Since each weapon type has its own AP cost per attack (which will vary through different tiers of weapons inside of that type), it's logical that each has a number of APs that suits them best (and, preferably, best through all the tiers). Which brings us to our next point – action point “sweet spots”. However, for the 18 initiative guy that also won't be pleasant – he'll have 1 AP constantly hanging and another thing is, single shots suddenly becomes costing 5 AP. Not to mention that the AP 11 guy will be unpleasantly surprised when he'll learn that the higher grade assault rifles gain a burst option which costs 7 AP per shot and it becomes impossible to use his action points efficiently. Yes, the 11-AP guy will have some leftovers for movement, but the 18-initiative guy may just skip one of his attacks to move and still be even. Meaning that in the time he will deal 5 single shots, you will deal 6 single shots. So for each two turns the initiative 11 guy will have, you will have three. On the other hand, with the CLASSIC of 4-1-10-2-6-4-1 you will have 8 action points and 18 initiative, so you will be able to do 2 assault rifles per turn, but you will have about 50% more turns (I'm oversimplifying here as actual formulas are somewhat obscure, but the turn rate is more or less decided by comparison, so just divide bigger initiative on the lower to see the difference). For example, with the CLASSIC of 10-1-4-2-6-4-1 you can have 11 AP and 12 initiative at the start, so, with the starting assault rifle, you will be able to do 2 shots in the first turn and, putting an extra AP in reserve (you may reserve unspent AP in this game, but no more than two) do three shots on your next turn. Generally speaking, having extra 6 initiative points can be more efficient than having 3 extra action points (but that also depends on the weapon of your choice). Coordination/2 and (Strength+Intelligence+Speed)/4 define the number of your APs (meaning you buy them at either 2 or 4 points a pop), whereas initiative is given for every point of Awareness (that's the source of a finer control) and for Speed/2 (either 1 or 2 points a pop also this makes speed rather sweet as it gives both AP and initiative). When building any kind of combat character in wasteland 2 (note: this game is combat heavy and your party won't be able to support more than one non-combatant, on the lower difficulties – maybe two), the two most important derived stats are Action Points (which number defines how much you can do in a single turn) and Combat Initiative (which decides how often you gain those turns).Ī common mistake here is pursuing action points at the excess of initiative – they're both important and initiative is actually a little bit stronger because it's easier to use efficiently and you have a finer control over its development.
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