lukaszek
the determinator
- Joined
- Jan 15, 2015
- Messages
- 12,618
you might not have noticed yet, but all 3 types got different visuals. Pick one that you find most pleasing to your eyesMedium frequency is the best, right?
go double low
you might not have noticed yet, but all 3 types got different visuals. Pick one that you find most pleasing to your eyesMedium frequency is the best, right?
Lunatic Mall was the only fun I had in Underrailthat doesn't sound.. fun
that doesn't sound.. fun
You can find the build I used as well as screenshots.that doesn't sound.. fun
He is either lying or not being honest about how he did it. Lunatic Mall has a lot of high level enemies. Same with the Ironheads, a single enemy can murder anyone that low level in one single round. The only way for him to beat it that early is either not having played on Dominating or having read up on the cheesiest tactics and save scummed the shit out of the game. Either way, don't take him too seriously.
https://www.stygiansoftware.com/wiki/index.php?title=SkillsPlaying expedition rn and I got a couple of questions:
1. What's the highest check for any skill? My used skills are almost all at 200+ now and I'm wondering if I'm just wasting points by now?
2. What do the numbers of the skills even mean? Is it like GURPS where there's a percentile roll under the skill number? If so, what does 200 skill points do that 100 doesn't?
3. Anything in particular that I need to do in the Nexus of Technology? I searched all floors but didn't find anything special (can't go to certain rooms due to lack of relevant skill)..
https://www.stygiansoftware.com/wiki/index.php?title=SkillsPlaying expedition rn and I got a couple of questions:
1. What's the highest check for any skill? My used skills are almost all at 200+ now and I'm wondering if I'm just wasting points by now?
2. What do the numbers of the skills even mean? Is it like GURPS where there's a percentile roll under the skill number? If so, what does 200 skill points do that 100 doesn't?
3. Anything in particular that I need to do in the Nexus of Technology? I searched all floors but didn't find anything special (can't go to certain rooms due to lack of relevant skill)..
Individual skill pages should have checks listed.
2. What do the numbers of the skills even mean? Is it like GURPS where there's a percentile roll under the skill number? If so, what does 200 skill points do that 100 doesn't?
1. What's the highest check for any skill? My used skills are almost all at 200+ now and I'm wondering if I'm just wasting points by now?
2. What do the numbers of the skills even mean? Is it like GURPS where there's a percentile roll under the skill number? If so, what does 200 skill points do that 100 doesn't?
I’m not an expert, but yes I believe it is GURPS-like, ie your skill values are nominally on a 100% basis. What >100% gives you, or really just high values in general, is the ability to overcome significant maluses to your roll. For weapon skills this is related to lighting, range, weapon str requirements, opponent dodge/evasion, and any debuffs you may have. This generally holds true for stealth too, with the addition of competing vs enemy detection.
For technical skills like LP, H it’s just that the dynamic range goes above 100. The only malus you may encounter is due to debuffs. Conceptionally, for these skills and persuasion intimidation chemistry mechanical etc, the effective challenge ceiling is a bit under 200 and values over 100 just represent increased difficulty. I think styg did it this way because it made balancing skills easier by keeping a common skill point pool. If non-combat skills only went up to 100, they would need a distinct SP pool to reflect the increase value per point.
2. What do the numbers of the skills even mean? Is it like GURPS where there's a percentile roll under the skill number? If so, what does 200 skill points do that 100 doesn't?
I’m not an expert, but yes I believe it is GURPS-like, ie your skill values are nominally on a 100% basis. What >100% gives you, or really just high values in general, is the ability to overcome significant maluses to your roll. For weapon skills this is related to lighting, range, weapon str requirements, opponent dodge/evasion, and any debuffs you may have. This generally holds true for stealth too, with the addition of competing vs enemy detection.
For technical skills like LP, H it’s just that the dynamic range goes above 100. The only malus you may encounter is due to debuffs. Conceptionally, for these skills and persuasion intimidation chemistry mechanical etc, the effective challenge ceiling is a bit under 200 and values over 100 just represent increased difficulty. I think styg did it this way because it made balancing skills easier by keeping a common skill point pool. If non-combat skills only went up to 100, they would need a distinct SP pool to reflect the increase value per point.
Well, skills are not really GURPS-like... There is no difference between values below/above 100. Skills are just flat numbers that nominally increase by 5 each level for the PC and NPCs alike. It's a linear system that could be scaled up to any arbitrarily high value for skills and levels. Relative power of characters is checked in calculations involving 2 actors and PC-only skillchecks are roughly level-based, with high base ability scores allowing the player to outpace the level curve.
Combat skills and some others are compared against the adversary's skills. Attack/defense skill ratio is the core of the calculations, but higher skills often also help overcome other modifiers on top of the skill ratio like agris pointed out.
Ranged/aoe attacks vs evasion, melee attacks vs dodge, stealth and pickpocketing vs detection, trap detection vs traps, resolve vs mental debuffs and fortitude for physical ones. Those derived stats are basically just auto-leveled skills. You can't accidentally over-invest in combat skills since damage-dealing skills always increase your damage and you would have to be far above enemy skills to hit the cap on random rolls. Basic (skills only) calculation for ranged & melee precision -> https://underrail.info/junk/precision.html
One-sided skillchecks (dialog checks, crafting, lock opening) reflect the level of the content/zone, but that's not a strict rule. The devs adjust skillchecks to whatever they feel is appropriate. 5 skill points a level plus 10 extra points at first level. That's the basis of all level/skillcheck balancing.
I didn't think Deep Caverns would go that fast with the recent changes to components and power rerouting, damn.