Porrvald

Active Member
Sep 12, 2020
596
634
Suddenly, the small parties start to gain some appeal. A "just followers" party it´s really cheap (228$) and yields 48 influence. You can make even a smaller party ( with only 3 followers for just 171$) and getting influence at 4$ per point it´s a very good return.
Did you check that you really get the influence? I just spoiled everyone with everything and it showed inf gain 31, below the picture, I had green check on socializing and after party check... But still got no added influence at all.
 

Gunner Rey

Well-Known Member
Aug 15, 2018
1,081
946
Well I was starting over for the bazillionth time and noticed that this was possible on day 1 depending on your choices despite the fact that training caps at 120 even with the dojo as far as I know. I was 10 pts short from being able to do this without Limp otherwise I wouldn't have taken it because it is quite annoying in the early game.

View attachment 3607122
Heh, I've talked myself into a lot of bad traits because I needed those damn points to make my latest 'optimum' strategy work.
I definitely understand those motives!

Is that an Enhanced start? I played with those for a while and remember thinking that it appeared with the Enhanced starts you could exceed the normal caps. I don't think it works that way with the other starts though, but I might be wrong.

I'm still playing around with all the new options before I try a Rise from the Ashes start, especially if I decide to do Ironman like I'm doing now. My most important perks for this run are Deadly Strike, Tough, Z Mark, and Manhunter.
I love Deadly Strike because it makes capturing in the early game so much easier, opponents wearing Combat Armor and above don't succumb to the whip painlessly very often. The whacked-out Space Marine in Watery Eyes and Brian Calloway often cost me a relative fortune in tendstims, but Deadly Strike makes them so much easier.

The others I've tried briefly but didn't think it worth the expense. Manhunter is kinda nice for those tough early combats where you can get a surprise capture that makes the whole rest of the battle so much less painful, but it can also cause you to get the wrong capture which can be quite irritating so I end up changing my combat tactics and that sometimes means I've got more opponents firing at me for longer than I'd prefer.

Tough is too expensive I think. It would save you in tendstims and is certainly a nice perk, but thirty points is a lot. It's two ugly disadvantages I'd rather go without.


So far my combat team is Ayden, Felix, Truls, and Kate. Ayden and Felix don't require much justification. Truls has more health than Ayden, over 100 strength, Brawler, Warrior, and Malevolent so he's a beast in melee. Kate is not very strong but she has both Brawler and Malevolent as well as Shadowborn so her health is irrelevant with her basically having her own personal built in stealth suit, so I don't even have to give her armor. She doesn't have warrior but I can train that up eventually, along with her strength.
All of them have been staples on many of my runs, this current RftA game my 'A-Team' has been Ayden, Dexter, Bud and Rebecca. For Godzilla I swapped Bud out for Truls, if that's the guy down in Watery Eyes who gets the ambush attack. We did it with Greatswords and Bud's Melee Combat and Health wasn't quite up to snuff so he got sidelined.

I did find Kate very useful early on before I got Ayden, I do like that Shadowborn ability.


Planning to add Cassius to the mix eventually but both him and the chick he's got with him initially are badasses so I'm not ready to try and capture him yet. It's day 6 in my current game and I have the stables maxed out minus the final horse upgrade. I'm not clear on whether that nixes the movement penalty from Limp or not but it does give me fast travel.
I took on Cassius in my old Rise from the Ashes run which I updated and started playing occasionally a little while back but the girl I got with him was just a standard random. No special stats, no traits outside 'Jaded.' It was that cute little ginger who has scenes so I wasn't too unhappy 'cuz her pics are hot, but I'd rather have gotten a badass like you did.

In the final analysis I just beat Godzilla with my team of Ayden and the second-stringers and did it with no reloading and nothing untoward, so I tend to think it's possible to over-weight some advantages as in the end you don't really need them to beat the toughest target in the game.
 

Gunner Rey

Well-Known Member
Aug 15, 2018
1,081
946
Without modifiers like manhunter, the base chance to capture someone using the whip is 90% (5% base + 85% Whipping Cane)
That's the way it used to be, but in my last few runs I've whipped literally hundreds into submission with the Cane and never failed except on the ones like Juno's captors you can never capture. I didn't take Manhunter in any of those runs.
 
