fortescue
Curator
[ Star Traders 2 Supporter ]
Wasteland Wanderer
Posts: 47
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Post by fortescue on May 10, 2014 18:33:25 GMT -5
I know Strength has a cap tied to Quickness, but according to the manual it does exactly the same things Warrior does with equal weight.
Warrior doesn't have a cap though, does it? You could just keep raising Warrior after every battle forever?
Slayernz said in a tip thread:
So even if there is a cap up there somewhere, it seems like your Strength and Quickness really don't even matter in the long run. You can have 1 Strength and 6 Quickness or 6 Strength and 1 Quickness and you'll still be adding 30 to all your rolls for melee or ranged, defense or offense.
Do I have all this right? From the sound of things and my own experience it seems like all you should ever dump into on new characters is Quickness because even on a Berserker it grants ranged defense + AP, which you would normally have to spend 2 XP to get. Putting 1 point in Strength and putting 1 point in Warrior seems completely equal.
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Post by slayernz on May 20, 2014 18:22:33 GMT -5
Warrior boosts your Melee Attack. Evasion boosts your Melee Defense. Boosting Strength effectively adds a point to BOTH Melee Attack and Melee Defense, so you're getting a 2:1 benefit. When you're just starting out, boosting your two attributes (Str and Qui) are far more important than putting points into a single skill (Warrior, Tactics, Ranged, Evasion). Depending on the knight you are building, having melee attack/defense improvements via quickness is more important than ranged bonuses. For example, if you had a Berserker you want to make sure the knight has the ability to cope with close combat. Miss a target and you lose a valuable AP. Worse, if you don't kill a target, then they get to bite you. So boosting Strength means you can improve both of these stats at once. Attack and Defense Most units, however do ranged attacks so you're right, boosting Quickness is, for me, more important. My Rapid Response squad leader is Major Problem, and he has: Str 3, Qui 4 (Dunno how that happened) Tactics 10, Warrior 104, Evasion 139, Ranged 104 So you certainly want Evasion to be boosted as much as you can, and that is why Str is sometimes very good to boost from the get-go
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Post by Deleted on May 20, 2014 19:54:13 GMT -5
Ive never been able to increase strength or speed. Its always grayed out. Ive stocked up a dozen points seeing if it was a matter of points.
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Post by slayernz on May 21, 2014 1:56:51 GMT -5
Strength + Quickness <= 6 You usually start with 2 quickness and 2 strength to begin with, so if you invest 2 points into quickness, then you're at maximum. Once you have max quickness and Quickness + Tactics = 6, you may as well stop investing in Tactics* because the maximum AP you can get is 6 and the equation is AP = (Quickness + Tactics)/2 +3 *The only exception to this rule is for your captain because his/her special ability uses Tactics to help determine maximum range. Once you've hit maximum range, Tactics become a redundant skill to invest in. It would be awesome if Tactics helped with some other attribute eg boosting critical hit chance) but no, for the most part if you have Tactics = 2 and Quickness =4, you're done with both attributes
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fortescue
Curator
[ Star Traders 2 Supporter ]
Wasteland Wanderer
Posts: 47
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Post by fortescue on May 22, 2014 16:13:06 GMT -5
According to the manual Evasion is only used in calculating ranged defense, and nothing else. Same manual says that Warrior + Strength determines both melee offense and defense.
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