Poll of the Day > Thoughts on stats and things in Outer Worlds:)

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wolfy42
10/24/19 8:51:47 PM
#1:


Well, my plans were way off for creating a character, but.....that is ok.

After actually getting to play the game, I found a few things.

First the penalty for dropping any of the stats is not worth what you gain, even strength drops time dialation etc....so you pretty much shouldn't drop a stat.

Second....dex......kinda blows.....like ......hard.......seriously.

You don't get much skill points from stats...and dex literally just boosts attack speed/rate.It's not HORRID for a melee build (Except your probably still better off with str/int and or perception)...but in a weird turn of events it seems like the least useful stat for a gun build lol. STill keep it at normal...but not worth putting points into.

Strength of course should only be boosted if your going with a melee build, and even then, you might get more from int/perception, it's a flat damage boost, and you don't get a bonus for a 3rd point (like you do from int and perception), at least it also gives carrying capacity which could save you a perk or make you get it later (pretty much everyone will get pack rat..since you need to take 5 tier 1 perks and there are not that many good ones).

Meanwhile int boosts crit hit damage...but....crit hits are not from headshots/weakpoint shots like before...now you have a random chance to get a crit which goes up as you raise the weapons skill level and can be boosted in other ways, so a 35% increase in crit damage is pretty significant. Int is actually probably the stat that boosts your damage the most for both melee and ranged (and raising it affects both so you can choose between them at will).

The other stat that boosts damage, by another 35% is perception, but only if you hit enemies in the head or weakspot. This isn't to hard though with time dialation. I'm thinking very high int/perception might be the general way to go, unless you want to maximize companions or something.

Cha meanwhile does let you use companions a bit more, but by itself it doesn't make them more powerful, and it makes passing skill checks easier (but it's looking like high skill points in persuade will do that fairly well also). It will have an effect on conversations, but...you can get around that fairly easy by just putting points into the skills (on normal at least the checks have been super low/easy so far)

The last stat temperance....got downgraded I guess? In the preview video a good temp gave +10 hp regen per second (from 2 at normal to 12 at good) and +10 more for high (to 22). That seemed crazy high to me....but now it's crazy low. A normal temp is 2, a high is 3.5 a good is 5 and I don't remember a very good (it might have been 7.5). Even so, it's just not enough to make a diff, especially with enemies dropping adrinals all over the place. The stat gives absolutely nothing else.

Now the only real question is ifyou can boost stats later in the game.....like in the fallout games, if you can boost stats by 1 eventually, then going +3 to int/perception doesn't make sense, and you should go +2 to 3 stats (so +2 int/perception/str if melee or int/perception/cha if you wanna max out companions etc.

Anyway, game is a blast so far..I'll figure out more about the stats etc as we go. You do get a perk at level 2 btw, so you can grab pack rat right away, but honestly the +50% max health perk is so freaking good...and I wasn't having any probs with weight. If you get one of the skills up to 20 (which is very easy to do at level 2) you can sell items to vendors, which makes it cake to keep your weight down, so I have not been having any trouble so far with that (may not get pack rat till my 5th perk at this rate).
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#2
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wolfy42
10/24/19 11:00:02 PM
#3:


Doh, that sucks:(

If you didn't get yours through xbox gamepass that might be why.
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Locke90
10/24/19 11:28:48 PM
#5:


quigonzel posted...
Mine never unlocked at 7pm. Just gonna wait till midnight.

I afterpaid my copy im just waiting for a comfirmation email to go pick it up been waiting all day mind you i only bought it as i also needed oil for my car and needed it to be above 50 dollars aud to be able to use afterpay.
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wolfy42
10/25/19 12:58:21 AM
#6:


Tis lots of fun, there are dialog options for superior int btw, so glad I went with maxed int.

So far all the dialog options based on persuasion/lie and intimidation have had REALLY low reqs (I'm playing on normal). I have almost 50 points (48 I think) in persuasion (40 base + 8 from item), and over 20 in lie/intimidate, but I have not seen a check that needed over 10 so far (maybe you can actually fail them though if yours isn't higher.