  • Thinking Face
Reactions: Seamonkey

Porrvald

Active Member
Sep 12, 2020
596
634
Yeah that's an option. Another interesting option for a Rise start could be something like this if you were ok with saving some of the bigger fights til your mercs are really pumped up to the max. I have no idea if the hardest fights are even theoretically possible with MC contributing zero damage to them, but other than combat this build could ramp up to be good at everything else fairly easily and that workshop and investment bonus is actually pretty significant. Might even be worth dropping something else to grab Manhunter just for the sale price bonus. You can't capture them yourself but your mercs can. Have never actually tried a pacifist build so far. Master Tactician would theoretically still be useful but Master of War wouldn't.

View attachment 3609993 View attachment 3609994 View attachment 3609995
I've never tried Pacifist (and probably never will) due to the extremely silly nature of it. I'm fine with beating slaves to death in my dungeon but I refuse to use any kind of violence against someone who is actively trying to kill me :rolleyes:

If it had been limited to only using blunt weapons or mc was given a cattle prod then maybe it would have been worth trying out.

As for Business competence it is kind of pointless as it only gives you a tiny bit of extra production points, which you could get a lot more by simply adding an extra workshop.

On Dying world it makes even less sense, as a single upgraded and fully staffed workshop will basically consume all resources, on the planet, within a year or so. You would effectively be paying 100+ creation points just to reach that point a little faster.

It does however provide you with good blacksmithing skills, which puts you close to the required skill levels for crafting Duraplate armors, which you can then do 3-4 times per day and sell for around 4k profit each.
 

Porrvald

Active Member
Sep 12, 2020
596
634
Is that an Enhanced start? I played with those for a while and remember thinking that it appeared with the Enhanced starts you could exceed the normal caps. I don't think it works that way with the other starts though, but I might be wrong.
I frequently train stamina to 130, via basic training (trainer + push it options), and I don't even think that I have needed a dojo to do it. Disciplined trait has probably always been part of it though.
 
  • Like
Reactions: Gunner Rey

Gunner Rey

Well-Known Member
Aug 15, 2018
1,081
946
Decided to play around a little with a Rise start and it definitely requires some painful decisions. Had to take 2 levels of soldier to unlock the Traits in green that are mandatory for me. Massive load isn't really mandatory but it's free, so why not? The traits in red are the least bad options I saw to use to pay for the ones in green. Wildborn is just a bonus with leftover points since I can't afford Brainy without taking some much more unpleasant traits, and it's especially painful since this build is dumb as a box of rocks.

View attachment 3609829 View attachment 3609830

The best option I could see to also get Brainy was to drop Wildborn and take both BO and Near-Sighted which would make me a bad hunter. Not the biggest problem but would make progress with the bandits harder.
I'd say you did pretty good, you got what you wanted and while I'd take something else other than limiting Dex, it won't hurt you much. Like Porrvald I consider Debt and Unlucky to be automatic, I also put 'Gluttonous' there as I like how it forces me to keep training Stamina for the benefit of my newer slavegirls.

Regarding hunting I think if you take along some Wildborns and Loren and are Wildborn yourself you stack so many bonuses that the penalty barely hurts you. I hate Nearsighted because early on I'm going to want to fire at range sometimes and that's an ugly penalty. I also suspect it may sometimes affect shots from the forward position because in this last run I'd swear I missed a few shots after achieving 100 Ranged Combat, something that never seemed to happen before, and that's going back a long way in my case.
 

Gunner Rey

Well-Known Member
Aug 15, 2018
1,081
946
I frequently train stamina to 130, via basic training (trainer + push it options), and I don't even think that I have needed a dojo to do it. Disciplined trait has probably always been part of it though.
I was just referring to character creation and going from memory. I just checked it out, if you do a normal start you are capped at 90 but if you're playing Enhanced you can raise attributes to 130. You can even get it higher if you utilize a few naughty tricks known by veteran character-creators....

Training just about every day after the third has been part of my strategy in every single run since before Rebecca had her pic profile completed. I was initially intrigued by 'Disciplined' and the Dojo but soon found my training progress went well enough without them and cut them out of my strategy.
 
Last edited:

Porrvald

Active Member
Sep 12, 2020
596
634
I was just referring to character creation and going from memory. I just checked it out, if you do a normal start you are capped at 90 but if you're playing Enhanced you can raise attributes to 130. You can even get it higher if you know a few naughty tricks known by veteran character-creators....
Yes, I've never had any stat above 90 on day 1.

Training just about every day after the third has been part of my strategy in every single run since before Rebecca had her pic profile completed. I was initially intrigued by 'Disciplined' and the Dojo but soon found my training progress went well enough without them and cut them out of my strategy.
Yes, in my current rise from ashes game I have actually very little use for Disciplined and would probably have been happier with 30 more points on Manipulate skill. On the other hand... Starting with 80 manipulate skill is probably making it a little too easy to just tell new slaves to get into the dungeon.
 
