Experiment in Charisma

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I decided to see if charisma had any significant affect on the game. I made a character with 5str 6per 5end 10cha 6agi 8lck and the gifted and good natured options. I tagged her with small guns, barter, and doctor. Finally, I named her Charisma after Charisma Carpenter(rwwrrroww).

The first mission was extremely tough. Charisma could not hold her end up, so Stitch and Farsight had to pull up the slack. After making it back to the BOS, these are the changes I observed ... ... ... ... ... nothing. Rank didn't go up, so the recruits were the same. Nothing new in quartermaster inventory, and the haggling was still sucky (that can be explained by the barter bug though). Further details after the next mission and I get a perk.
 
RE: Experiment in Charisma II

Completed the second mission with Charisma. I took Kevin (combat knife is scary with him), Farsight, Stitch, Rage, and Rebecca. It was an interesting mission. Farsight was so impressed by my charm that she opened fire on the bad guys immediately before I could do anything. This led to a long drawn out firefight where my men boldy charged the enemy line and slaughtered them. In the meantime my character bravely went to the tent on the bottom right and found that; yes, she can hit a sleeping raider with a full auto weapon at point blank. The informant only gave 50 exp instead of the 100 I've gotten before, so I am guessing that the less kills you have when you talk to him, the more exp you get. The bold charge continued throughout the mission, where the bad guys sounded the alarm and there was much blood to be found in the central square. My character fouund out that throwing grenades into crowded groups of enemy works, even with a mininum throwing skill. There were no changes to the dialog for the informant, chief, and prisoner.

After the mission I returned as a squire (rank 3). Again there were no changes in the BOS as far as QM inventory, prices, or recruits to be had. I used the quick save and picked the brownnoser and then here and now perks. With brown noser I made senior squire. I found that for it to be "turned on" I had to leave the area and come back. As a senior squire, the other recruits did NOT show up in the recruit, leading me to believe there is a mission or level requirement. There were also no changes in the QM inventory. The here and now level increase provided similiar results.

Things are looking dismal on the charisma front. It appears that while charisma may get ranks a little faster, the level or mission requirements will void out any advantage that provides. I will try one more mission/level to get the leadership perk and see what happens. Other than that; barring any major changes from the patch, I believe a high charisma is probably not worth the effort. After the patch comes out, I'll try a divine sniper(cha 8 luck 10) and see what the divine favour perk does.
 
The biggest benefit that I can see is the amount of perks available - 6 or greater Charisma gets you some REALLY nice perks, namely, Leader and Way of the Fruit.

For those who don't know, Leader gives +1 agility and +5 AC to everyone around you, including you.

Way of the Fruit gives +something, I forget how much exactly to STR every time you eat a piece of fruit.

Charisma will also increase your barter. I also have a sneaking suspicion that it affects gains in rank, but I have yet to test this.

Another note, you need at least Charisma for a lot of perks - 5 for Brown Noser, 8 for Divine Favor (anyone know what this does?), 6 for Leader and Fruit, 7 for Master Trader, 4 for Team Player, and 3 for Bluff Master. One curious perk is Loner... you need UNDER 5 Charisma for that one.

My recommendation is, for MP at least, make one character with a high Charisma, Int, and Perception - make him your healer. Give him healing stuff, Way of the Fruit for boosting STR, Team Player (He's ALWAYS going to be near team members, so it's like always having +10% to everything), Leader if you want him in the fray with others, and Divine Favor (Hey, it can't be bad!). Perfect healer, if you add in Healer and Stat!.
 
I decided to try my own charisma test. With 10 Charisma I started out rank 2 instead of rank 1 and when I got to the bunker and went to recruit I was rank 3. With my 2 Charisma guy and my 5 charisma guy I was still rank 1 at this point. I noticed no difference in available equipment to buy, but with rank 3 all the rank 2 recruits showed up, however none of the rank 3 recruits were available.
 
About divine Favor :
Perk Rate -1 (Its a good thing)
+1 to a randomly chosen statistic
 
So devine favor means from that point you gain perk at 2 level per ? wow.. that means a LOT more perks by level 15 or so
 
Hey! Those are some neat perks. I guess 6 charisma is the max you should give your character. It really isn't much of a factor anymore though. I mean people will say the same thing whether you have 10 or 2 charisma. So whats the point of having charisma anymore.
 
extract of dolphin at table 6.

Vlad -
Very interesting stuff. Thanks for the info!
Please consider this as encouragement to keep going.

Maheda -
I dunno about you, but my PC with the Leader Perk doesn't benefit from it himself. My Dex was 8 before, and is still 8 with the Perk. Otherwise, it seems like a pretty good Perk. The 5 AC points make my snipers pretty deadly, since even heavy weapons rarely hit them at a decent range.

- Stravaig
 
The point is some of the neat perks. There aren't even any recruits that have a 6 cha (although I guess you could give gain cha to a 5 cha one) Divine favor requires an 8... I don't really see any point to more than that though. I guess it all depends on what you are trying to play.
 
RE: Experiment in Charisma II

>did NOT show up in
>the recruit, leading me to
>believe there is a mission
>or level requirement.

To further confirm this, YES, There is a level requirement. I became a Junior Paladin to early but still didnt get the PA until the nxt mission. I think u get the PA only at mission 12 with rank 9(or 10?).
 
Correction about the divine favor

The statistic increased by the divine favor isnt chosen at random. The stat increased is your highest. You can increase your abiliry beyond race limitations.
 
My Experiment in Charisma

I too started a character with max charisma and made them gifted so I could be a wicked sniper.

This character's name is Slick and he has 10 Chr, 8 Ag, 8 Per and lower other scores, plus, he is gifted.

He is now using a hunting rifle at the start of Preoria, and his squad contains: Farsight, Stitch, Rebecca, Target and Beth.

I've just started using Beth, because I wanted to see a bruiser in action and she has a Power Fist and the Ripper.

I really just took her for her Repair skill, since it's pretty high compared to any other NPC offered at this level. The humvee took a beating in the escort level. Beth does 17-29 with the powerfist, which is pretty remarkable.

Target is my bomber, even tho he can snipe pretty good too. I always sneak up on enemies and lob grenades over the sandbags, or thru doors.

What I noticed about Slick, right away, is that the whole squad performs better and seems to get better hits. I can't explain this too well, because I'm not sure if it was just a fluke, but it seems that compared to my other characters, Slick gets better performance out of his crew!

Bartering hint: barter with medical guys in the bunker, because they usually give you 5x the ammount an item would be worth at the quartermaster. I think this has to do with the factor for calculating item value; it's apparently based on supply and demand. Therefore, since the medics don't have any weapons, they will give you better prices!

I tested Slick right away for his barter skill and he only got 450$ for something at the quartermaster and the medic gave him over 1500$ for the same item. (of course this could be off, but you get the point)

The first mission was hard with such a weak character, but it pays off and by the time you get a few levels, the charismatic character will be just as strong as everyone else.

Slick is good with the hunting rifle and the AK-47.

Warning: if you have a charismatic character, you will need more medical supplies, but don't waste doctor bags or first aid kits. Because the charismatic character has lower hit points than everyone else, he can really profit from plain old stimpaks.

Usually one or two will get him out of the red. At first, I just healed him with stitch's first aid bag, but then I realized that it became too expensive. Sure enough the stimpies did it! :P

I'm putting a site together for FOT strategy and design, so if anyone wants to help or post strategies, or hints, or ask questions, email me at: lordnekrull{AT}planetquake[d0t]com

LN
 
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