I'm not talking about AP and initiative calculation here. Looking at the manual, it seems that 'what your skills are good for' is well discussed, but what your attributes are good for isn't.
Indeed, aside from the 'AP' calculation equation, the only mention I can find of attributes is that at short and medium range (1-2, or 3-4 tiles) when you are defending against a ranged attack, your defense score is calculated by adding Dexterity + Armor Dodge + your attacker's range Penalty (if any).
But I know that a higher Body means that you will take less damage when you are hit with falling debris and toxics. I am not sure if it helps with the damage you sustain in combat or not. And I know that if your Mind rating is low, your negotiate missions will fail even if you raise your Negotiate skill to some high number. So it must be involved in that calculation somehow.
But right now I don't know if Strength, Intelligence and Perception help you directly (aside from the AP gains). And if there are other benefits connected to certain attributes, I am unaware of them as well.
Cory, Fallen -- care to explain?
Last Edit: Mar 22, 2013 2:21:18 GMT -5 by grävling
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Intelligence -- Maximum Device Complexity (Safehouses)
'Maximum gear carried': I honestly don't get this. I've never had any issue even with 20+ ammo packs, stims of various types and medkits. Nothing perceptible at least. I show gear; 88/10, but that means nothing to me, and I don't recall seeing anything about it in the little manual in the game.
'maximum device complexity (safehouses)' I also don't get this one. Is that what the maglock-pick thing is for? To get in to Safehouses? Or is it planned more later for other actual runs?
As a side-note, would be nice to have a Run that takes you in to a separate location (ie, in to a building) and perhaps makes use of different skills. (electronics, hacking, combat)
Post by Alex Fury on Sept 24, 2013 10:07:29 GMT -5
Got it, for all three. I figured out the maglocks bit a while back when I first tried AgentEx, and found nothing I could use them for. Might not be a bad idea for either a) allow them a chance to 'break in' to a safehouse, or b) just have a note somewhere that they are currently useless (or just disable them until they are useful)
Alex Fury - thanks for the frank feedback. We do this too often where we put something in that isn't working and plan to make it work soon. Then, in the case of maglocks, soon is still waiting after 2.5 years.
... The Maglocks are on the list since two and a half year??!!
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