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so have charter with high luck and then use them to open boxes
Otherwise I dont know of any. Most that I have seen are pure skill checks (though the luck stat plays a minor part).
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.
Mastersplinter, you need some reading comprehension.
That's more real luck. I got bunch of a rabbit feets with 1 luck (4 total) only party, only in AGC tho.
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
Wasnt that Teenage Mutant Ninja reference lol?
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.
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.
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.
Melee and Assault Rifles, (Grip tape on Crowbars only costs 2 AP)
Things are going pretty good, just heading to Damonta now
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.