the interacting (old-school RPG staple). Well that explains that.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Edit: Other way around. Your main hand weapon appears to set off hand stats when you swap in combat
Heck even doing this dungeon I was wary about; so far haven't seen a hit to rep but we shall see once I get out of here.
Well that was terrifying.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Steam: MightyPotatoKing
In other news, my sniper went from hitting for 90 to hitting for 220 at the same time he finally got to 12 AP so he can fire twice. So satisfying to one-shot enemies again. Of course, right afterwards an enemy sniper shot one of my girls for 361 crit so it goes both ways.
I have trouble with some of those - you sometimes have to get very close, and even then your guy will trigger the trap getting to the right spot to defuse.
Buuuuugs everywhere.
It's also weird that they use Explosives for Laser Tripwires, when Regular Tripwires use Sneaky Shit.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
When all else fails, just shove the high HP guy in the way.
290 health and 20+ armor at level 10.
That 10 strength hellps.
Need to get the +2 armor perk once i have spirit animal taken.
edit-
should take the 35 con perk and get her a pet pig as well for extra 65 con.
unstoppable juggernaut with a rocket launcher, high impact perk, and mortar blast...
Just wait until i get blast radius.
edit2-
Decided to not bring in more refugees, sorry, you can't just keep piling more people into a post apocalyptic frozen city, there is only so much food available.
Also, your last smugglers stole everything from your refugees, get better quality control.
Seriously, i wish i could find some other way, go murder some raiders and take their food, raiders have to eat something, right?
They can attack twice, take a beating and turn a bad situation around quick.
Two shotted the provost and my animal companions with melee aoe.
Going to need to be higher level to deal with her, hopefully she does not get bored waiting for me.
"Weeell.."
Well, that was at the very start of the battle so not much time was lost. Pretty sure I saved somewhere nearby or the autosave did.
Too late now though. I've already commited to eating babies and spraying mace in puppies eyes.
https://www.youtube.com/watch?v=CVke__4OZ-0
The real thing to not sleep on is Explosives but deployable turrets are a close second
Explosives have multiple and easy ways to increase their damage, are the most common form of XP interactable, and with a perk, generate more explosives to use when you interact. Its far easier, as an example, to make a grenadier than it is to make the other kind of strong AoE options. Sure you could get disciple of metal, pyromaniac, and then use a flame thrower while leveling up big guns, weird science, and toaster repair for a total of +15,+25,+30+30 = + 100% damage (applicable to any weapon that does flame damage*)... OR you could take explodomaniac, pyromaniac, and level up explosives for +15+25+50 = +90% damage while also getting one of the more important interactables out of the way and so catapulting your level.
Mechanics is like deploying a free enemy boss for 40/80 cash
*this makes shotguns and regular big guns absolutely hilarious btw
Create one character with max charisma and max xp perks/quirks. He/she will outlevel everyone else in your party, and since when you create new characters they'll be at that character's level you can just constantly re-create your party every time he/she outlevels them.
The downsides are you'll want to hold off using skill books along the way until you're done re-rolling, as those will get wiped when you delete a character. The upside is you only need one character that's XP-focused.
The best part of it isn't even the Reagan-isms, which are plenty. It's the
This is AND isn't true. There appears to be a running tally of non-interactable XP. So if your main max charisma character is also your explosives person they can easily out-level your ability to create new ones. And if your main max charisma character isn't then whomever is using explosives can outlevel them.
Speaking of La Perla, I managed to bug this entire questline:
Which was a fun fight, all things considered. However, the quest did not update with "She dead". Instead, I went and talked to Hallie telling her to run, and now the quest wants me to talk to La Perla to finish the quest, except she's a corpse.
Whoopsie.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
The Division, Warframe (XB1)
GT: Tanith 6227