![]() If you are not concerned with a completionist approach to the game where you just have to open everything, you can go with less Hacking and Lockpicking. Pickpocket is also desirable when playing using the Oddity XP system, since some oddities are only found in the inventory of 'friendlies'. This is especially true on Dominating difficulty, in the latest experimental branch patch, where vendors only pay 25% of item value when you sell stuff. And that can be very useful in the early game. Therefore a Hacking tool cannot be used, unlike when hacking open an electronic lock.įor Lockpicking, the highest check is 135, and with my 7 DEX, Traps and Mechanics skill synergy, I only need to invest 82 into Lockpicking to reach (135) effective skill, while using a Mark 3 tool and holding the Jacknife unique item that gives +7.įor Pickpocket, the reason people recommend (50) effective skill is that it will be enough to steal 1 item from almost everyone you meet. The 130 difficulty check is at a computer terminal. ![]() On my current playthrough, taking into account my 8 INT and planned investment of 108 base points into Electronics, I only need to invest 90 into Hacking to achieve an effective skill of (130). They also gain a synergy bonus from Mechanics & Traps for Lockpicking, and from Electronics for Hacking. With a 7 in the relevant stat, you will be able to succeed at all checks as you encounter them. The same is true of Hacking if you dumped down to a 3 INT. You likely would have to come back to it after gaining another level. If you dump DEX to a 3 and you max out Lockpicking at every level up, you will encounter some locks here and there that you cannot pick immediately. Because of how much INT affects Hacking and DEX affects Lockpicking, how quickly the checks ramp up vs your required skill investment can vary significantly.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |