Wasteland 2: Director's Cut

Wasteland 2: Director's Cut

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MBOmnis Nov 13, 2015 @ 3:28pm
About Disparnumerophobia (+1 to even attributes, -1 to odd atributes) and Psycopath
Does Disparnumerophobia enable an attribute to go below 1 or above 10? Meaning... does an Attribute with a base value of 1 go down to 0, and a base attribute value of 10 go up to 11?

About Psycopath... is there a stack limit to the increase in Chance to Hit and Critical Chance? Does the effect expire if I change to a different area or go back to the overland map?
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Showing 1-15 of 15 comments
Revolucas Nov 13, 2015 @ 9:25pm 
No. Attributes are clamped between 1 and 10.

Yes, Psyhchopath has a cap. The max is +40% accuracy and +20% crit. chance. It's really good on SMG or Heavy Weapons.
Last edited by Revolucas; Nov 13, 2015 @ 9:25pm
MBOmnis Nov 13, 2015 @ 10:06pm 
Originally posted by Alundaio:
No. Attributes are clamped between 1 and 10.

Yes, Psyhchopath has a cap. The max is +40% accuracy and +20% crit. chance. It's really good on SMG or Heavy Weapons.
Thanks. I had Disparnumerophobia all wrong, I thought it gave a stat bonus when the stat was at an even number, but it's actually related to the level number. So I guess this Quirk isn't all that interesting after all IMO. It'd only be 100% useful after I hit the level cap (assuming there is a level cap and it isn't an odd number such as 99)

How good would Psycopath be with a melee character? I'm thinking of creating a Blunt Weapons-focused front liner. Maybe a Brawling melee fighter would be best since you dish out more attacks per turn, but I'm thinking Blunt Weapons would be better in the long run due to the armor penetration mechanic.

Finally... what Quriks would you personally suggest? I'm thinking to give everyone Delayed Gratification for the extra skill point at level 11 and upwards.

I'm coming back to this game from a dry, pre Director's Cut run and there's several mistakes in my previous squad composition I'd like to fix, but there's also Quirks and Perks to take into account now.

Thanks for your time.
Cris Nov 14, 2015 @ 3:20am 
I only give Delayed Gratification to my skill ranger (10 INT) because for him is not a big deal lose 1 point the first 10 levels, but for the rest of the squad I think there are better options.

For example I put a SMG and Psychopath in my squad leader, Brittle Bones to my ranger with AR for max AP and Heavy Handed to my guy with blunt weapons, because the crit chance is the lowest and the bonus damage si fine.
MBOmnis Nov 14, 2015 @ 8:22am 
I'm thinking Delayed Gratification could be useful for everyone since it's pretty fast to get to level 11 and the extra skill point is going to help everyone top their skills faster... especially the lower INT guys.

Brittle Bones increases AP but reduces the distance your character can move in combat, right?
Erei Nov 14, 2015 @ 8:33am 
As said above, attribute are capped at 1-10. You can't go lower or higher. Which mean trinket like the inversed 4 leaf clover (-1luck) is incredibly useful on a 1luck character, since the downside is basically negated.

I find delayed gratification terrible. By end game you are drowning in skill point anyway. I ended the game with dozen of unused skill point on my 4 rangers.
Especially considering every non weapon skill have a book, and you can find +2 and up to +3 trinket by endgame. It just saves a lot of skillpoint. Not to mention the +2a** skill, which is huge (2+1book+1trinket, that's 6rank only to cap the skill entirely).
On the other hand, you need them at low level, before they are capped at 10.

Brittle bone is almost essential for a sniper and a heavy gunner (even though heavy weapon is really weak by itself). Added to tinkerer and the sniper perk, you have 3AP for free.

Psychopath is great for SMG, but twitchy is neat to, as you can flank pretty much anyone with it (and hit chance is almost meaningless late game on non precision strike weapons, especially when flanking).
Last edited by Erei; Nov 14, 2015 @ 8:34am
MBOmnis Nov 14, 2015 @ 8:56am 
But isn't capping your skills better sooner than later? =p
Erei Nov 14, 2015 @ 12:27pm 
Originally posted by luck.duck:
But isn't capping your skills better sooner than later? =p
It is. That's why delayed gratification is bad. it removes SP when you need them the most, only to give them back when they aren't needed anymore.
Last edited by Erei; Nov 14, 2015 @ 12:27pm
MBOmnis Nov 14, 2015 @ 12:32pm 
Unless they upped the early game's difficulty, I didn't feel too much of a need to have high skills at the first few hours...
Cris Nov 14, 2015 @ 6:05pm 
Tell me that isn't a big deal when you try to open a safe box with a 11% chance to open, or when you have kiss ass 3 and need 4... Is good for a ranger with 10 INT but for a ranger with less INT is pretty useless.
Last edited by Cris; Nov 14, 2015 @ 6:06pm
MBOmnis Nov 14, 2015 @ 6:11pm 
I've been in that situation before the Quirks were implemented so being 2 points short in the beginning is going to have the exact same effect as 1 point short :p
Cris Nov 15, 2015 @ 4:59am 
Why are you asking if you don't hear any advice?
MBOmnis Nov 15, 2015 @ 9:54am 
I'm debating.
If you think I'd just "hear your advice" and not give any opinion of my own, there you have it.
Cris Nov 15, 2015 @ 11:28am 
Enjoy your game ;)
Vardis Nov 15, 2015 @ 11:44am 
Originally posted by Monsieur Connard:
Originally posted by luck.duck:
But isn't capping your skills better sooner than later? =p
It is. That's why delayed gratification is bad. it removes SP when you need them the most, only to give them back when they aren't needed anymore.

I used delayed gratification on all my characters. 3 have 4 int, the other 10 int. I didn't hurt for not having those extra 9 skill points at level 10 at all. I was able to open pretty much everything except for a few extra high level safes, and I made most conversation skill checks.
Last edited by Vardis; Nov 15, 2015 @ 11:49am
Erei Nov 15, 2015 @ 9:05pm 
Originally posted by luck.duck:
Unless they upped the early game's difficulty, I didn't feel too much of a need to have high skills at the first few hours...
Still more useful than late game, when you have dozen of unspent point, and everything at 10.


Originally posted by Vardis:
Originally posted by Monsieur Connard:
It is. That's why delayed gratification is bad. it removes SP when you need them the most, only to give them back when they aren't needed anymore.

I used delayed gratification on all my characters. 3 have 4 int, the other 10 int. I didn't hurt for not having those extra 9 skill points at level 10 at all. I was able to open pretty much everything except for a few extra high level safes, and I made most conversation skill checks.
I don't say it hurt to not have those point. But it doesn't help much more to have those points later.
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Date Posted: Nov 13, 2015 @ 3:28pm
Posts: 15