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I'm playing Bloodlines for the first time and want to play as a Gangrel. The protean discipline adds a lot of stat boosts (+1 wit, +2 sta, +4 str) and I want to know if weapon feats and/or attributes go above 10 so I can plan out my character. For example, if I have 5 str, 5 brawl, and I get the +4 str from protean 4 do I now have an unarmed feat of 14, with increased damage and to hit chance, or is it hard capped at 10? And if I have str 2, brawl 2, and the +4 from protean 4 is my unarmed feat 8, or are attributes like str hard capped at 5 and my unarmed feat is only 7?

I've googled this and seen conflicting answers. I suspect there may be a difference in versions and patches so I'm asking here. I'm going to do my first play through on the unmodded version here, so if anybody has tested for themselves and knows for sure please let me know.
Some of the stats are hard-coded to be capped at certain values, but generally they should all go over 10.
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wesp5: Some of the stats are hard-coded to be capped at certain values, but generally they should all go over 10.
Thanks for the quick reply. Do you know which ones can go over 10? Specifically can the unarmed feat, defense (from 6 wits), and bashing soak (from 7 sta) all go over?
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AndyTron: Do you know which ones can go over 10? Specifically can the unarmed feat, defense (from 6 wits), and bashing soak (from 7 sta) all go over?
I have not idea. Just cheat yourself some stats with the console: vstat get xxxx
Should be said that there really would be no point to it though. The game is easy, the late game weapons absolutely shred everything apart and even modest investment will make your own character so slow to die I don't think you would feel the difference if you got even bigger results.

Looking at the 'feats.txt' file in \unofficial_patch\vdata\system\ , there seem to be maximum values, though I'm not sure these are actually meaningful. They are as following:

Maximum 10: Lockpicking, Sneaking, Research, Haggle, Intimidate, Persuasion, Seduction

It should be noted that all of these except for Sneaking and Haggle are straight, fixed tests in the game anyhow. If a feat equals or exceeds a test requirement, a lock can be forced open, a book can be read, a special line of dialogue can be used. There is no point in having a higher feat than what is necessary to succeed. There is no random chance, you are not more likely to succeed at any task because they are all fixed tests anyhow.

Maximum 20: Hacking, Inspection, Unarmed, Melee, Ranged, Defense, Bashing, Lethal, Aggravated

Curious thing here is that Hacking tests are fixed difficulties, there is no benefit to having a higher Hacking feat than what the object being hacked requires, and I believe the highest one is a single computer that requires 10 to crack the password. Likewise, Inspection can be raised past 10, but it only has actual effects coded for the first 10 levels.

It seems that only the feats used for calculating damage are set to go beyond 10 and possibly have beneficial multipliers in doing so. You will have to test it in game to be sure, I guess.
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Sufyan: Should be said that there really would be no point to it though. The game is easy, the late game weapons absolutely shred everything apart and even modest investment will make your own character so slow to die I don't think you would feel the difference if you got even bigger results.

Looking at the 'feats.txt' file in \unofficial_patch\vdata\system\ , there seem to be maximum values, though I'm not sure these are actually meaningful. They are as following:

Maximum 10: Lockpicking, Sneaking, Research, Haggle, Intimidate, Persuasion, Seduction

It should be noted that all of these except for Sneaking and Haggle are straight, fixed tests in the game anyhow. If a feat equals or exceeds a test requirement, a lock can be forced open, a book can be read, a special line of dialogue can be used. There is no point in having a higher feat than what is necessary to succeed. There is no random chance, you are not more likely to succeed at any task because they are all fixed tests anyhow.

Maximum 20: Hacking, Inspection, Unarmed, Melee, Ranged, Defense, Bashing, Lethal, Aggravated

Curious thing here is that Hacking tests are fixed difficulties, there is no benefit to having a higher Hacking feat than what the object being hacked requires, and I believe the highest one is a single computer that requires 10 to crack the password. Likewise, Inspection can be raised past 10, but it only has actual effects coded for the first 10 levels.

It seems that only the feats used for calculating damage are set to go beyond 10 and possibly have beneficial multipliers in doing so. You will have to test it in game to be sure, I guess.
Early on, fighting with fists/claws is the most important so it could make a difference.
I played a Gangrel before and beat the game. Yes, the total number in stats sheet can actually go above 10. But there is no need to. Considering 10 max and trying to build your char around those numbers with that in mind, works more than well enough. In my build, excluding relics, i tried to max everything at 10, taking in mind and calculations the abilities of the Gangrel and their boosting to the stats. I raised with XP the stats only up to the point that the Gangrel's disciplines bonus would simply "max" them at 10. Doing that (and obviously using the tome to vendors strategy), i was able to made an ANDA Gangrel with ALL DISCIPLINES MAXED (minus the last level of animalism, for opening which i lacked only ONE SINGLE POINT OF XP that you can't gain unfortunately, but bat swarm was more useful anyway...) and have all important stats and feats maxed naturally. This is a beast. Invincible. There is zero point to go above those values, at all.
Post edited August 17, 2016 by KiNgBrAdLeY7