I got health for first perk, since it adds so much, and just...just as I got the absolute first (overburdoned) message (and dropped a heavy 2 handed weapon), I dinged level 4 and so I snagged pack rat.

You get a companion almost right away, and they give you additional carrying capacity (each companion). I don't think I'll need the other encumberance feats, although I'll double check and see if you get 80kg for the second (40 per companion) or if it's just 40 total. I will prob snag it if its 80 after all.

I killed freaking Stich from lelo and stich earlier (just a random monster in the wilderness, but a boss type monster) looked just like the alien from lelo and stich lols.

Also pro tip, in this game stealth and hacking and locking are all increased together till you hit 50....which means you get a high level in all of em if you invest (which I did)...the reason this matters is because often you can use a terminal to unlock a door etc. Don't do that, you get exp for hacking the terminal, then go unlock the door as well and you'll get a ton of extra exp (if it's a hard lock). You don't even end up using maglocks (lockpicks) because your skill drops how many you would need to use to 1, and like tier 1 (20 in lockpick) makes it so ifyou need to use 1, you use 0. I just did a difficulty 5 door and it cost me 0...and I got alot of exp from it:)
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Metalsonic66
10/25/19 1:49:07 AM
#7:


Is it more action or more RPG?

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wolfy42
10/25/19 2:28:46 AM
#8:


More action, but on normal, it's fairly forgiving. I did just die for the first time though, took on a ton of mauraders doing this side quest. Pretty much felt invulnerable up to that point.

Slow down is very short....very.....it's like a very brief quick time. There is a perk to boost it by 25%, but it's short enough to make that maybe 1 second more?

I am not a FPS player, one of the things I didn't like about fallout 4. Vats was perfect for me, before they made it just into a slow down. Vats in fallout 4 though lasted as long as you wanted. Maybe this combat style will make playing fallout 4 easier for me.

Still alot of fun though, but not amajor fan of the combat system so far. Glad I decided to play on normal.
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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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wolfy42
10/26/19 4:21:58 AM
#10:


Well, I now know why normal is so easy lolz.

Seriously melee is like 4x harder then using guns and companions also make the game much easier. The combo of 2 companions (so they keep the attention of other enemies, and even kill some of them), and guns (which are so strong you can often kill 2 of the enemies right off the bat before they get to attack) is HUGE.

I decided to play around with a new lone wolf character with maxed str/int for optimum per hit damage with melee weapons. Decent stealth (need the hacking/lock pick anyway), and a bit in persuasion early on (enough to pass the initial checks).

But man, combat is so much harder lol. It will probably get easier once I get a science weapon and take the science perks...but it's actually not damage that is the biggest problem, it's getting from enemy to enemy without getting shot a bunch. I'm thinking TTD is going to be WAY more important...and so will movement speed (you can spring in TTD btw, so I was right about just needing Cheeta.....walk speed increase does not improve spring speed (was wondering if they stacked...IE walk speed boosts base movement speed by 25% and then sprinting boosts base movement speed more, and cheetah boots that boost by 20%).

Nope, it's just a simple 20% boost to spring from cheetah, so anytime you actually want to move fast you spring, and cheetah makes you move even faster.

First perk I got for sure was the health one and the second perk was lone wolf, gonna get the armor perk next since it's way more important.

Stealth works great for guns...but....not so much so far at least, for melee....but if you can stealth up behind one of the enemies (because they are facing away from you), you can still get a sneak attack in (but honestly without a ton of points into stealth the damage bonus isn't worth it. Your better of sprinting up to an enemy and power attacking them (you can power attack from stealth btw).

Melee damage initially isn't much more then most of the guns, and the attack speed is slower then most...and you have to be right up on the enemy. I'm mostly focusing on 2 handed weapons currently, and aiming for the no-block bonus at 60 two handed asap.

Glad there are so many freaking mag locks/hack tools though because I won't have the points to invest, and the skill bonus from pavarati.....and while I can mitigate it a bit by switching equipment to boost lock picks (never bothered with my main char), it still will cause my skill to be significantly lower.

