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Builds / Re: Help with my build
« on: June 25, 2020, 10:58:55 am »
Well the 10 agi that i notice after i took it was a mistake for the only reason i wanted it, seems that i didnt notice the max AP i get is 20 or 18 and the cooldown is like 10 turns, should have just stuck to thermodynamicity... but since its on dominating i assume i can incorporate into dodge and evasion anyway
Psychotempral contradiction (**whoops** i thought it was the same as psycho temporal dilation, i did not read the "TARGET" part but for 75 psi points + psi booster ap sounds taxing)
why i chose melee in previous character was because i didnt try to spam psi boosters so i saw electric knife.
as for stealth im playing on max speed so i thought that likely i need to max it (since dominating), or else it would in IMO really get me killed unnecessarily.
the pistol is more for parts of the game that i cant take the psi booster and since i do not have force user, meditation yet, instead of waiting it out or running. (a 40 percent sounds like a miss every 3 shots to me) the only good thing i saw was that i take it off to have carry weight?? i have not seen any PSi staff or something
the +12 initiative looked like it would give me more of a chance for a flat 36 inititative roll in which most enemy scores i have seen were basically around 34. since i am not bothering to quick save and quick load just to go first especially when its a large group of enemies. so it saves me by not getting the chance to die alot??? (rounded off but mostly ends up me winning initiative rolls, even if i die from failing the next time it i get it)
the dex is now 6 dex (other character in the other reply was 10) updated the sheet since it was when i was forced to use the level ups since i went to dudes quest and needed lockpicking to do it more discreetly.
perception on 4 (this character at the beginning was thought to be made into a future pistol or energy pistol user, of which the previous guy was complaining about generic build when that one was knife/sword + psi) i just thought as an extra it would help against invisible enemies and traps detection.
carnifex i suppose i was underleveled (i tried to kill him at level 12 or 13 i think) the first 2 times i tried (was with the previous character). he is dead in his grave and managed to loot him first time aswell
I vaguely know what armor penalty is (but i did not know how it goes into the roll for example the base-penalty+ armor bonus of effective or effective-penalty) and i vaguely understand that high armour penalty is for CON users since it negates dodge and evasion. when i say i was struggling it did not mean trying more then 5 times. although really had to quicksave at the army base of "dudes quest 2" as i was trying not to kill or trigger alarms.
So out of curiostiy is there any of those talents that i really need?
i am planning on putting more points into Dodge and evasion (maybe stop at base 90 or 100), maybe about 15 or so in mercantile to get more vendors selling more useful stuff (no idea if anything is even useful to buy since i probably only buy grenades and psi boosters recently and once i saw incendiary grenades) traps seems fine for the time being (suppose now i have enough money to grenade them)
Psychotempral contradiction (**whoops** i thought it was the same as psycho temporal dilation, i did not read the "TARGET" part but for 75 psi points + psi booster ap sounds taxing)
why i chose melee in previous character was because i didnt try to spam psi boosters so i saw electric knife.
as for stealth im playing on max speed so i thought that likely i need to max it (since dominating), or else it would in IMO really get me killed unnecessarily.
the pistol is more for parts of the game that i cant take the psi booster and since i do not have force user, meditation yet, instead of waiting it out or running. (a 40 percent sounds like a miss every 3 shots to me) the only good thing i saw was that i take it off to have carry weight?? i have not seen any PSi staff or something
the +12 initiative looked like it would give me more of a chance for a flat 36 inititative roll in which most enemy scores i have seen were basically around 34. since i am not bothering to quick save and quick load just to go first especially when its a large group of enemies. so it saves me by not getting the chance to die alot??? (rounded off but mostly ends up me winning initiative rolls, even if i die from failing the next time it i get it)
the dex is now 6 dex (other character in the other reply was 10) updated the sheet since it was when i was forced to use the level ups since i went to dudes quest and needed lockpicking to do it more discreetly.
perception on 4 (this character at the beginning was thought to be made into a future pistol or energy pistol user, of which the previous guy was complaining about generic build when that one was knife/sword + psi) i just thought as an extra it would help against invisible enemies and traps detection.
carnifex i suppose i was underleveled (i tried to kill him at level 12 or 13 i think) the first 2 times i tried (was with the previous character). he is dead in his grave and managed to loot him first time aswell
I vaguely know what armor penalty is (but i did not know how it goes into the roll for example the base-penalty+ armor bonus of effective or effective-penalty) and i vaguely understand that high armour penalty is for CON users since it negates dodge and evasion. when i say i was struggling it did not mean trying more then 5 times. although really had to quicksave at the army base of "dudes quest 2" as i was trying not to kill or trigger alarms.
So out of curiostiy is there any of those talents that i really need?
i am planning on putting more points into Dodge and evasion (maybe stop at base 90 or 100), maybe about 15 or so in mercantile to get more vendors selling more useful stuff (no idea if anything is even useful to buy since i probably only buy grenades and psi boosters recently and once i saw incendiary grenades) traps seems fine for the time being (suppose now i have enough money to grenade them)