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本页面所列出的全部技能均指由黑曜石娱乐所制作的辐射:新维加斯 中的属性系统。

  • 本页未详细描述每项内容。详情请查阅相关文章。
  • 关于在其它辐射系列作品里的技能,请查阅“技能”。
  • 关于辐射:新维加斯 内容概述,请查阅“辐射:新维加斯导航页”。
 
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背景编辑

辐射:新维加斯 中的技能设定和前作辐射3 十分相似, 但在以下几个方面还是有着重要的区别:辐射3中的Small GunsBig Guns 技能被整合为包括使用所有常规枪炮的枪械技能;使用爆炸型军火的武器(如:导弹和手雷)被规整进爆破技能;新维加斯中加入了新的投掷武器(如:飞矛),使用这些武器受到近战武器技能的影响; 而新加入的生存技能让玩家能够制作多种物品:食物、治疗针、毒药和能提升武器效力的化学物品。

辐射3不同的是,在游戏本体中,即便是学会全部相关特技并收集完所有的技能书,玩家也不会拥有足够的技能点数来让所有技能值升至100点。如果玩家安装了两个及以上剧情类DLC,智力属性为10,拥有Comprehension 特技,并阅读大约20本技能书,完全可以在40级的时候使全技能点达到100点。如果安装了全部4个剧情类DLC,在等级上限为50级的情况下,智力属性低下的人物角色也可以做到全技能100点。

为了使玩家在进行技能检定时可以达到最低技能点数要求,辐射:新维加斯 引进了“技能杂志”的概念。技能杂志能够为玩家们提供大量但却是暂时的技能点数(+10, 拥有Comprehension特技则可以+20)。在对话前读一本杂志能够让玩家通过本会失败的技能检定。技能杂志也可以让玩家暂时满足使用部分武器的技能要求,以及撬锁和破解终端机时的技能要求,或是临时满足工作台或篝火中的制作配方上的要求。

技能的影响编辑

一般来说技能按照功能被分为“战斗技能”和“非战斗技能”。

“战斗技能”影响武器的威力,这些技能包括: 能量武器爆破枪械近战武器徒手

“非战斗技能”包括:交易、医疗、修理、科学、口才。

Good Natured天赋将通过削弱战斗技能来增强非战斗技能。

撬锁、潜行和生存也是非战斗技能,但不受Good Natured特征影响。

战斗技能编辑

对于战斗技能来说,拥有高额的技能点数将有助于满足武器的使用要求(部分武器对力量属性也有要求)。如果无法满足远程武器的技能(或是属性)要求,将会大大降低你在V.A.T.S.模式下的命中率,并且你的准星会大幅度地晃动。对于近战武器来说,则会降低你的攻速。对于非徒手武器来说,你的战斗技能也会增加你所造成的实际伤害,计算公式为:

实际伤害=面板伤害×(50+技能点数×0.5)÷100

换而言之,如果你的相关技能点数为0,那么武器的实际伤害将只有面板伤害(基础伤害)的一半。如果技能点数为100,武器的实际伤害就会等同于面板伤害。

徒手技能与徒手武器伤害的计算方式则有所不同。徒手武器的实际伤害在面板伤害的基础上会加上一小部分额外伤害(bonus damage)——V.A.T.S.模式下徒手攻击的伤害将会翻一倍,额外伤害部分则不会翻倍。即时战斗状态下的蓄力攻击伤害也会翻倍。徒手伤害附加的其它伤害主要取决于特殊攻击和在高额技能点下解锁的V.A.T.S.模式里的特殊攻击招式。

要注意的是,游戏中可能会出现对于武器伤害数值的描述错误,通常是由你选中了一件武器但却没有装备它(及那些可以更换不同弹药种类的武器)所造成的。重新装备上或是卸下这些武器一般就可以解决这个问题。