Persuasion being lower, at least on the first planet isn't really a problem, since I'll still have 20 in it (and lie/intimidate as well), it may end up sucking after the first planet since I didn't need to bother raising guns over 20 at all, but melee I totally am going to boost (2 handed) to 60 right away. That is 40 points I'll have to spend on that skill that I spent on persuasion/stealth and science skills instead (and since it boosted all the skills under them, that is a ton of freaking missing points.

Long term, not a huge deal, but basically it drops my progression for other utility skills by 4 levels or so.....so melee is just plain WAY freaking harder.
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Glowing Elephant "Stonehedge was a sex thing."
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DeltaBladeX
10/26/19 5:28:32 AM
#11:


Walk speed would be more useful if you are overencumbered, since you can't sprint but still get a higher speed, but once you have the ship to store junk, that is probably going to happen less.
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ParanoidObsessive
10/26/19 8:44:07 AM
#12:


wolfy42 posted...
Tis lots of fun, there are dialog options for superior int btw, so glad I went with maxed int.

You should try and see if they went the old Fallout route and included alternate options for low IQ characters (in Fallout it was Int lower than 4). Where your responses are like "Duh, what?" and people all talk down to you as an idiot.



DeltaBladeX posted...
once you have the ship to store junk, that is probably going to happen less.

Does the ship have multiple safe (ie, non-respawning) containers that can be safely used for storage? That was something I was wondering about.

My understanding is that there isn't anywhere near as much superfluous junk as their is in the Fallout games, so it's less of an issue, but still.
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Destiny
10/26/19 10:30:57 AM
#13:


there's no reason to keep actual junk items, they're just for selling as far as i can tell.

otherwise, there's a storage box in your room on the ship.
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TheSlinja
10/26/19 10:50:11 AM
#14:


ParanoidObsessive posted...
You should try and see if they went the old Fallout route and included alternate options for low IQ characters (in Fallout it was Int lower than 4). Where your responses are like "Duh, what?" and people all talk down to you as an idiot.

there are dumb dialogue options for those who took points out of int yes
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Krow_Incarnate
10/26/19 1:40:52 PM
#15:


I ended up wiping out the power plant settlement with a grenade launcher lol

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wolfy42
10/26/19 5:59:31 PM
#16:


Neither character has any prob with carry load, my main has 2 companions and pack rat, and the melee guy has 140 base carrying capacity.

Once you get the ship storage there is no problem with carrying stuff.
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Zangulus "I try to avoid having any knowledge at all of his dick."
Glowing Elephant "Stonehedge was a sex thing."
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wolfy42
10/26/19 6:04:27 PM
#17:


Yeah, with guns walk/run speed doesn't really matter much to me, the base sprint (which you can do unlimited) is more then fast enough.

For melee, I sprint towards enemies anyway (may try dodging towards them eventually), so that is the only speed that really matters.

I think dodge is going to be key for pure melee....sprint towards and enemy, kill it with a hit or two (with TTD going), dodge to not get shot, then sprint to the next and repeat.

Certainly more work then guns which are just sneak....kill first enemy.....TTD, kill other enemies you can see, stop TTD (hopefully with some left), move to a place you can see/shoot the other enemies, turn TTD back on and kill them (if your companions have not already done so).
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Monopoman
10/26/19 9:04:12 PM
#18:


Metalsonic66 posted...
Is it more action or more RPG?

The game has plenty of action but the combat is nowhere near the draw of this game. I can think of countless other games that do combat like this better, the world building, characters, and tone of the game is what makes it good.

Now they do put in a good amount of combat though so it is not all RPG stuff but the RPG stuff is where the game really shines.
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wolfy42
10/28/19 2:57:36 AM
#19:


Playing a bit more, a few more thoughts on character creation/leveling.

First one of the important skills, lock pick, doesn't really need to be raised past 40 (Although you might as well get it to 50 if you don't have to spend points just for it...since stealth/hack both need to be boosted.

Why? Well, even without equipment, if you run with Pavaratti and Felix, and eventually get the double skills from companion bonus from inspiration, you hit 96 I think it is lockpick (without any bonuses from equipment. You could easily toss on any lock pick item to hit 100 if you ever had to (even without armor mastery). Heck you could probably hit 120 lockpick if it was possible....by wearing armor/helmet that boosts it with armor mastery.

