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I tend to end the game with 10 or 11 effective quickness and ranged skills. I'm perfectly happy to give up 1 karma for a higher maximum to my most important combat attribute and skills.
You are following a different logic path than I am. I am assuming the role of a newborn with 0 in all skill slots. Getting to 1 in str and body costs 1 for both troll and human, with the human having 1 left over.
And yes, I did mention an exception for those who want to get a key attribute to over 9.
Theory is all well and good, but it needs to be proven. I am going to see if my reasoning holds up. I'll generate two new characters, one troll and one human, and see how much karma is needed to give each one identical stats/skills. If I am right, the human will have one extra left over.
The only problem with your logic path is that all 'newborns' are born with a minimum of 1 in each stat. The game engine doesn't allow 0's. The troll, in fact, gets 4 'free' karma points that are pre-spent.
Edit: Skills are an entirely different matter, of course.
Troll 26 karma to spend.
Body 5
Str 4 close 1
Quick 2 dodge 1
Int 1
Will 3
Char 1
Human 29 karma to spend.
Body 4
Str 3 close 1
Quick 2 dodge 1
Int 2
Will 3
Char 2
To match the human Int and Char the troll only needs to spend 4 karma leaving 22 left over.
To match the troll Body and Str the human spends 9, leaving 20 left over.
I could have sworn I recalled the human getting a starting bonus over the troll in another category, which would have evened things out, but I was wrong. Ouch!
Edit: Math was off the first time around; this is now correct.
http://s1185.photobucket.com/user/Legolose/media/Screenshot%201.png.html
Oh no, of course not. I finished Returns and Dragonfall with characters that were hardly maximized for their professions. But there are some folks who are interested in such things, either for actual game play or to satisfy intellectual curiosity. I was interested to see that the extra starting karma for humans didn't match abilities from racial traits for certain professions; I had thought that it would.
And I am interested in trying to min/max the character I am playing now to see how it goes. Physical adepts are a bit more challenging to run than some others. I have a non "perfect" physical adept doing Prosperity Tower right now; I had him pick up some skill in ranged weapons and pistols, of all things. I started a second run with a character that want to maximize, so as to compare the two mechanically. I'll get the second one to the same stage of development and see if there is any significant difference in how they perform.
Then put 3 into cyber affinity and get the magnetic arm without spellbook loss means you're immune to grenades as well. you can just curb stomp everything, are unflankable and always in cover and with 10 armour, you'll just block 90% of attacks against you, even magick attacks cause will reduces your chance to be hit by magick in addition to magic def which grants cover to it.
A phys adept can solo the game on the hardest difficulty wthout any problems whatsoever if built right. Just put your points into will, qi casting, str and close combat. Leftovers into 4 body (easily enough) 3 into cyber aff and 3 summoning to get the leopard totem.