wasteland 2 luck build

You want the INT of EACH your characters to exactly match one of those values.

A blunt assault rifle and a doc medic with a shotgun.

Does the sun's rising/setting angle change every few months? All rights reserved.


All rights reserved. CLASSIC: 2-1-3-7-10-4-1 During level up the first 3 points go to Strength, then the final ones go to Awareness. Let me show you the numbers from 5 looting sessions by different chars... By using our site, you acknowledge that you have read and understand our Cookie Policy, Privacy Policy, and our Terms of Service.

Entire findings posted on page 2 of this page: https://forums.inxile-entertainment.com/viewtopic.php?f=40&t=10819 Ds. 3 Charisma. Lucky critical hits are devastating. Generate an ε-machine graph from transition probability matrices. Main stats would be charisma, luck.

Having 2 same weapon users arent good, if you want double better to do AR, snipers are more specialized and not always powerfull, during mostly one atack per turn or 1-2-1 due to AP save. Lapping enemies during battle is nice and all, but utterly unnecessary.

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy. Can't post my entire findings here, but inanimate objects looting is where the big difference is so heres my findings on a lower scale (just 50 small loots). I do know of at least one other attribute that has a description full of lies: coordination does not actually affect the ability to pick locks or crack safes etc. LUCK: Better people than I have called Luck a dump stat.

Is this actually true?

And compared to the previous run where my rangers averaged about 5 or so there was no discernible difference. Can I include my published short story as a chapter to my new book? Everyone seems to agree Luck is very much a worthless stat to have with how few attribute points are now in game.

That said Luck isn't *useless*, per se, but it doesn't reliably govern any of the Derived Stats that I claimed were the key Derived Stats above.


All rights reserved. Sounds like I'll be focusing on building rough and tumble rangers for my first playthrough and worry about the diplomats later. Maybe we should play for you and post a video aswell?

Arqade is a question and answer site for passionate videogamers on all platforms. 2 Strength. Or is it some party attribute like charisma for purpose of recruiting NPCs?

Sniper is pretty much the same thing but snipers also have a ton more range and more damage and more penetration that handguns and can get a lot more out of a high crit. 1 is likely a fine value for Luck … Español - Latinoamérica (Spanish - Latin America).

It also vastly depends what you understand as powerful. It only takes a minute to sign up. I haven't seen a discernable loot effect.

Wow it sounds like almost both of those stats are dump stats. I could progress easily with about level 6-7 weapon skills through mid-game.

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Pretty decent is not a ringing endorcement.

Best Regards

Not sure about That. If it's combat ready, then go with heavy combat oriented rangers, pick up Rose, because Vulture's Cry is bad in every possible way. I've been looking at toon builds and it seems like most people loose all their luck and charisma. To learn more, see our tips on writing great answers. How about you twinky munchkins try playing with balanced characters who aren't minmaxed? Press question mark to learn the rest of the keyboard shortcuts.

Luck should always be 1. Intelligence: Intelligence has four main milestones: 1, 4, 8 and 10 (granting you either 2, 3, 4 or 5 skill points per level-up).

Stack Exchange network consists of 176 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. the most powerful team is a cookie cutter ranger build as follows. Making statements based on opinion; back them up with references or personal experience.

1) Char with 1 luck; 71, 90, 59, 77, 82 (+5x 7.62 mm bullets). The problem with luck is that the difference between 1 luck and 10 luck for crit chance is 4% that isn't worth anything And yes if you do a 10 charisma 9 int 9 con (shrine it up before leveling) you will end up with a character who levels super fast and stuff BUT then you've spent 9 stat points on something only to gain a few levels faster What's the (economical) advantage for a company by paying an employee severance payment short before retirement. What would be required for the US presidential election to be moved from Tuesday to Saturday? Any known translations of the Talmudim et al into classical languages, prior to the 19th century? Focus on reaching AP sweetspots and invest the rest into CI and CON. (High survival points per level to fill many non-battle skill roles. 11-14 finishing CI for my seven rangers was fine.

All ten corpses looted by: Español - Latinoamérica (Spanish - Latin America). Could you potentially turn a draft horse into a warhorse?

It can give you bonuses on CON on level up, but yeah...it seems like a good dump stat at the moment. 2-. And I'm not one to argue with people that are better than me. Why does this puzzle offer f8=R as better than f8=Q? For lower-INT, consider: Coordination 4, Luck 1, Awareness 4, Strength 4, Speed 10, Intelligence 4, Charisma 1. I don't give a s*** about this stuff like Gooj does because he's a turbobeard with no life.

Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Is it ethical to award points for hilariously bad answers? What does Night Terror of Darwin Village do?

in any way.

For a high-INT Assault Rifle, consider: Coordination 2, Luck 1, Awareness 4, Strength 2, Speed 8, Intelligence 10, Charisma 1.

Español - Latinoamérica (Spanish - Latin America). © Valve Corporation. I wondered if luck had anything to do with it at all. This'll be interesting to learn. 3 characters are the same: coordination 2 luck 1 awareness 1 strength 8 speed 7 intellect 8 charisma 1 each can level up and max out 4 skills (1 weapon and 3 secondary, total 9 secondary skills), after level 10 take 1 point in speed and get 10 ap and 10 combat initiative, the rest lvl 20, lvl 30 and probably lvl 40 attribute points go either speed or awareness, personally I prefer speed. Luck is a dump stat except on your Sniper and maybe your handgun people if you use it. You put that much into into int they aren't just weak, they are useless in combat.

I'm 20 hours in and all my Rangers have 1 Luck, and it hasn't seemed to do much to adversely affect me. Just bonuses in combat extra AP, crit's excetera, New comments cannot be posted and votes cannot be cast, Press J to jump to the feed. 2 Speed. You can even easily get Rabbit's Feet trinkets in the Ag Center at start to boost Luck by +1. Does Luck actually effect loot drops and it it a stat worth leveling? I thought maybe loot obtainable within safes was randomly selected. slow?

You will close yourself from a lot of content, but you will be powerful. ALL RIGHTS RESERVED. I saw a mod on the beta forums talking about the possibility of making luck affect loot and I think thats where a lot of the rumors/speculation of its undocumented use came from but I don't think it was ever implemented. By using our Services or clicking I agree, you agree to our use of cookies. I pretty much stopped after this. The effect, if any, appears to be subtle enough that it gets lost in the noise of the overall loot randomization.

So just to verify, there are no critical failures that happen with a low luck character?

I used to see Luck as 'extra' in games like Fallout 3 that increase the chance of critics and lot, but in Wasteland 2 Luck apparently is a transversely stat that influences all the stats and actions for that character and must be considered in any build, for example:

and they're all pretty niche, so you really have to be going out of your way to do that. Asking for help, clarification, or responding to other answers.

You're browsing the GameFAQs Message Boards as a guest. Hey thanks for the response, even if you crapped all over my character idea, lol. My 10 int character is pretty decent with smg/energy weapons. 3 Intelligence. I would like this character to be the party leader.

10-11 and later 12-13 initiative is just about enough.

Because its stated effects seem lackluster and without some ancillary effects I see no reason to go beyond 1 unless you want a sniper critmonster. Is there any way to average resistors together to get a tighter overall resistance tolerance?

Except for the first time (high powered scope and a trinket among other things) I got pretty much the same thing.

I experimented (briefly) by opening up a safe several times.


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