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Yes, as a buffer to gas mask. Gas mask encumbrance is 4 to the eyes. 4 points of eye encumbrance = -4 perception. Less than 10 perception = You die to invisible landmines, therefore to permanently wear a gas mask, you need 14 perception. Edit: Otherwise no, thereâs no point having an effective perception above 12 anymore.
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Wrong. It never sped up learning. 0.5 lied. Besides, in 0.5 learning speed would not have mattered, AT ALL. You got a pool of XP, and once that hit 0, your learning is 0. XP pool determined speed of learning. XP pool rate of replenishment depended on morale. Therefore morale determined rate of learning. Therefore a mp3 player was all you needed to learn fast, not intelligence.
It was changed because in 0.6 learning was switched to the focus system. The focus system is less deceitful than the previous system as the previous system fooled players into thinking that intelligence was important for learning when it was not. Focus is your % rate of learning. It was changed to make learning less artificial than the âyou got 0 XP in your pool, therefore you learn nothing.â Now itâs obvious that morale is what helps you learn fast, instead of being sneaky and making players think that because they have a high intelligence theyâre going to learn quickly.
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The formulas are in the code. If you indicate youâre willing to look at the code, ctrl+F it. Start looking in game.cpp, itâs where I would look first. (Edit: Itâs in crafting.cpp, lines 1562 and down (was curious myself)) To save time, intelligence barely helps with crafting or bionics. The difference between installation difficulty for a 20 INT char and a 4 INT char is miniscule. I know because Iâve run a 20 INT char and a 4 INT char, and the percentages were pretty similar. I failed recipes slightly more with 4 INT when I was crafting recipes with difficulties equal to my skill, but if my skill exceeded the difficulty, there was no problem. Skill > Intelligence.
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Intelligence does not help against skill rust, if youâre playing 7.1 stable. Code was introduced with the intention to make skill rust dependent on intelligence and is in the nightly builds. I have not determined whether it works as intended or not as I play with skill rust capped. INT affecting skill rust is an optional setting in the game. You will find it in the skill rust setting as an option.
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Three things, yes, but depending on your build, two of them are worthless. Dex was not changed, exception being for changing ranged bonus to ranged penalty, same as perception. If you play throwing characters or martial artists, sure, dex would be a great attribute. If you play ranged, set perception and dex to 12 and max out strength. Otherwise, skill > DEX.
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Strength has not changed. It was by far the best attribute the whole time at any rate. If you want a challenge, play a 4 STR character. DEX can be replaced by skill (melee and unarmed). STR cannot be replaced. Itâs your HP, itâs your carry weight, itâs your melee damage bonus, itâs your resistance to disease. It is the difference between dying from a little bit of smoke and not giving a crap. High STR chars can guzzle unclean water from rain without purifying without getting a stomachache. Having more strength is never a bad thing.
In summary, for priorities from a min-max perspective.
[Ranged]
PER, DEX = 12, STR as high as possible, INT 4.
[Melee]
STR as high as possible, DEX 8, PER 10 (landmines), INT 4.
[Martial Artist]
STR as high as possible, DEX as high as you can afford, PER 10 (landmines), INT 4.
[Throwing]
STR as high as possible, DEX as high as you can afford, PER 10 (landmines), INT 4.
[Crafting]
STR as high as possible (carry weight), DEX 8, PER 10 (landmines), INT 4.
INT < Everything
PER > DEX in importance (landmines)
PER = DEX for ranged (only up to 12)
Skill > INT, DEX
STR > Everything
This has been my experience with wildly different builds.
Edit: Final note. 4 INT gives a character 120% read time. Fast reader turns that into 96%. If youâre just reading for morale, stick to 4 INT or lower books, have fast reader, and read romance novels and the like. +3 points to distribute.