Is it me or is INT the same as LUCK in New Vegas?

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Okay, hear me out:
Unless you play a wizard (cough netrunner cough) you basically have two choices with INT: Leave it low, or pump it up to a point where getting money and components compensate for doing damage or bad sneak ability, right? And if you maximize it (or almost) you suddenly find yourself almost breaking the game in a lot of places?

Luck is the same in New Vegas (and only New Vegas) since it is not only used for things like Crit Chance but more importantly when gambling. With max luck you can break the bank on every casino in New Vegas, netting you tens of thousands in cash that in turn can compensate for anything because of gear and cybernetic implants you suddenly can afford.

And build advice for this game seem to mirror that: Every second build has very low int, every second build has max int and one other stat even if they're not Netrunner builds.
 
Hum... yes and no :D
Unless you play a wizard (cough netrunner cough) you basically have two choices with INT: Leave it low, or pump it up to a point where getting money and components compensate for doing damage or bad sneak ability, right? And if you maximize it (or almost) you suddenly find yourself almost breaking the game in a lot of places?
So yes, but it seem to be the case for all attributes... Either you're high level and become very "powerful" with or either low level and very "weak" with. I mean that it's the same with BODY (either you're low level and you're damn weak in melee, either you're high level and you're a damn machine to punch faces by hands or with a baseball bat...).

And no, because you can level up INT just enough to use its abilities/perks that you need. Like in my current build, only level to 12 in INT and it will stay at 12. Mostly to use quickhacks and INT skills for sneaking ans stealth approach.
 
I loved how luck was used in Oblivion. It could add a buff to almost everthing you did in the game. If you read though the formulas for the game program to calculate outcomes they almost always included luck as part of the math. When I made mods for Oblivion I did (followed) the same thing, and then made may own version for my Skyrim mods.

It was the cool way to use your last few points when you could not decided on anything else during character creation.

I was sad that Bethesda dropped that attribute altogether in their later games.
 
don't forget moslty all game having hidden stat based on global stat character .
i may be wrong but its seems the case on cyberpunk , lev isn't just to unlock pearks but may be works as a proficiency stat to check or trigger % proc , raw output/incom dmg and dot statut .

and the other points , level proficiency stat can unlock pathway , unlock or trigger some hidden feature in -game
 
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