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TopicThoughts on stats and things in Outer Worlds:)
wolfy42
10/26/19 1:58:13 AM
#9:


Finally getting some 40+ skill checks, but also dinged level 10 and heading towards my first tier 2 perk.

I have 2 companions, so get a nice selection of bonus skill points from them. I am gonna head for 60 in inspiration to get double skill boosts from companions. Eventually i'll get the master armor perk to get double skill points from armor as well, should let me be a pretty good master of all trades.

By 30 (max level, which means without falts, 5 tier 3 perks), your skills will probably all be 50 base with just a few a bit lower (Because the other skills were higher when they hit 50 etc), I mean honestly other then melee (cause I don't use it), I'll have pretty much all of em at or close to 50 by level 15 (not including bonuses from eq/companions etc.)

Gonna probably go for getting all the skills to 40-50 by 15, then start speccing or working on maxing specific ones from there.

Not sure if int was really the right choice at this point, since you get alot of +crit damage naturall (from weapon skill you get +50 at 40 (at least for guns which I use) and then another 20 from a perk).

The 35% boost from max int is nice but it basically brings you from +170 to +205...so it's not really a 35% increase in damage on crits, it's around a +12% over all damage increase (still not horrid).

In combo with maxed perceptions bonus (hitting enemies in weak spots) that could really add up though...and the only other stat it would have been nice to max really was Cha.

I also have not used a freaking adrinol yet lol.....I put a bunch in my ship storage in case that changes in the future. My latest companion boosts my medical skill, making them heal even more, which I guess is nice if I ever use them.

I'm being over all nice so far, but....this game almost screems at you to play as an evil hobo kill everything player lol, and I kinda did kill the garden girl on the starter planet by accident (ooops)...after making her the new leader lol (I mean I wanted that mag lock!!).

Even more then fallout 4, the fun of literally going from planet to planet and space station etc, and wiping out all life.......I mean......I may need mental help in real life if I enjoy that so much *hehe*.

It's probably worth less exp though cause you get so much from dialog options etc. I guess I can do the quests first...and then kill everyone. Also I kinda like the idea of running with 3 str + 4 int + 2 dex + lone wolf with a melee char.

Advantage is you can get full use out of the +1 body stat drugs (or if there is a way to get a perm bonus later). Since str only adds 10% a pop and no larger bonus for maxing it (Damage wise), It's better to leave it 1 point under max and get 10% faster attack speed....while leaving room to boost both (giving 4str and 3dex while under the effect).

My perks are gonna be way different of course for the melee run. No need for pack rat perks at all (and no bonus from the second tier companion one).

My melee perks are going to be:

Tier 1: Lone wolf (first)/Toughness/Resilient/Slow the world/Cheetah
Tier 2:The Reaper/Harvester/Weird Science/Speed Demon/Scanner
Tier 3:Tit for Tat/Wild Science/Armour Master/Tactical Master/Solo Sneaker

Cheetah boosts run speed, speed demon boosts it as well in TTD and tactical master gives normal move speed for 5 seconds (per time you start it) as well. Basically letting you move at 145% normal sprint speed in TTD.

Havester gives 15% of max health on killing an enemy, and tit for tat gives 15% of melee damage returned for health per hit. Meanwhile wild/weird science boosts the science melee weapon damage by 100%.

Meanwhile slow the world boosts your max TTD while you regen 25% of it per kill (so you could possibly run from enemy to enemy in TTD killing em).

Damage bonus without items etc is 20% from str/25% from lone wolf/100% from science, even without crits or headshot/weakspot..that is +145% damage.
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