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However if you want the 1st 2 nodes of deduction anyway, then it drops down to only 4k exp or 4 skill points and that itself is makes it worth it IMO. Which is why I am rushing it. I prefer icons on my map as a quality of life factor.
You will find them
It's alot more than 30%, you get up to 50% more from notes.
A note gives you 100xp, so that's 150xp + 30% from everything.
Completing a main quest is 1000xp, a side objective is 250xp and there's usually a handful.
Without it you get an average of 2 skillpoints per main mission. With it, 4.
All it is, is a slow start, but then you level up super fast. And the map enhancement is good for finding more loot that gives xp. You really need to explore and read notes and pick up crime evidence as much as you can.
Me personally i'm avoiding focus and engineering and combat.
Deduction, Psychology, Vitality and Armor are the best ones in my opinion.
For XP, good ending, Shield and Ricochet.
edit: the weapon dmg i increase through the auto-9 mods. With the chipset that has autoloader and 4 dmg nodes. I can increase my dmg with 72%. This is from the 2nd mission, pretty early in the game, faster than you can take the 50% if you max out combat let's say.
I took it because I didn't feel like searching the area. It was definitely worth it; I would have missed a lot.
If you are exhausting the XP sources in the game, the biggest variance will come from how you order your activities in the first trip downtown and if you gain Deduction 10 before the post-slaughterhouse evaluation. If you do:
https://steamcommunity.com/sharedfiles/filedetails/?id=3080830438
Psychology is totally useless, definitely not worth the investment. Getting the best ending is pretty intuitive, you don't need any of the dialogue bonuses to figure out the best ones. With a few checkpoint restarts, I figured out the best dialogue options on my first playthrough.
You don't need to do any math in this case, just trust that the devs are not total morons. The game clearly has a fixed amount of xp that you can earn, so calculating it is really easy. Besides, the same system was present in Terminator Resistance and they didn't screw it up there, so, it stands to reason they know what they're doing.
Also, as it was already pointed out, there's also a 50% xp gain from notes, so that every note grants 180 xp instead of 100. Since the level up requirement is constant (1000 xp) one doesn't have to be a mathematician to predict that it will pay for itself really fast.
I'm not even sure what to make of Psychology. I still don't really know what Citizen Trust is as a game play mechanic. That and the last skill in it, the description conveys zero useful info to me. I can't even theorize what the hell it actually does, nor can I find much info on it either. Don't have time to bring it up to repeat it exactly, but something about "main characters."
Public Trust is how much people like you, the voters basicly. Like when you issue a ticket it lowers, and if you give a warning it raises (in most cases). And with double the public trust earned you can make 'wrong' choices without consequences much more often.
It's the last skill that's really important, you basicly can't get a bad rep with anyone anymore. It's OP.
Yeah, that's because it's BS and doesn't make a difference, if you pick the right conversation choices and serve public trust, which is easy. The way I understand it, there's a point system behind the scenes that gives you certain outcomes when you pass certain thresholds, psychology gives you bonus points, so that you can ♥♥♥♥ up more and still get the best outcome.
Don't be like me. It never felt worth it getting inside a safe. I, because I am famously stupid, thought that there would be a note with a new side quest or something in there, not just... more stolen watches