非战斗技能编辑

非战斗技能有着多样的特定用途。除了常规应用外,许多非战斗技能用来进行对话检定(主要是口才或交易)。战斗技能偶尔也会在对话中进行检定。和以往的辐射不同,新维加斯用数值检定取代了成功率检定。也就是说,你必须达到技能要求的最小数值,否则一定会失败——运气在这里派不上用场。比如在清泉镇(Good Spring)的“鬼镇枪战”(Ghost Town Gunfight)任务中你的爆破技能必须达到25(这是对话中少见的几个战斗技能检定)才能从闲人彼得(Easy Pete)那里要来一些炸药。当玩家的相关技能过低,相应的检定选项会标红,显示对话将会失败,不会获得说服带来的经验。和辐射3不同的是,同样的对话检定选项,如果你技能不够,说服选项听起来将会是一句荒谬的、毫无说服力的话,而如果你的技能点数达到要求,对话内容将会有所不同——听起来像是经过深思熟虑的论证——这恰恰反映了检定的性质。通过检定所获得的经验值和检定难度成正比。

技能数值计算公式编辑

初始技能值的计算公式如下:

2+(2×相应属性值)+幸运属性值÷2

如:5耐力5幸运下,你的徒手技能为:

2+(2×5)+5÷2=15

人物设定完成之后再对SPECIAL数值进行变动依旧会影响技能值。

在创建人物过程中玩家可以直接“标记”(tag)3个技能,它们会立刻提升15点。每升一级,玩家获取的可分配技能点数为10+1/2的智力点数。如果你的智力数值为奇数那么你多出来的那1点技能数将会你升级至偶数的等级时给你(如你的智力为1,你升到2级有11点技能点数,升到3级有10点技能点数,以此类推)。玩家总共能获得多少技能点数取决于你加载了几个DLC。1智无DLC玩家总共只能获得304点技能点数,10智4DLC的玩家总共能获得735点技能点数。和辐射3不同,只有少数几个特技(perk)能直接增加技能点数。或者你可以通过提升SPECIAL点数、阅读技能书来提升。唯一的例外是Educated特技,该特技将在每级给予玩家额外2点技能点数(但该perk要到4级才能点)。注意,Educated特技给予的总共的额外点数是基于玩家选择该特技后又升了多少级,因此玩家能从中受益多少取决于玩家什么时候选择这个特技以及玩家安装了几个DLC。

技能列表编辑

技能 描述 对应属性 对应技能杂志 对应的技能书
交易 对贸易往来和讨价还价的精通程度。也可以用来谈判以获得更丰厚的任务回报。或者有时可以用来进行贿赂以替代口才说服。 魅力 销售员周刊 垃圾镇笨小贩传说
能量武器 对能量武器的精通程度。 感知 今日未来武器 尼古拉·特斯拉和你
爆破 使用爆破武器的能力,以及排爆和制作爆炸物的能力。 感知 爱国者的食谱 闪避与掩护!
枪械 使用配备常规弹药武器的能力。 敏捷 装备评刊 枪械与子弹
撬锁 撬锁的能力。 感知 锁匠读物 今日杂技
医疗 使用医疗器械,药物和制作医疗包的能力。 智力 今日医生 首都内科医学学报
近战武器 使用近战武器的能力。 力量 奇瓦利传说 蛮人古古那
修理 修理物品、制作物品和弹药的能力。 智力 修理大全 迪恩电子学
科学 破解终端机,在工作台回收能量弹药,制作药物的能力。也用于对话检定。 智力 程序员文摘 百科全书
潜行 偷窃和保持潜行时隐匿状态的能力。 敏捷 ¡幽灵魅影! 中国军队:特别行动训练手册
口才 说服别人的能力。也用于谈判来获得更丰厚的任务回报;规避战斗、说服他人来刺探重要情报以及成功通过各种口才检定。 魅力 交际会面 说谎,国会作风
生存 烹饪、制作毒药、“原始的”装备和消耗品的能力。同时增加从食物中获得的效益。 耐力 少年人生 废土生存指南
徒手 徒手攻击的能力。 耐力 拳击时报 图解拳击

技能点数最大化编辑

With all DLCs, it becomes fairly trivial to max out all your skills at 100.

At the base level, you need 1300 skill points for complete maximization (100 points for 13 skills). At level 1, you get 45 skill points for free (from your 3 Tag! skills), and an average character (5 in all SPECIAL stats) will have 15 as a base for all skills. This reduces the amount of skill points you need to 1060 (1300 - (45 + 15 x 13)).

