Wasteland 2

Wasteland 2

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troika Sep 27, 2014 @ 3:34pm
Are there any attribute checks in this game?
It's not really clear exactly what attributes effect in game. The tooltips are even dubious, since there's no indication that they actually effect what they say they do (e.g. coord for lockpicking).

Does luck do anything to loot? Are there strength checks? Should I have someone specializing in coordination -even though it sucks- just in case I need someone to wiggle their fingers really fast at some point?

I mean, should I contort my party to avoid missing out on something cool, or can I treat the stat system like the broken, buggy mess that it is and just go for stupid min/max builds?
Last edited by troika; Sep 27, 2014 @ 3:37pm
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Showing 1-15 of 15 comments
death1996 Sep 27, 2014 @ 7:03pm 
if luck is low no big weapons at all or rabbits feets etc
so have charter with high luck and then use them to open boxes
Last edited by death1996; Sep 27, 2014 @ 7:03pm
Gracey Face Sep 27, 2014 @ 7:13pm 
There is charisma checks for potential followers, but it is total of entire party + current followers vs requirement, rather than a check on an individual.

Otherwise I dont know of any. Most that I have seen are pure skill checks (though the luck stat plays a minor part).
Gamefever Sep 27, 2014 @ 7:20pm 
Build your 4 key members you start with for Combat.

Considering that your party of 4 are Rangers they are the only good combatants your going to get and keep over the course of the game. Your Main Team is what determines how difficult the combats will be. Angela Deth is not an example of anything other than a Ranger that is ready to kick but, she doesnt represent the kinds of NPCs you'll recruit.

Your Party is made of Rangers they are the ones meant to carry the day in Combat build to that first and pretty much only cause they are going to be the only good combatants your gioing to get when your going up against the hordes of Raider Scumbags and Slicer Dicer Robot Armies.

Stats beneath the Attributes.
#1 Combat Initiative: Most important stat, it really does two things that have a severe impact on what a Ranger is good for in this game. First it determines who goes first and second how many turns you get. It is not you get a turn I get a turn. A character that has twice the CI gets 2 turns in a round.

#2 Action Points: 8 AP is fine and paired with 14 CI is great. Lower than that no.

10 AP can be done at start with about 10 CI its not great. 10 CI you go last.

#3 Skill Points.
You need a fair amount of these and the point breaks are 1 4 8 10
for 2 3 4 5 skill points.
I went for 4 points to spend per level and I still have to get level ups via random encounters to have suffecent skills.
troika Oct 1, 2014 @ 7:17pm 
Todd, thanks for the answer.

Mastersplinter, you need some reading comprehension.
Sai Kyouji Oct 1, 2014 @ 7:19pm 
Originally posted by death1996:
if luck is low no big weapons at all or rabbits feets etc
so have charter with high luck and then use them to open boxes


That's more real luck. I got bunch of a rabbit feets with 1 luck (4 total) only party, only in AGC tho.

Originally posted by masterpainter78:
Considering that your party of 4 are Rangers they are the only good combatants your going to get and keep over the course of the game. Your Main Team is what determines how difficult the combats will be. Angela Deth is not an example of anything other than a Ranger that is ready to kick but, she doesnt represent the kinds of NPCs you'll recruit.

Only good combatant? I take it you never learned that Ralphy is a secret practioner of Death Fist.
Takayuki is also a good melee combatant with VERY high crit
Last edited by Sai Kyouji; Oct 1, 2014 @ 7:24pm
Hank Pilled Oct 1, 2014 @ 7:53pm 
Originally posted by Scribbles:
Todd, thanks for the answer.

Mastersplinter, you need some reading comprehension.
his name's masterpainter, you need some reading comprehension.
Sai Kyouji Oct 1, 2014 @ 7:56pm 
Originally posted by oldar:
Originally posted by Scribbles:
Todd, thanks for the answer.

Mastersplinter, you need some reading comprehension.
his name's masterpainter, you need some reading comprehension.

Wasnt that Teenage Mutant Ninja reference lol?
Gamefever Oct 1, 2014 @ 7:57pm 
Luck doesnt matter. Seriously its wasted stat. If you argue Looting, I'll just say its faster to level and gain loot by killing random encounters and then buy what you want.

Only stat that matters per say is Charisma, example add up your total party wide CH if its 25 you can unlock some extra followers at certain story points.

Hence my previous response is a valid response as no Attributes really matter outside of the combat in this game.

So stats that matter are basically worked like this.

Coordination / 2 = # of AP

Awareness 1 per 1 Combat Initiative.

STR+SPD+INT / 4 = # of AP edited

SPD / 2 = Combat Initiative

INT break points. 1, 4, 8, 10

Those are the stats and thats what matters.

Sorry if it came off the wrong way but its not that deep.
Last edited by Gamefever; Oct 1, 2014 @ 8:40pm
IdealPoint Oct 1, 2014 @ 8:34pm 
STR+SPD+INT/4
akluis Oct 1, 2014 @ 8:51pm 
Getting at least 4 INT is critical as you can skill up faster, this is the biggest way attributes affect combat and the game in general. It sounds weird but a strength 10 character with 1 point bash can kick down a gate just as well as a strength 2 character with 1 piont bash...but if that strength 2 character has 10 intelligence then the character probably has points to spare and will have bash 4, making the smart but weak character able to kick down doors easier (maybe he is smart enough to use a crowbar for opening doors an a gun for combat vs a kick for opening doors and a crowbar for combat)

shooting first is more important than it originally seems. A good team with high combat initiative can gun down 1 guy first round giving you an edge. CI is even more important than lots of hitpoints from high strength and much more important than a measly +2% to hit ranged weapons from coordination or the like.

