![]() ![]() (For example, Sue's belongings in Ag Center, before Perception check and after, yield different descriptions, and after the check yields conversation options with Sue.) Instead, you'll just get a less-detailed summary of something if you either had too-low Perception, or if you didn't use Perception on it yet. But because Perception does NOT work on probabilities, and instead like speech checks you either meet the required levels or you do not, you won't see "0% - Impossible" on any object. The same mechanic that they changed to have skills highlighted to allow for characters WITHOUT lockpicking to be selected while choosing to lockpick a door (the "Move aside, this is a job for me!" mechanic) is what allows for anyone to "check for Perception". In vanilla, you wouldn't be able to see whether something was trapped just by right clicking it. Originally posted by Gillsing:Maybe one of your Rangers is using a Clay Wizard Figurine trinket with +2 Perception?No, this is just a carryover from the changes from vanilla to DC. Though I don't know if there are level 8 traps in the game, so maybe it wouldn't be worth putting all those attribute points into Luck just to be guaranteed to detect level 8 traps once Perception is maxed at 10. I believe this is the case in Rail Nomads Camp. But Luck 1 would mean that there's only a 91% chance to spot that trap, and if there's a whole mine field of level 3 traps, some of the mines might not be detected unless your Ranger has Perception 6. And if there's a surprise ambush the high Awareness would make it likely that the Ranger has a very high Combat Initiative, and would then possibly be able to retreat back to the other Rangers before the ambushers get to actually attack.īut for actually spotting traps I think that Luck might be a better attribute, since the extra +10% from Luck 10 would mean that Perception 5 would have a 100% chance to spot a level 3 trap (assuming that critical failure is not a thing for Perception). Which would make such a Ranger a good scout, and being able to do that scouting without stepping on mines would be a good thing. The good reason to put Perception on someone with high Awareness is that such a Ranger would be able to spot enemies from a slightly longer distance. Because as far as I know there's no setting for the Ranger to automatically stop when detecting a trap, so you don't want to click too far ahead, spot the trap, and then walk/run straight over it anyway. ![]() But obviously it's helpful to know exactly how far you've checked for traps when you click to move forwards. I'm pretty sure the Perception skill is always active though, whether it's turned on or not. Skill level also determines what you see, so if you want to detect every little booby trap and mine, you'll want to make sure that you have high enough Perception to do so. You can put that skill in your bar of hotkeys, and turning it on shows the radius of the skill, which is determined by the skill level and nothing else. Awareness only determines how far your Ranger can see, and that has nothing to do with Perception, which is a skill. ![]()
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