For 49 levels at average intelligence, you get 612 skill points (12.5 x 49). Just with these base stats, this is enough to get all but 6 skills completely maxed out (remaining 448 / 85, rounding up).

Simply by taking Educated at level 4 leaves us with 356 skill points remaining to completely max out. Taking Comprehension at level 6 (and saving skill books until then) means that reading 89 skill books is enough to net you the remaining skill points (so long as you adapt your per-level skill points to the remaining skill books). As a note, the base game contains 53 skill books; Old World blues contains 16 skill books/recipes; Dead Money also contains 12; and Honest Hearts can contain anywhere from 0 to 8, 0 to 2 per workbench (and may require a bit of saving and reloading before entering caves). With diligence in finding skill books/recipes (all well-documented on this wikia) and a bit of reloading in Honest Hearts to generate all 8, you can max out all skills without any other special character effort.

With simple variations, the task of maxing out skills can become easier or harder. A character with Intelligence of 10 with Educated at level 4 and starting off with Skilled will be short only 408 skill points, not including skill points from initial character creation (which will yield at least 111: 45 from three Tag! skills and 22 from Repair/Medicine/Science, ignoring Luck). This character will need only very few skill books by comparison, about 42 if all other SPECIAL stats are left at 5.

All of the above also ignores the effect of implants from the New Vegas medical clinic, the special Old World Blues perks, and other perks, traits, equipment that can effectively make permanent alterations to your SPECIAL stats or skills. These can range from Tag!, which gives 15 skill points to a skill; getting an implant or taking Intense Training to increase Luck to an odd number, which yields 13 extra skill points; or even something like Night Person which yields up to 12 skill points (+2 Perception and Intelligence) at night.

In short, due to the increased level cap, extra content, and perks/traits from DLCs, the task of maxing out your skills is nowhere near as exacting as it once was, requiring incredibly specific SPECIAL scores or perk/trait selection. Even "dumb" characters (Intelligence of 1 and no special perks or traits) will be able to max out many skills.

Note that when taking Logan's Loophole, maxing out your skills becomes impossible due to the reduced level cap (unless the skilled trait glitch is used). Even with perfectly optimized SPECIAL scores, Skilled as the other trait, all possible implants, including the effects of completing Lonesome Road and Old World Blues, and the following perks: Comprehension, Educated, 10 Intense Trainings, Tag!, Solar Powered, and Walker Instinct (all perks that give you non-contradictory ways to increase your skills), you will be exactly 19 skill points shy of maxing out all your skills. Not to mention that such an exacting character will probably not be very fun to play and will be trying to cancel out one of the major benefits to Logan's Loophole (double-duration skill magazines).

Comprehension/Educated perks编辑

Allowing for some variation due to S.P.E.C.I.A.L. point distribution and raising those stats by the Intense Training perk, you will normally end up at level 50 some 140 points short of maxed skills.

This assumes you buy all 7 implants pertaining to stats and the Lonesome Road extra point, find some 80 of the books, and do not take the Comprehension/Educated/Tag! perks or the above temporary perks, or Logan's Loophole.

Hence, taking both the Comprehension and Educated perks is definitely overkill, netting you some 80 points and 92 points respectively. Taking both makes for some accelerated skill-progression early and mid-game, but little effectively so.

You might consider taking both if you have a stat distribution giving you a low skill raise, i.e. high STR and low INT, but might as well make up for it with the Skilled trait. The latter may be a very good choice anyway as outlined here.

While the Comprehension perk depends on diligence in searching books, it might be preferable to Educated, as it will also make skill mags twice as effective on top of the bargain and net almost the same number of points as Educated.

With Comprehension those will give a major boost of +20 to the relevant skill and enable you, e.g. to get past some locks, computers, or skill dialogue checks otherwise out of your skill range by a large margin.

Some missing skill points at lvl 50 are far from tragic. For skills not used constantly (like weapons skills, survival or sneaking), or only on foreseeable occasions (such as barter, lockpick, science, repair or speech), there is always some lightweight apparel or chem at hand, giving those skills a boost by up to 10 points.

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