powerguy1983 Posted November 8, 2019 Share Posted November 8, 2019 I am having trouble finding information on things that factor into maximum attribute level. Maybe some of you with late-game duplicants can answer this. Do any of the following affect a dupe's maximum attribute level? Interests Positive/negative traits with attribute modifiers Skills with attribute modifiers Anything else I may be missing? Link to comment Share on other sites More sharing options...
FenrirZeroZero Posted November 8, 2019 Share Posted November 8, 2019 Max stat Level is 20 All modifieres add or substract from that "max" (a dupe with only interest of digging starts @ digging 7 and ends with digging 27, if you add the skills he can reach 33 if you add exosuit 43 usw.) P.s there is a mod to remove the skill cap Link to comment Share on other sites More sharing options...
wronny Posted November 8, 2019 Share Posted November 8, 2019 3 hours ago, FenrirZeroZero said: (a dupe with only interest of digging starts @ digging 7 and ends with digging 27 A dupe with digging as only interest starts out with a skill level 7 / 20 in excavation, the interest is not counted as a bonus separately from the skill level. Only duplicant traits (e.g. Mole Hands) and bonusses - temporary (atmo suit) as well as permanent (skills; e.g. Hard Digging) - are treated separately and adjust the cap accordingly. Link to comment Share on other sites More sharing options...
psusi Posted November 8, 2019 Share Posted November 8, 2019 1 hour ago, wronny said: A dupe with digging as only interest starts out with a skill level 7 / 20 in excavation, the interest is not counted as a bonus separately from the skill level. Well that sucks. I thought those points were also on top of the 20 you can train. Link to comment Share on other sites More sharing options...
powerguy1983 Posted November 8, 2019 Author Share Posted November 8, 2019 Thanks for the responses. Do negative trait modifiers potentially reduce the attribute cap? For example, is a dupe with the anemic trait (-5 athletics) capped at 15 athletics if no other skills or positive traits are affecting the attribute? Link to comment Share on other sites More sharing options...
Craigjw Posted November 8, 2019 Share Posted November 8, 2019 4 hours ago, wronny said: Only duplicant traits (e.g. Mole Hands) and bonusses - temporary (atmo suit) as well as permanent (skills; e.g. Hard Digging) - are treated separately and adjust the cap accordingly. 1 hour ago, powerguy1983 said: Do negative trait modifiers potentially reduce the attribute cap? For example, is a dupe with the anemic trait (-5 athletics) capped at 15 athletics if no other skills or positive traits are affecting the attribute? I'm going to conclude a yes because of the previous statement. A trait is a trait, negative or positive. Link to comment Share on other sites More sharing options...
Gurgel Posted November 8, 2019 Share Posted November 8, 2019 32 minutes ago, Craigjw said: I'm going to conclude a yes because of the previous statement. A trait is a trait, negative or positive. Should be. I do not take those, so I cannot be fully sure. But positive traits (not interests) just get added directly to whatever skill value (0...20) the dupe has, so negative ones should be too. Link to comment Share on other sites More sharing options...
bobucles Posted November 11, 2019 Share Posted November 11, 2019 The XP tracking mod shows that interests count as starting levels, not bonus levels. So you start at 7/20 cooking, and have to get all the XP needed to reach level 8. Duplicant traits DO add or subtract as a direct bonus. A dupe with -5 athletics is actually level 0/20 minus 5. There aren't many stat traits but do keep an eye out for them. Link to comment Share on other sites More sharing options...
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