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Post by xdesperado on Mar 18, 2013 16:39:25 GMT -5
Just started playing TA, looked through this forum and the in game help file. Can't find anything listing the max stats, the help file just says they are limited. Reason I'm currious is because I can't raise Strength and Quickness. My Chaplain has 4strength and 3quickness rest of tutorial squad is 3/3. Is this the max for attributes or some bug? No problem raising other skills.
Oh and a wish list thing would be a button like in CK that tells you what each of the Stats is for in the training screen would be good.
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Post by Lt. Hathaway on Mar 18, 2013 16:58:36 GMT -5
Strength and Quickness are meant to be human physical limits sort of things. The limit is listed in the game's internal help.
If there is a limit on the others, it's 45 or higher (oddly my highest start for each of three captains on my phone is 45.) I have trouble seeing that anything over 25 msakes a difference.
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bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
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Post by bobsoup on Mar 19, 2013 10:00:16 GMT -5
There was one release where it did not restrict strength and quickness... so I do have a few super human templars...
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Mar 19, 2013 10:27:45 GMT -5
There was one release where it did not restrict strength and quickness... so I do have a few super human templars... Wish id picked up on that
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Post by Lt. Hathaway on Mar 19, 2013 16:12:33 GMT -5
It sounds good, but the Chaplain keeps burning incense, asking questions about our 'habits', and insisting on more tissue tests.
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Post by Cory Trese on Mar 21, 2013 20:35:14 GMT -5
It sounds good, but the Chaplain keeps burning incense, asking questions about our 'habits', and insisting on more tissue tests. LOL
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Post by slayernz on Apr 3, 2013 0:25:26 GMT -5
i know it's an older thread, but there are two types of limits for stats. The first is the hard-limit for Quickness/Strength. The combined total of these two stats is usually maxed at 6 points.
The second limit is a calculation limit. For example, movement is set to maximum 6AP (before modifiers). The equation is (Q + T)/2 +3. This means if you have 4Q, then 2T will get you max movement (4+2)/2 + 3 = 6. For anyone other than Captain, investing anything more into Tactics is wasted XP. Captains get increased ranges for their special ability, but again, there is a maximum range. Scouts = 6, Chaplains and Veterans = 3. So increasing tactics beyond 6 for a captain is pretty pointless (actually, it's less than that because captain already starts with a minimum range of about 2).
My captain has 70W, 70R, and 124E (8S, 11Q, and 8T for other stats). With attack, I typically get around 400%+ critical hit chance (+/- modifiers due to enemy type). That means attack (ranged or melee) is uncapped.
I believe the defense chance is also uncapped in that respect, but don't see the % numbers there.
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