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shadowdashing [2023/12/04 11:25] – khai | shadowdashing [2025/03/01 23:51] (current) – [Build Notes and Alternatives] khai | ||
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+ | ====== Dashing Through the Shadows ====== | ||
+ | This guide assumes some knowledge of the game (and includes **spoilers**!) so may not be suitable for newbies. A couple of the ideas mentioned below are the // | ||
+ | |||
+ | Based on Dash's hardcore career, this guide produces a sniper/ | ||
+ | |||
+ | To be clear, there are many ways to build stronger characters, though at the cost of requiring more nuyen and time. | ||
+ | |||
+ | ===== Character Generation ===== | ||
+ | ==== Priorities ==== | ||
+ | A. resources (1m nuyen) | ||
+ | B. skills (40) | ||
+ | C. attributes (24) | ||
+ | D. metatype (Ork) | ||
+ | E. magic (Mundane) | ||
+ | |||
+ | ==== Attributes ==== | ||
+ | Bod 9 | ||
+ | Qui 3 | ||
+ | Str 8 | ||
+ | Cha 1 | ||
+ | Int 5 | ||
+ | Wil 1 | ||
+ | Maximizing the attributes with the highest racial maximums will minimize our post-chargen training costs. The next priority is intelligence, | ||
+ | |||
+ | ==== Skills ==== | ||
+ | Athletics 4 | ||
+ | Biotech 6 | ||
+ | Pole Arms 6 | ||
+ | Rifles 6 --> 12 | ||
+ | Negotiation 6 | ||
+ | Corp Etiquette 6 | ||
+ | Street Etiquette 6 | ||
+ | (Electronics 0) | ||
+ | (Driving Trucks 0) --> 1+ | ||
+ | | ||
+ | Athletics 4 is plenty for the entirety of the game (gear can be picked up to help with bad weather conditions), | ||
+ | |||
+ | ==== Augmentations ==== | ||
+ | === Cyberware === | ||
+ | an armored pair of obvious mk. II cyberarms -alpha | ||
+ | an armored pair of Kid Stealth mk. II cyberlegs | ||
+ | a lightly armored obvious cybertorso -alpha | ||
+ | an armored obvious cyberskull -alpha | ||
+ | a smartlink-2 system - alpha 0.4E 7k | ||
+ | an electronic magnification III | ||
+ | === Bioware === | ||
+ | a pain editor - cultured | ||
+ | a suprathyroid | ||
+ | enhanced articulation | ||
+ | an adrenal gland II | ||
+ | Total costs for this setup are 5.90E, 5.10I, and 998.5k nuyen in chargen, plus ~200k nuyen during gameplay. Our E+I costs put us exactly two points over the excessive 'ware threshold, so we still only have a single die penalty to drug tests. The remaining 1.5k nuyen should be spent on kits and accessories; | ||
+ | |||
+ | ===== Post-Chargen ===== | ||
+ | ==== Priorities ==== | ||
+ | - Pick up a polearm. Pretty much anything will work, but we'll want the one that does (str+4)M before we hit a certain run offered at 400 rep. | ||
+ | - Collect armor while also upgrading quickness to avoid bulk penalties. We'll be able to reach total ratings of 17b/18i. | ||
+ | - Buy a sniper rifle and accessorize with a bayonet, silencer, and smartlink-2. The 14D sniper is excellent, though we'll want a 15S before we hit a certain run offered at 1k rep (we can actually beat the run with melee instead, but the 15S sniper makes it much easier). | ||
+ | - Max out our willpower to improve resistance to manabolt/ | ||
+ | - Train skills: | ||
+ | - something like 3 electronics is enough for opening bypassable autorun doors | ||
+ | - 8 rifles is needed to begin the process to unlock the master firearms instructor (and then max it out after the unlock) | ||
+ | - polearms as needed to keep up with enemies | ||
+ | - biotech as funds/karma permit for faster damage recovery | ||
+ | - a point of truck driving skill (or more if you intend to do some ramming) | ||
+ | - In addition to the (str+4)M polearm, we'll also want the adrenal gland, acth, kamikaze, and nitro before that certain autorun offered at 400 rep. | ||
+ | - Buy a vehicle with base armor 5-6 and upgrade its armor to at least 8 (also upgrade handling if you expect to do some ramming) before getting too deep into the Grenada runs. While not necessary until then, it's worth buying the vehicle sooner (and stick a medical workshop in the back) for the sake of convenience. | ||
+ | |||
+ | NOTE: Raising negotiation is not a priority. Let's assume that Johnsons and shopkeepers average 5 intelligence. Increasing negotiation from 6 to 12 means adding 2 successes on average against TN 5. Each success is worth 5 - 6.6% of the nuyen, depending on who has more successes. Negotiation does not apply to the cost of skill training, which is by far our greatest expense. The cost of raising negotiation from 6 to 12 is 255k nuyen (or more, if we also train up charisma to reduce skill karma costs). If between earning and spending we gain a total of +15% with negotiation 12 compared to leaving negotiation at 6, then we don't break even until we've earned/ | ||
+ | |||
+ | NOTE: The truck build/ | ||
+ | |||
+ | ==== Gameplay ==== | ||
+ | Because we don't need any more than 450 karma, feel free to trade in karma for nuyen. | ||
+ | |||
+ | Biotech treat lets us patch up physical damage and an activated pain editor lets us ignore stun damage (until they start overflowing into physical). Thus, we won't need to spend much time waiting on health recovery. While a pain editor is active, our prompt will show 10P/10M regardless of our actual condition; pay attention to hit messages and TN penalties increasing for a sense of whether and how much physical damage we've taken. | ||
