Underrail Forum
Underrail => Bugs => Topic started by: redgoesfastfastfastfast on September 04, 2021, 11:44:44 am
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Title
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Most of items and feats that require a certain skill to equipt/use are based off base skill, not effective skill.
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Not for weapon stats like armor and weapons that require Strength. It should be effective skill.
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Not for weapon stats like armor and weapons that require Strength. It should be effective skill.
That's different because of the way "minimal strength" affects the character in very limited ways, while the generic requirements prevent nearly all passive and active abilities of items and there isn't an easy way to implement effective value check because of all the circularity.
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I don't understand what you mean by circularity
Anyway I argue for using effective skill instead of base skill when it comes to item requirements because the effective skill "is" the skill of the user for pretty much nearly everything else that matters; crafting, dialogue, combat, stealthy stuff, for all intents and purposes nothing that I'm aware of cares about base skill other than maybe learning the Silent Isle pillar (but I cannot tell if it requires enough TC or enough Will, since I've always taken TC with high-Will builds), even stats like Perception are given the "effective is the stat that matters" treatment, spiking Intelligence lets you comprehend the Ferryman's philosophy and so on.