  • Like
Reactions: Gunner Rey

Seamonkey

Member
Oct 24, 2017
301
358
That's the way it used to be, but in my last few runs I've whipped literally hundreds into submission with the Cane and never failed except on the ones like Juno's captors you can never capture. I didn't take Manhunter in any of those runs.
I always take manhunter in my runs so I can't really dispute that. It is possible, albeit extremely unlikely, that you have just had a absurdly good run of luck.

If it is the case that this has been changed then the table on the wiki needs to be updated.
 
  • Like
Reactions: Gunner Rey

Gunner Rey

Well-Known Member
Aug 15, 2018
1,081
946
I always take manhunter in my runs so I can't really dispute that. It is possible, albeit extremely unlikely, that you have just had a absurdly good run of luck.

If it is the case that this has been changed then the table on the wiki needs to be updated.
If you were playing it you'd think it even more extremely unlikely. I play 1d100, I used to occasionally kill prospective captures with the whip, Dakota was frequently delinquent in that regard. Once she did it three times in short order, one of them during the combat she triggered 'Warrioress' to show and count and notched a Bloodthirsty point to boot. She got a whipping for her vainglorious behavior of course, all three times. It looked like the perverted little slut enjoyed it, I can't help but wonder if she did it on purpose.

Suddenly that stopped. It's been a long while since I killed a potential capture with a whip. Months, maybe several. This current Rise from the Ashes character has 746 battles, almost all of them involved a capture, and I've only been playing him a few weeks.
 

Porrvald

Active Member
Sep 12, 2020
596
634
If you were playing it you'd think it even more extremely unlikely. I play 1d100, I used to occasionally kill prospective captures with the whip, Dakota was frequently delinquent in that regard. Once she did it three times in short order, one of them during the combat she triggered 'Warrioress' to show and count and notched a Bloodthirsty point to boot. She got a whipping for her vainglorious behavior of course, all three times. It looked like the perverted little slut enjoyed it, I can't help but wonder if she did it on purpose.

Suddenly that stopped. It's been a long while since I killed a potential capture with a whip. Months, maybe several. This current Rise from the Ashes character has 746 battles, almost all of them involved a capture, and I've only been playing him a few weeks.
This looks like the relevant code:
Code:
<<set _slavechance to random(1, 100)>>

<<if $equipped is "whipstick">><<set _slavechance+=89>><</if>>
<<if $equipped is "knife">><<set _slavechance+=20>><</if>>
<<if $equipped is "sword">><<set _slavechance+=15>><</if>>
<<if $equipped is "staff">><<set _slavechance+=70>><</if>>
<<if $equipped is "fists">><<set _slavechance+=85>><</if>>
<<if $equipped is "sledge">><<set _slavechance+=35>><</if>>
<<if $equipped is "gsword">><<set _slavechance+=15>><</if>>

<<if $round is 1 and $mctraitman gte 75>><<set _slavechance+=15>><</if>>
...
<<if _okslave is true and _slavechance gte 90 and $combat isnot 133>>
<div class="green">$enemy1 has been incapacitated!</div>
Random number 1 to 100 + 89 will always be greater than or equal to 90... meaning that whipstick has 100% chance to incapacitate without manhunter.
Staff + manhunter has 96% chance to incapacitate as only random number 1-4 will result in slavechance less than 90.

Edit: I am a bit puzzled about, "if $round is 1" condition for mctraitman... It would seem to indicate that slavechance is only calculated once... Which makes sense if slave chance is only calculated once for all potential slaves in the entire battle or that manhunter only applies to round 1... I'm happy to gangwhip my future prospects though, so it doesn't reall matter :)
Mystery solved: Round 1 = MCs turn.
 
Last edited:

Clemency

Active Member
Jan 21, 2024
624
671
I was just referring to character creation and going from memory. I just checked it out, if you do a normal start you are capped at 90 but if you're playing Enhanced you can raise attributes to 130. You can even get it higher if you know a few naughty tricks known by veteran character-creators....
It gets a little silly goofy sometimes. Shame I did not max copulation. I could have taken Unlucky to cap it too. The Intelligence can be capped higher if I take Expert Doctor or Expert Scholar but eh.
masters of raana start enhanced 0002.png

Edit: Hang on, new start with max copulation for the memes
You don't have permission to view the spoiler content. Log in or register now.
 
