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Attributes and Items


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Questa discussione ha avuto 5 risposte

#1
Dark-Sided Revan

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i've played kotor for a while, and i've always used these attributes to start with - strengh:14 Dexterity:14 intelligence:14 and all the rest at 12. Does anyone else know a better combination? Also, i've figured out how to duplicate items on manaan and become a millionaire.....so if let me know any REALLY good items.
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#2
killermadman

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Stats should be based on what you want to do.

It’s a d20 system so you want to look at bonuses as they will affect your skills, saves, attack bonus, and damage.

Some good basic knowledge I won't go into skills or feats been too long to accurately quote

str - increases damage with melee, melee ab

dex - increases armor, range ab, if higher than str lightsaber ab, reflex saves

con - health, fort saves

int - number of skill points per level

wis - will saves, increases offense force power saves and contributes to fp

cha - persuade checks, contributes to fp

Given the point buy system in KOTOR unless you are going to pump one attr to 18 you should atleast pump one (your primary attr) to 15 and continue investing the remainder of the game in that stat (5 points).

If you plan on being a heavy hitter in melee go str for damage and attack bonus this is great coupled with heavy armor since you will have little use for any dex bonus to armor.  Beware though not all force powers can be used in armor.  Plan ahead.

If you want to use blasters consider a build that favors dex to str as you won't be using your str bonus for anything except if you switch to a lightsaber or other melee weapon.  With a high dex you will still hit consistently with your lightsaber it just won't be as hard.

Constitution mostly useless unless you want to increase health or fort saves.  Anything above 10 would be a point dump.

Intel  bonus increases or decreases the number  of skill points gained at the next level.  Only raise this past 10 if you want more skills.  If you think you have too many skills and don’t know what to do with them set it at 8 and get one less per level.

Wisdom if you want strong force powers this where you sink your points it makes them stronger (harder to resist) and increases your own will saves vs force powers.

Charisma mostly for persuade checks but influences force powers as well if you want to focus on a force based character pump wisdom and use charisma as a secondary stat.

As for actual point distribution pick your primary stat and set it as high as possible some people don't like having negative bonuses that's cool but realistically they only affect your early game.

Next if necessary pick a secondary stat that will be just under your primary (depending on the value you may never raise this skill again).

Now use whatever points you have remaining to balance any attr that would infer a negative bonus.  If you don't have enough to prevent them all then determine which negatives you can live with.

Remember while spending points during character generation that ending an attribute in an odd number gains you nothing i.e. 8 and 9 grant the same penalty (-1) just like 14 and 15 grant the same bonus(+2).

Over the course of the game you will receive an additional 5 attr points to be spent take that into consideration when building your character.  By level 20 all your character’s attr should end in an even number (unless you are planning your character around a specific set of equipment that provides an odd number of attr bonuses which you have accounted for.)

Hope the post helps I know I didn’t give any actual attr builds. but I find following the above methodology works well for me.

Modificata da killermadman, 09 agosto 2010 - 12:50 .

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#3
Dark-Sided Revan

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thanks, ill try that.

#4
Lumikki

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So, first deside few things.

1. Robes or armors.

Armors means you build has low dex and high str. Dump points in str and start high str, like minimum of 14, leave dex to 10. Armor also mean you can't use some force powers, because they can't be used in armors.

Robes means you gonna use force powers and be dex monkey in melee. This also means even if str is important for damage, dex is way more important. So, you start high dex like at least 14, but make also str as high you can, like between 10-14.

2. One handed melee or two handed.

One handed is good when you are dex monkey, because you want more defence expense of offence. Also this mean con isn't really important to you, because high defence. So, con 10-12 would be okey.

Two hand is more about kill them fast. So, because you defence may leak more, con also have some meaning, I would put 14 con here.

3. Alot of skills or not

If you don't want skills, then leave int as low as possible and conserate that you main character has just high persuation. You don't need any other skill, because team members can do the rest. Also if you play dark side then you don't need any skills at all. So, int between 8-10 is fine.

If you want alot of skills, you need to start classes like Scountrel or Scout. You need to play them at least to level 5, because you get most needed skill point by then. So, start with int 14 to alot of starting skill point. Never increase int after creating character. Also it's good to notice that Wis is conneted many skills, so it's better increase wis to get force points, than cha.

4. Heavy melee or more a force powers.

If you just melee and don't much use force powers, then wis and cha has very little meaning to you. So, starting with wis 10 and cha 10 is fine.

If you how ever, want more force points and powers, then I would start wis 14 and cha 10-14.

So, attributes.

Str, most important if you use armors.
Dex, most important when used robes.
Con, if you use two handed.
Int, if you want skills and start with scout or scoundrel.
Wis, if you have skill build.
Cha, only if you are very heavy force based build.

