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You can make a generalist build as long as you focus on Dex and Int. Dex gives you the all important AP per round bonus and Int gives you skill points per level. I feel Personality / Luck are dump stats (just my opinion) so you can lower those if you wish to put elsewhere if you feel you want a slightly more combat focused character.
S6 / D9 / I8 (in my opinion) for any character and then branch out to your liking. S6 purely for most gun STR requirements unless you want to waste a perk for it.
Dex is the most decisive stat for combat (max dex allows you to shoot 2 times per turn 5 ap, AND reload for low AP ones, or both snipe and shoot/burst with the remaining AP depending on your combo of weapon. like SVD + HK
Strength has many checks in dialogue, allows you to carry a lot and is required for handling most powerful guns wether decent sniper or bigger. low strength is really a pain regarding managing weight in inventory honestly, if you like to hoard or if you want to use shields (no backpacks) set high
int makes you gain more SP, you need this high unless you want a very limited set of skill and avoid generalism. not cool for first play.
You can dump luck low without too much trouble as said, personnality can be set low without too much trouble and you still benefit high speech & barter.
endurance high only for close range/melee to tank those armor piercing bursts at point blank otherwise, it's like fallout, mid-low is ok, especially when you sport expensive armor.
most attention checks are at 7 I think. you can't see them coming most of the time, just keep at 7 unless you go melee or close burst only, 7 makes you deadly at range and not miss checks.
I made an "OP stat generalist" , aka "gifted build". You just need to grind a bit for XP and skills but it's worth the wait, if you don't want any stat-dependent shortcomings and miss stat-check based content. you are handicapped an equally spread 6 levels worth of skill point but get the best stats ever possible. stats can't be earn, skills can, it's just about farming extra XP, easy choice
Lucky one, child prodigy.
STR 8 ; END 4 ; DX 10, INT 10; AT7 ;PER 4 ;LCK 4. note that you can't lower PER & luck further.
THere are little to no endurance checks to my knowledge and you can boost it circumstancially, and you can still pass PER checks by boosting it too with consummables.
I just raise speech/barter + whatever skill the most powerful long term viable weapon i come across uses. If you find an M24/SVD, go for rifle first, if you find an HK, M16, AKs first, tho that will likely be an AK or Vintorez go auto
Interesting build. But I wonder what's the reason for 8 STR? Isn't 6 not enough for almost anything except mele oriented character?
Wanna play fun challenge build? 6 STR; 5 END; 8 DEX; 8 INT; 8 ATT; 8 PER; 4 LUCK; required traits are child of prodigy and lucky one. Stats can save you for questing but lowered skills give nice challenge at the begining.
Honestly this is where it's flexible; heavy sniper and machine guns need that but you can switch it for more per more luck or more attention; i'm putting 8 because that's where checks for strength are at for interracting with the world, and str is the best quality of life stat as far as cashing out on loot, viable melee sidearm, and inventory management is concerned.
it's way more viable to have high strength & barter than low str high per & barter, as the amount of goods you can hold at high strength is ludicrously bigger than low;
also high strength allows you to store crap for on the fly crafting; keep scrap metal wiring pelts & stuff on you, and whenever it's enough, transform into armors &sell; that's LOTS of coin; you can't do that properly at low strength it's a full time micro management hassle
strength is just the most relieving stat to have up; access to most powerful weapons ease of management, LOTS of dialogue checks/environnemental checks, smooth melee damage for any build regardless you focus on melee or not; it's just very practical
I see your reasons now, Thanks for the detailed answer. I think I will take this build for the first playthrough as I like the idea of having both 10 INT and 10 DX, just maybe will make some minor changes to it in other areas for my playstyle but otherhall it looks quite strong.
I wonder what will happen if dump luck to 1 - anybody tried to play with luck 1 - any problems becouse of it?
I would have dumped it to 3 to reach 4 with the in game luck permanent boost avaible but can't go further down with child prodigy and lucky one
I see
I think I will change this build to STR 6 ; END 4 ; DX 10, INT 10; AT8 ;PER 4 ;LCK 4
with perks lucky one and glutton
I just feel that a combination of child prodigy and lucky one can take to much time to improve skills though in a long run it's probably not a problem, but i would pefer to avoid -50% to exp to make the start more comfortable
The only stuff giving me hard time with the Child P & lucky one 8 strength is personality checks. you're in the same shoes with that PER 4.
I check at 7 with joints and cologne, I'm thinking of mutating +1 per with the serum eventually if PER checks at 9 or above are a thing since i'd hate to be mathematically ruled out of those hence the content they unlock.
is there like a +1 PER item like sunglasses or whatnot ? can we stack cologne boosts like joints ? also if somebody knows if there is an unleveled source of male cologne somewhere ? any drinks giving PER points ? cognac says 30% +1PER but cannot actually boost PER, I don't get jack sh*t to some item effect descriptions
I think I would have been better off with 7 strength and 5 PER and using drinks to strength up while covering any potential personality check ever.