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原帖由 wzymlyml 于 2009-1-6 20:01 发表 
新开了个改负重档,准备用能量武器,加点如下
力量S 1 人偶+1 =2
感知P 6 人偶+1 火蚁任务+1 训练狂+1 夜行者特技+2 =10 远程当然是先发现敌人比较好
耐力E ...
力量部分即然您已聲明要用mod故就忽略不計,
其它部分~P初始可以高些(您的P竟低於A,您又不玩小槍,個人覺的太低了),別依賴夜行者特技+2
初始技能公式
Initial Level: Starting Energy Weapons skill is equal to 2 + (2 x Perception) + Luck/2 (rounded up). Average starting characters (Per 5, Lck 5) will have a Energy Weapons skill of 15%.
早期在Super Duper Mart就可拿到,考量到VH難度,初始期高點還是好
Energy Weapons have become more commonplace by Fallout 3, with the smaller Laser Pistol available early on at the Super Duper Mart. Making friends with the Brotherhood of Steel (and then robbing them blind) and making scrap out of Protectrons should net you some ammo, although the Alien Blaster is still the paragon of Energy Weapons everywhere.
If you do not wish to use Energy Weapons, they can be turned in to the Outcast members at Fort Independence, south of Megaton, and adjacent to Fairfax Ruins. In return, you get your choice of 5.56mm Round, Frag Grenade, Rad Away, or Stimpak.
In addition to assigning Skill Points at level up, Energy Weapons can be permanently raised by taking the Cyborg Perk, finding the Energy Weapons bobblehead at Raven Rock (which is only possible during and sometimes after The American Dream), and reading Nikola Tesla and You. Energy Weapons can be temporarily raised by wearing various clothing which enhances Perception. Notable among these pieces of clothing are the Armored Vault Suit and Tesla Armor.
P會影響Explosives、Lockpick、Energy Weapons初始值,這三項技能的初始期高底亦會影響開局難易度
例如:Explosives->影響核彈鎮拆彈及地雷鎮拆地雷,Lockpick->影響開"寶箱"成功率(技能不足連開都不給開),Energy Weapons->您的主修
Perception also influences the starting skill levels of Explosives, Lockpick, and Energy Weapons.
ps:其實我個人覺的您這角色應該已經定案了(對您而言),所以...您個人覺的完美就成了 |
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