Last edited:
  • Like
Reactions: Gunner Rey
Mar 5, 2024
68
33
This looks like the relevant code:
Code:
<<set _slavechance to random(1, 100)>>

<<if $equipped is "whipstick">><<set _slavechance+=89>><</if>>
<<if $equipped is "knife">><<set _slavechance+=20>><</if>>
<<if $equipped is "sword">><<set _slavechance+=15>><</if>>
<<if $equipped is "staff">><<set _slavechance+=70>><</if>>
<<if $equipped is "fists">><<set _slavechance+=85>><</if>>
<<if $equipped is "sledge">><<set _slavechance+=35>><</if>>
<<if $equipped is "gsword">><<set _slavechance+=15>><</if>>

<<if $round is 1 and $mctraitman gte 75>><<set _slavechance+=15>><</if>>
...
<<if _okslave is true and _slavechance gte 90 and $combat isnot 133>>
<div class="green">$enemy1 has been incapacitated!</div>
Random number 1 to 100 + 89 will always be greater than or equal to 90... meaning that whipstick has 100% chance to incapacitate without manhunter.
Staff + manhunter has 96% chance to incapacitate as only random number 1-4 will result in slavechance less than 90.

Edit: I am a bit puzzled about, "if $round is 1" condition for mctraitman... It would seem to indicate that slavechance is only calculated once... Which makes sense if slave chance is only calculated once for all potential slaves in the entire battle or that manhunter only applies to round 1... I'm happy to gangwhip my future prospects though, so it doesn't reall matter :)
You are confused (puzzled), now I am amused. But no the mctraitman can only the mc/pc have and "$round is 1" indicates that it is the mc/pcs turn (round 2 to 5 are for the follower slots). And if the code would only be calculated once, then the "$round is 1" would be redundant (but it ain't so) - just look at the end tags. Otherwise congratulations - eventhough some things had been said more than a month ago in the previous discussion about slave capture chances.
 

khumak

Engaged Member
Oct 2, 2017
3,717
3,751
Heh, I've talked myself into a lot of bad traits because I needed those damn points to make my latest 'optimum' strategy work.
I definitely understand those motives!

Is that an Enhanced start? I played with those for a while and remember thinking that it appeared with the Enhanced starts you could exceed the normal caps. I don't think it works that way with the other starts though, but I might be wrong.
Yeah exceeding the 90 pt cap is apparently enhanced only. Didn't realize that. Not really worth it for any other start anyway since you can train up to close to that without spending pts on it. Would rather have traits with starting pts.

I love Deadly Strike because it makes capturing in the early game so much easier, opponents wearing Combat Armor and above don't succumb to the whip painlessly very often. The whacked-out Space Marine in Watery Eyes and Brian Calloway often cost me a relative fortune in tendstims, but Deadly Strike makes them so much easier.

The others I've tried briefly but didn't think it worth the expense. Manhunter is kinda nice for those tough early combats where you can get a surprise capture that makes the whole rest of the battle so much less painful, but it can also cause you to get the wrong capture which can be quite irritating so I end up changing my combat tactics and that sometimes means I've got more opponents firing at me for longer than I'd prefer.

Tough is too expensive I think. It would save you in tendstims and is certainly a nice perk, but thirty points is a lot. It's two ugly disadvantages I'd rather go without.
I'm not sure if I'm imagining it or not but it seems like melee trains up through use a lot faster than ranged does. So I frequently never used ranged at all on MC other than to train it in the dojo to boost my mercs or followers ranged skill or work towards Master of War. The extra damage from Deadly Strike plus max devotion to Aesir frequently means I don't use any stims at all until I start seeing tier 6 bounties. With melee I'm on a rocket ship to 150. With ranged I frequently only gain a few points per month, if that.

The healing implant plus a few well timed visits to the bath house keep everyone's health in decent shape unless I have an unlucky fight somewhere. I do prioritize good armor early on though. Ayden comes with Wega so he's good to go. Connor comes with Duraplate. Kate doesn't need armor. So I just need 2 suits of Duraplate. One for MC, and 1 for a follower. I can easily cover that in the first week.

I took on Cassius in my old Rise from the Ashes run which I updated and started playing occasionally a little while back but the girl I got with him was just a standard random. No special stats, no traits outside 'Jaded.' It was that cute little ginger who has scenes so I wasn't too unhappy 'cuz her pics are hot, but I'd rather have gotten a badass like you did.
Oh I meant she was painful in the fight where you actually capture Cassius and her. She had crappy stats and traits for me as well but both she and Cassius were wearing good armor and doing lots of damage for a week 1 capture.