Early game there is an assault rifle that is AP 4 for single and AP 5 for burst. I knowing this I went for a 10 AP character who could be stationary and burst twice. (I didn't commit all my attribute points on creation, and found the gun in the shop in the citadel starting camp) unfortunately after looking online this is the ONLY gun with those stats. Most guns are 4 and 6 or 5 and 7. So if you have 8 AP, you can shoot a 4 AP gun twice or burst shot the head. As you can alway seem to find just as many 4/6 as 5/7 guns, 8 AP works out fine.
Last edited by akluis; Oct 1, 2014 @ 8:55pm
mangodrink Oct 2, 2014 @ 2:52pm 
Nearly all checks are skill-based, not attribute-based. Attributes don't even affect skill checks, or if they do, it'd be Luck and it'd be really subtle (I swear Luck doesn't do anything). On top of that, skill checks only really give you access to more loot (and almost all loot is randomly generated, although tiered so harder skill checks give better random loot, although there are a few items that are statically placed, either quest related or actual gear like skill boosting trinkets; most random looted gear can also be purchased somewhere, and you can always wander the world map for encounters to get loot to sell). There aren't even any areas you can explore that would require a skill check, at most you just need to deal with any enemies in your path. Occasionally a speech check will open up a quest or grant an item too, but for the most part they just add flavor. As long as you're not too OCD about opening every box and closet and finding out what's behind every skill check, none of that is important.

What *is* important, which is what masterpainter seemed to be addressing, is that you have a combat-viable main ranger party, and your original questions implied being lost in the attribute stats. It's important because a *turn-based* combat-poor team will make it impossible, or at least very hard, to simply *move forward* in the combat-heavy game. It's also easy enough to make a party that's clumsy to play (they don't move very far, they only shoot once per turn, or they barely get any turns next to enemies that get so many). In Wasteland 2, it is important to look at the enemy and decide if you're ready or if you're in the wrong place and need to turn around, but if you messed up your combat build *and don't know it*, you'll find yourself wandering the map trying to figure out where you're supposed to be going next that's right for your team, since there is no enemy level scaling.

So how do you know what's a viable combat build? The vital stats to look at are AP, CI, and skill points per level (SK). After those, you can also look at movement speed (per AP) and evade, since nothing else really boosts them besides Attributes. 10AP and 12/13CI for assault rifle users, maybe sniper too. 8AP and 11/12CI for other shooters. If you're still feeling confused, do 2 assault rifle users, 1 sniper, and 1 handgun (later to be turned given energy weapons). Don't bother with melee for now, or if you do, add it to your sniper. You could probably do a melee-primary build, but they'd probably be better as 8AP and >15CI (which a sniper could be).

If you build your party to those numbers you'll still have enough flexibility to give each of your toons some character, some flavor, and you wouldn't have to minmax if you didn't want to, *and* you'd still be able to see nearly all the game content (it'd just feel a bit less dramatic in dialogue, or less scavengy with more boxes locked to you), and even play at Seasoned difficulty (maybe even Ranger). You can also get by with one 8 or 10 INT toon (8 is optimal for getting the most benefits per Attribute point, but 10 will give you 1 more skill point per level), your party will still have enough skill points to do a good bit of all the extra looting and speeching or other side noncombat things. You can even skip the smart toon (4IN to everybody is easily viable) and still get a few noncombat skills, and even recruit NPCs to fill in any gaps (you will have gaps even if you minmax w/ guide spoilers).

BTW, I actually started the game, and even played for 20 hours so far, Ranger difficulty (GOG, not Steam), probably in the same boat as you, finding the character generation confusing and annoying, but looking back, I realize much of my consternation was from me being used to having stealth skills and kills in Fallout 1 and 2 and using those to get around obstacles instead of going through them via combat, or having simple sniper builds. Wasteland 2 is actually a simpler game (with some complicated presentation and interface and some odd enemy AI)--you make a combat party (after figuring out *what* constitutes a viable combat party--see masterpainter above) and tackle the wastes.
Last edited by mangodrink; Oct 2, 2014 @ 3:19pm
Tets Oct 2, 2014 @ 3:40pm 
maybe you cant level up certain skills with low attributes, for example you need high intelligence for a high surgeon skill
BT Oct 2, 2014 @ 4:07pm 
Originally posted by Sai_Kyouji:
Originally posted by oldar:
his name's masterpainter, you need some reading comprehension.

Wasnt that Teenage Mutant Ninja reference lol?
that was such a good movie, I think next to the Godfather.
Spocks Toupee Oct 2, 2014 @ 4:10pm 
On building my 10th party I LOLLED, said screw it" and gave everybody 10 INT and that was it, they've got 3 in everything else.
Melee and Assault Rifles, (Grip tape on Crowbars only costs 2 AP)
Things are going pretty good, just heading to Damonta now
troika Oct 3, 2014 @ 9:49pm 
Originally posted by oldar:
Originally posted by Scribbles:
Todd, thanks for the answer.

Mastersplinter, you need some reading comprehension.
his name's masterpainter, you need some reading comprehension.

No, not really. I don't really care what his name is; he's answering a question nobody asked. Why should I pay any attention to who he is? Go white knight somewhere else.
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Date Posted: Sep 27, 2014 @ 3:34pm
Posts: 15