+ | |||
+ | With a relatively limited combat pool (not least of which is because we're not planning to grind out the cost of a rating 4 tactical computer), it is important to adjust our cpool allocations between soak and offense to fit the situation. Where we want to prioritize survival, we may not have enough dice to max out offense, so we'll want to pay close attention to our TN penalties (i.e., vision and wounds). Dodge will not be useful to us given our high armor and body ratings. | ||
+ | |||
+ | Opposing highly skilled snipers are our most dangerous adversaries because (1) our total soak dice (body + cpool allocation) may not significantly exceed their attack dice, (2) while we may be rolling soak against TN 2, they may similarly be rolling their attack against TN 2, and (3) they can attack from range with very little warning. | ||
+ | |||
+ | Against spellcasters, | ||
+ | |||
+ | We only really need to use drugs when we need to hit a certain strength threshold or if we're letting opposing spellcasters have the chance to cast spells at us. Nitro has a difficult addiction test and so we don't want to use it unless absolutely necessary (adrenal/ | ||
+ | |||
+ | Regarding addiction, once we become addicted to a substance, we should stop using that substance so as to keep withdrawal TNs down until we've completed withdrawal. Guided withdrawal gives us lower TN penalties to combat and so lets us continue playing without too much difficulty, whereas forced withdrawal is pretty much free (just the cost of drug doses if we fail the test) and can be significantly faster (if we don't fail the test) but give us a higher TN penalty. | ||
+ | |||
+ | ===== Criticisms ===== | ||
+ | We depend on drugs (kamikaze, nitro) for certain difficult fights, which means we'll eventually have to deal with addiction (depending on how often we do those runs). Since we don't have a burst/ | ||
+ | |||
+ | This build' | ||
+ | |||
+ | While this build can handle any physical combat content available in the game, there are many ways to make stronger characters. It would be reasonable to say that this is less of a combat monster optimization and more of a speed-run optimization (mainly so that it's relatively easy to re-create the character after a hardcore death). | ||
+ | |||
+ | ===== Build Notes and Alternatives ===== | ||
+ | Since we don't want to spend significant time farming mobs or conducting build/ | ||
+ | |||
+ | Cultured rating 2 biosculpting or tailored pheromones are extremely efficient for nuyen generation. On a mundane, they provide +8 negotiation dice and a -1 TN to negotiation tests, in addition to +4 dice to etiquette tests. This is far more efficient than training negotiation from 6 to 12 (being both cheaper and providing a stronger effect), but it's not available in chargen and the additional bio index will cause an extra point of penalties to drug tests (one idea might be to trade out enhanced articulation). | ||
+ | |||
+ | Assault rifles shooting FA 6 are technically stronger in terms of killing ability than sniper rifles, providing a 14D damage code and forcing opponents to dodge against TN 6 or higher. SMGs are one-handed and so would allow us to use a shield to reach 18b/19i while similarly shooting FA 6, though damage code would be a point lower at 13D. But a sniper rifle' | ||
+ | |||
+ | To clear all combat content, a mundane needs to be able to reach at least 25 power. We can only do this with melee, though there are many ways we can to do this within that restriction. If we're focusing on getting as much as we can from chargen and we're also aiming for 17 ballistic armor to survive FA 9 HMGs, both dwarf and ork are good choices (base 8 str) with chargen rating 2 cyberarms (+2) and cyberlegs (+2) and a chargen suprathyroid (+1). Post-chargen, | ||
+ | |||
+ | Troll is technically stronger, literally so in that their natural strength is 2 points higher (and so they require 2 less strength from augments/ | ||
+ | |||
+ | Playing a human or elf instead will require two of either rating 3 arms, legs, and/or phenotypic strength in order to make up for their lower base strength, none of which are available in chargen, making it more difficult for the character to reach the 25 power mark at 400 rep without spending time grinding mobs. Paired cyber implant weapons are also an option, but the lack of reach advantage can cause some fights to be much more risky and/or lengthy. | ||
+ | |||
+ | While there are ways to reach 25 power with less reliance on drugs, all the willpower from the full stack of rating 2 adrenal gland, kamikaze, and nitro (along with our already high body and armor) makes face-tanking opposing spellcasters significantly easier. The only remaining risk is if the spellcaster is //also// a particularly high strength/ | ||
+ | |||
+ | While dwarves are a bit better in terms of general bonuses for priority D, ork turns out to be the more efficient choice for reaching our build goals. First, the ork has two more body, which helps offset our limited cpool for soak. Second, the ork doesn' | ||