Examples:

Melee Jedi Guardian (Solder as start) Add Str
Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 12

Dex monkey with skills (Scout or Scoundrel as start) Add Dex
Str 14, Dex 14, Con 10, Int 14, Wis 14, Cha 12

Modificata da Lumikki, 12 agosto 2010 - 11:15 .

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#5
WolfForce99

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Thanks Lumikki, that cleared up quiet bit. I've never looked at it that way before. Now I just have one question, how high do I want my Charisma to be when I build my character. So that my Persuasion skill is good to vary good? Do I want it at 12 or 14?



#6
onderduiker

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Remember while spending points during character generation that ending an attribute in an odd number gains you nothing i.e. 8 and 9 grant the same penalty (-1) just like 14 and 15 grant the same bonus(+2).

Over the course of the game you will receive an additional 5 attr points to be spent take that into consideration when building your character.  By level 20 all your character’s attr should end in an even number (unless you are planning your character around a specific set of equipment that provides an odd number of attr bonuses which you have accounted for.)


StrategyWiki's Attributes page should have a complete list of all available attribute bonuses from items and buffs (stimulants and Force powers), to be taken into account when planning your character. 
 

Armors means you build has low dex and high str. Dump points in str and start high str, like minimum of 14, leave dex to 10. Armor also mean you can't use some force powers, because they can't be used in armors.


Some more information about armor, and Force powers which cannot be used while equipping it.
 

If you don't want skills, then leave int as low as possible and conserate that you main character has just high persuation. You don't need any other skill, because team members can do the rest.

 
StrategyWiki's Skills page includes tables showing how many skill points you'll have to invest by level 20, based on Intelligence at character generation, starting class level and Jedi class. While skills other than Persuade can normally be delegated to your party (so 8 Intelligence is certainly feasible), there are a few occasions when they cannot:

  • You have to solo a few areas containing Deadly mines, which require Awareness rank 20 to detect. Admittedly, if you're aware of them from a previous play-through then you can avoid them (or take the common sense approach of hugging the walls if it's your first time, or you've forgotten), flash and gas mines are harmless if your saves are high enough or you're granted immunity, and frag and plasma mines shouldn't kill you even if your saving throw fails as long as you heal afterwards. However, it can feel a bit off to play a Jedi who blunders around triggering mines (particularly if you get stunned) unless you tell yourself you're doing it on purpose, either for the safety of anyone who may follow you or because you're impatient and contemptuous of any pain and injury.
  • Only you can repair HK-47, which requires minimum Repair rank 17 to complete all four repairs. These repairs grant him bonuses to Dexterity, Defense and Regeneration, and unlock dialogs about his previous owners, but they're optional (and even with the repairs, Canderous is arguably a better ranged combatant).
  • Your Computer Use rank is used in the interrogation room of the Sith Academy when trying to get the prisoner to willingly reveal the location of the Mandalorian weapons cache. Granted, this is an optional quest, success gains you light side points, and minimum rank 7 to ensure there's always a chance of success is achievable even with 8 Intelligence and no points, just from item bonuses and a Force Valor power. However, if you're impatient then you may want to invest some more points (although you never need more than rank 19).

Now I just have one question, how high do I want my Charisma to be when I build my character. So that my Persuasion skill is good to vary good? Do I want it at 12 or 14?


Persuade isn't straightforward: some checks always succeed and some never succeed, but the (vast) majority of the time the chance of success is normally dependent on the difficulty of the check (easy, medium or hard), your level and skill rank.

The most straightforward answer is that once Persuade is a class skill as a Scoundrel or Jedi, then to have 100% chance of success against all applicable checks your skill rank needs to be at its maximum (your level +3) and you need +3 bonus from your Charisma modifier and any Empathy feat(s) (the latter isn't recommended, as there should be far more useful feats in which to invest precious points).

From level 15 onward, Master Valor grants +5 Charisma (but only for 20 seconds), which in turn results in +2-3 Charisma modifier and thus +2-3 Persuade, so you could get away with as little as 11 Charisma: before level 15 you'd still have 100% chance of success for easy and medium checks, and 75% chance for hard checks. If you'd prefer a permanent +3 bonus, then 10-16 Charisma and 0-3 points in Empathy feats would be necessary (although Jedi Consulars who achieve light side mastery are granted +3 Charisma bonus unless playing the Xbox version, mastery cannot normally be achieved until quite late in the game).

 

It's more difficult to be persuasive on Taris as a Soldier or Scout with Persuade as a cross-class skill, and you may need to delay level ups, wait until Bastila has joined your party to use Force Valor, and save game before trying to persuade someone if the check cannot be repeated.