For example, Science can be raised to 135% for only one skill point per % by lowering Intelligence to zero with Mentats' aftereffects or Psycho effects (there is a limit of two chems unless you save and reload, but that will doubtlessly be necessary in any case to avoid become Addicted), and raising the difficulty to "hard" before spending. Reducing the base stat modifier of skills with chem effects, and/or by changing the difficulty to Hard, can reduce the cost of skill points if it lowers the skill below a skill cost threshold. Active and passive skills are raised by 20 (%) when the difficulty is changed from "normal" to "easy". ![]() Active and passive skills are lowered by 10 (%) when the difficulty is changed from "normal" to "hard".Combat skills are unaffected by difficulty settings. ![]() chem effects, aftereffects and addiction effects) during the game add to or subtract from this modifier.Įffect of difficulty settings on skills The game keeps track of this bonus throughout the game, in real time. ![]() SPECIAL stats modify skills with a considerable bonus.
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