Since the tier bonuses post 40 kinda blow (totally blow) for lockpick there is literally no reason to boost it. Even if you go with another companion (or companions) you could always swap them out briefly to just to do the few really really high difficulty locks (or just use lockpick armor instead).

Hack, hopefully (like mine) will hit 50 at the same time as lockpick....you can boost it decently with equipment, and it's another one that doesn't really add that much for higher tiers. I wouldn't personally bother boosting it over 50 until you just have extra skill points to blow.

Sneak on the other hand is both VERY important to max out (makes a huge difference in bonus damage from stealth, likelyhood of being detected and the higher tier bonuses are sweet). That is one skill you pretty much want to bring to 100, even with companions. I personally consider it the most important stat to hit 100 with because the tier bonuses are so good, you get a significant damage bonus (That stacks with everything else) and most of the rest just need high points (and are fairly easy to boost from eq/companions etc).

What about persuade you say? Well, like lockpick you get a ton of freaking bonus points, even without double bonuses from companions my persuade was 84 (with just a base 50). It's cake to get it to 100 just with companion bonuses...let alone any equipment, and honestly you don't seem to hit many high difficulty persuade checks (I think that is because I'm on normal and don't have penalties to faction reputation). 50 persuade to me seems plenty good enough until again, you just have bonus skill points.

So what else is good? Well if your using guns, 50 in guns (my highest was long guns) is obvious, and then 50 more points in whatever gun yer specializing in (again long guns). It's actually pretty hard to decide if that is more useful then boosting sneak to 50.....I'd say it certainly is if your not running with 2 companions. Maxed out you do more damage and have more crits and crits ignore armor all together (sneak attacks only ignore 50% and only on the first attack). Therefore, I think it might make sense to wait a bit on maxing sneak until you max your primary weapon first actually.

Finally inspiration 60, for the bonus to skills....probably more then pays for itself (especially if you boost it to 50 anyway...but even if not). The bonus skill points between two companions are 40+, you get extra companion damage and for the first 50 points you get extra health (which is multiplied by 1.3 if you take the bonus hp perk).

So in summary, looks like after yer done getting the useful skills to 50, you should focus on your main gun type to 100, inspiration to 60 (if you already got it to or near 50), and then sneak to 100. I believe that can be done by around level 20, leaving you 10 levels (or 100 skill points) to play around with late game.
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EvilMegas
10/28/19 7:33:27 AM
#20:


Max stealth charisma and long or heavy guns. I'm a God.
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wolfy42
10/28/19 5:51:47 PM
#21:


EvilMegas posted...
Max stealth charisma and long or heavy guns. I'm a God.


Yeah, I'm going long guns.

Don't have maxed Cha, just base, but honestly either perception or cha work well.

Found ways to boost temperance btw (equipment etc), so maxing that would be really silly (since it won't let you go past very high).
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Glowing Elephant "Stonehedge was a sex thing."
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Krow_Incarnate
10/28/19 6:25:42 PM
#22:


I feel like my build is rather bad, but I'm still having an easy-ish enough time.

I'm going melee, but haven't put a single point in defense and have low temperament, so no health regen.

My strength is only "high", as well.

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wolfy42
10/28/19 8:20:06 PM
#23:


Krow_Incarnate posted...
I feel like my build is rather bad, but I'm still having an easy-ish enough time.

I'm going melee, but haven't put a single point in defense and have low temperament, so no health regen.

My strength is only "high", as well.


There is a weapon you can find on the first space station. If you go the hotel I think it is (or bar?), you can climb up onto the beds and there is a duct there. If you follow it through, you will get in a fight with a bunch of enemies, but in that room is an amazing melee weapon.

It's a science weapon as well, so you can boost it's damage even more with wierd and wild science perks eventually. It's power attack is a ranged lightning attack that hits all the enemies in front of you.

You don't need high even strength for it, and dex doesn't help since it's the power attack. Science boosts it's damage (the skill), which is useful to boost anyway.

Basically stats don't matter much for it at all, just a high science skill, totally best option to switch to if you are fighting multiple melee enemies who have charged you etc (or if your playing a pure melee build).

Oh, and melee skill matters a bit, but not nearly as much as other melee weapons.
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