Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Take 'Sadomasochist' for instance... For a sniper, it's just a straight up 33% damage improvement without any drawbacks. There isn't much of a drawback at all since a sniper will realistically NEVER be shot at.
Seems ok on my Brawler although to be fair I haven't looked at the actual negatives of the various effects. It is a bit confusing on how much overlap there is with the boosts from Coordination. The armor mod I have seen boosts Cold, Energy, Fire, Explosion by +60% (Phase Temper Controller which also gives -4 Armor) while Waste Roamer gives +100% to Cold, Energy, Fire, Bleeding, Poison.
The armor mod resistances are vs damage from fire/cold/energy damage. Its your armor stat vs energy damage
The only overlap between the 2 is fire damage from burning. If you dont have waste roamer, when you are burning your fire resistance mod on gear will reduce the damage you take from burning. If you had waste roamer, you wouldn't be burning to begin with.
Ah ok thanks, I do see some items which say 'Resistance to Poisoned' etc. so that makes sense and the terminology is more consistent vs. the Dmg types. I agree the -15% XP hurts, although my Brawler has max Charisma so that has been negated. I now see I have "Headgear Platform" which gives +50% Status Effect Resist, Armor +2, Hit % -5.
Yeah, but i think death wish (ap + 3, but no armor) is great for a sniper, too, because you can attack twice per turn.
Speaking about normal difficulty, dont know about higher ones.
Speed provide intiative so it's a tank who can't take a beating and must retreat, works best with a ranged weapon, speed usually used on snipers, heavy weapons, rockets because they gain 2 attacks in a row. Luck works just like speed except the 2x turn can happen after the 1st round but gain instead resistance to critical hits instead of all sort of convential hits and won't gain the extra mobility but since you won't be moving anyway it's not a concern.
In all you only want 1 character to have max speed and it be the one who start the battle, remaining with Luck and a medic with max strength.
Some are good and others have too many disadvantages but they're caused by exploits like, vagrant(berserker) gains -2ap in 2 turns for 100% crit 1turn when animal Whisper gains +50 crit by having an animal wounded or max int 25%, why would you even take that if you don't have max int in 1st place?
It's all about how you play. I use grenades and abilities that give status effects a lot (motlovs, poison gas, ect.) so having this quirk made it ez mode for my brawler who could just walk around in them like normal without having to be poisoned or on fire all the time. Also it made her almost unkillable by certain enemies that rely on status effects like the flamethrower guys and some traps. The exp loss really isn't that noticeable.