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Starting Stats?

This forum is to be used for all discussions pertaining to Obsidian Entertainment's Star Wars: Knights of the Old Republic II.
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Wartman
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Starting Stats?

Post by Wartman »

Hey everyone, I just picked up this game and have a few questions. In the original Kotor Dex affected lightsabers to hit and str did not. Does this continue with KOTOR 2 or does str affect all lightsaber damage/to hit values. Also in the original kotor, i always kept my int at 8 because skills other than persuade/treat injury never really helped me. Should i pump up in this time because if being able to create items etc? Im just wondering where to put my stats so i don't restart the game a million times :D Im being a jedi guardian btw, or sentinel. Any help is appreciated. Thanks
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Sinclair
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Post by Sinclair »

I'd recommend a higher INT, as there are various goodies throughout the game that are only available if your main character has various skills. They're not necessary (Upgrading T3-M4 only seems useful when having to do with Intelligence, so he is better with Repair, see below) but they can be useful.

NPCs can build and break down items, I'd recommend figuring out who has, at any given point, the highest Repair or Treat Injury, and having them do the work. In fact, I'd outright say it's near to necessary, because giving your main character more Repair than, say, T3-M4 would be a waste.

Persuade is still very important, as the main character is the only one who can use it. Awareness has also become more important, as now it seems to function as "social sense" to figure out if someone is lying or whatever.

As for stats: I can't recommend any given build, but as an old pen'n'paper RPG hand, I can definately say that with the d20 system (that's what KotOR runs a modified system of, don'tchaknow) it can be useful to start off with stats that you want to upgrade as odd numbers, unless you can hit 18 to start, because you'll be getting another point every 4 levels, and bonuses are given at even numbers for stats.
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Babaji
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Post by Babaji »

well to start off, kotor 2 follows the same rules as kotor 1, but now you have a feat called finess: lightsabers with which your strength or dexterity can be added to your chance to hit, whichever is higher, and whatever he said about the stats ^^
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robkid
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Post by robkid »

[QUOTE=Sinclair]NPCs can build and break down items, I'd recommend figuring out who has, at any given point, the highest Repair or Treat Injury, and having them do the work. In fact, I'd outright say it's near to necessary, because giving your main character more Repair than, say, T3-M4 would be a waste. [/QUOTE]

Actually, according to many things I've read and my own observations, for purposes of breaking down items at a workbench, it appears that the game uses your character's repair skill, not the skill of the individual using the workbench. Lab stations use the Treat Injury skill of the user, but workbenches appear to use the Repair skill of the main character. Not sure what happens if the main character is not in the party at present, forgot to test that when I had the chance.

Thus, it would appear that the main character's repair skill is vitally important if you want to go the workbench route, although the others are significantly less important.
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Revan_REBORN
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Post by Revan_REBORN »

the basic rule of thumb most of the time when you are trying to make a character in an rpg is to 1st get rid of all the negative modifiers, meaning putting everything at 10 in kotor so that your character doesn't have any penalties. from there, depending if you a soldier/scoundrel/scout, etc., add to the specific attributes that you use most as that character. example: soldiers/guardians don't usually have high INT, but i still make it a 10, then pump more stats into STR and CON. just common sense. but there are plenty of people who enjoy playing with a 1-dimensional character, with negative modifiers and like 18 STR, so really just depends on how you like to play, which is the best quality of an RPG.
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jeremiah
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Post by jeremiah »

Due to the random nature of the loot, it is kind of difficult to gauge what your final stats would be.

I would lean towards
strength-8 (there seems to be quite a bit of strength enhancers in the game as is)
dex-14
con-14
int-14
wis-14
cha-14 for consulars

strength-10
dex-14
con-14
int-14
wis-14
cha-12 for guardians and sentinels.
Life is an adventure
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Sinclair
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Post by Sinclair »

[QUOTE=robkid]Actually, according to many things I've read and my own observations, for purposes of breaking down items at a workbench, it appears that the game uses your character's repair skill, not the skill of the individual using the workbench. [/QUOTE]

Really? For breaking them down? What about making new things?

That's odd. Plus it means I've shot myself in the foot. Thank God I've been buying Repair so as to be able to give points to T3-M4, God knows why (as in both games he's more or less little more than a plot device with wheels).
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jeremiah
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Post by jeremiah »

I don't know. I am waiting for the PC version so I hope that bug won't be in it. However, quite a few of the posts regarding the item breakdown bug with a workbench reports it only affects certain SPECIFIC workbenches. You are better off experimenting to see which ones are not affected by the item breakdown bug.
Life is an adventure
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robkid
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Post by robkid »

Hmm, interesting. My observations indicated that the item creation costs seem to be constant, and the skill of the user of the workbench is what controls which items can be created, although to be honest, I didn't check individual skills specifically (I'm a sentinel/watchman anyway, so the only things I currently don't have skills in the high 30s are demolitions, stealth and treat injury, and it's not difficult for me to switch equipment to get those in the high 30s).
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