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Opposing skills are based on what weapons are being used. When an attack is performed, the game will challenge the attacker's offensive skill vs the defender's defensive skill.
When wielding a weapon, your offensive skill is Melee Attack, and your defensive skill is Melee Defense.
When unarmed, your offensive skill is Martial Arts, and your defensive skill is Martial Arts. (Note: this is only for the purpose of exp calculation, Dodge is still the skill used for dodging, it just oddly doesn't affect the exp multiplier)
Penalties from equipment do have an effect, as it is challenging the two effective levels against each other, not the base levels. Though that only applies to the bonus exp. You still need the same amount of experience as your base level requires, you'll just earn it faster or slower depending on the bonus.
So if I want to train my guy's attack then I give the enemy boosts to his defence and give my guy negatives to his attack, right?
Similarly, if I want to train defence then I give the enemy increased attack and decrease my guy's defence.
Does that also mean that aside from straight additions (like +5 defence on drifter jackets, for example) armour doesn't matter? So if I want to train attack I should put a bunch of heavy armour on my enemy, that doesn't affect his defence skill, to slow him down so my guy gets more attacks, while also allowing him to take more hits?
For MA, increase attack of enemy and decrease the MA skill of your training guy (samurai armor set gives a lot of MA penalties)
Correct. If you're looking for the maximum bonus.
Correct. Besides the modifiers to those combat stats, armour has no direct effect. So as high resistance as possible is ideal, since it means more hits per fight.
Your opponent having a lower attack stats is also good, since that determines attack frequency. If he doesn't attack as much, that means you get to attack more often.
So that should be pretty much optimal for training both at once. Along with a good amount of toughness since my guy is taking a lot of hits and the jitte knocks out pretty often without risking much more than that.
Not following the logic here. Why would a lower defense increase his attack gain?
A nice guide here:
https://www.yekbot.com/kenshi-combat-leveling-guide/
I had characters with only levels in one skill attack others with only levels in one skill, then opened the save data after one hit to track exp gains in the various scenarios. They very clearly showed the pattern I mentioned, of offensive skill vs defensive skill.
Well at least I have a new project to do now. Should be fun. :)
Following the logic in that guide, the character with 100 defense should have earned significantly less exp. And yet they did not. While if those same characters attack someone with only 1 defense, they both earn significantly reduced exp, still identical.
On a different note though, I may be wrong about the modifiers to these stats affecting exp rate here. In the past I've seen evidence of it (specifically I significantly sped up Dodge training by over-encumbering myself), but while running these tests I ended up with a level 1 character attacking another level 1 character with blocks mode on and then without. Both of those cases resulted in identical exp gain, despite a 20 effective level difference between the target. So it may truly be the modifiers do not affect the exp rate, at least not anymore. Will test it further.
Interesting that blocks mode is ignored though. Makes me wonder if other sources of penalties apply though, such as weather or injuries. Will have to test further tomorrow.