In the final analysis I just beat Godzilla with my team of Ayden and the second-stringers and did it with no reloading and nothing untoward, so I tend to think it's possible to over-weight some advantages as in the end you don't really need them to beat the toughest target in the game.
Haven't seen Godzilla for awhile now. I think Grim may have tweaked the script so he can't show up for a few months or so. I frequently used to get him in the first month.
 
  • Like
Reactions: Gunner Rey

Porrvald

Active Member
Sep 12, 2020
596
634
You are confused (puzzled), now I am amused. But no the mctraitman can only the mc/pc have and "$round is 1" indicates that it is the mc/pcs turn (round 2 to 5 are for the follower slots). And if the code would only be calculated once, then the "$round is 1" would be redundant (but it ain't so) - just look at the end tags. Otherwise congratulations - eventhough some things had been said more than a month ago in the previous discussion about slave capture chances.
Yes, that would have been obvious if I had paid a tiny bit more attention to the details when I glanced further down the code and noticed that there was up to at least 11 rounds.
Code:
<<if $round is 7>>$enemy1 misses!<</if>>
<<if $round is 8>>$enemy2 misses by an inch!<</if>>
<<if $round is 9>>$enemy3 makes a very bad miss.<</if>>
<<if $round is 10>>$enemy4 fumbles and misses the attack.<</if>>
<<if $round is 11>>$enemy5 fails to hit anything!<</if>>
As to why it has to be repeated... I think you overestimate the memory capacity of forum members in general... And since you suggested that you had deleted the relevant post, I didn't see much point in searching for it.
 

khumak

Engaged Member
Oct 2, 2017
3,717
3,751
Hmm. Here's another interesting option for a Rise build. If I drop the requirement for Deadly Strike I can go with ZERO skill classes and get some pretty decent traits without a bunch of annoying disadvantages. I think I'd probably feel obligated to buy the aim implant with this build. 10 melee and 25 ranged... Ouch. Stats are fixable though. The traits are what I really care about.

rise_no_class1.jpg rise_no_class2.jpg
 

Gunner Rey

Well-Known Member
Aug 15, 2018
1,081
946
Yeah exceeding the 90 pt cap is apparently enhanced only. Didn't realize that. Not really worth it for any other start anyway since you can train up to close to that without spending pts on it. Would rather have traits with starting pts.



I'm not sure if I'm imagining it or not but it seems like melee trains up through use a lot faster than ranged does. So I frequently never used ranged at all on MC other than to train it in the dojo to boost my mercs or followers ranged skill or work towards Master of War. The extra damage from Deadly Strike plus max devotion to Aesir frequently means I don't use any stims at all until I start seeing tier 6 bounties. With melee I'm on a rocket ship to 150. With ranged I frequently only gain a few points per month, if that.

The healing implant plus a few well timed visits to the bath house keep everyone's health in decent shape unless I have an unlucky fight somewhere. I do prioritize good armor early on though. Ayden comes with Wega so he's good to go. Connor comes with Duraplate. Kate doesn't need armor. So I just need 2 suits of Duraplate. One for MC, and 1 for a follower. I can easily cover that in the first week.



Oh I meant she was painful in the fight where you actually capture Cassius and her. She had crappy stats and traits for me as well but both she and Cassius were wearing good armor and doing lots of damage for a week 1 capture.



Haven't seen Godzilla for awhile now. I think Grim may have tweaked the script so he can't show up for a few months or so. I frequently used to get him in the first month.
As I recall he changed it so Godzilla wouldn't show up until at least a hundred days in. I got him on day 207 or so.

I've wondered myself if Melee trains faster than Ranged, I seem to get crits at a better rate than one every twenty strikes. Getting two in the same combat is not that uncommon.
 
Last edited:

Gunner Rey

Well-Known Member
Aug 15, 2018
1,081
946
Hmm. Here's another interesting option for a Rise build. If I drop the requirement for Deadly Strike I can go with ZERO skill classes and get some pretty decent traits without a bunch of annoying disadvantages. I think I'd probably feel obligated to buy the aim implant with this build. 10 melee and 25 ranged... Ouch. Stats are fixable though. The traits are what I really care about.

View attachment 3610517 View attachment 3610518
The real 'ouch' there is the 25 stamina. I've tried that, it's no fun. You run out of stamina damned quickly. There's tricks you can use with your last five points of stamina to get more out of a day, but you're still going to cash it in early. I dig myself out of the hole as fast as I can with training and trips to Hope Laurel and eventually the Baths, but it's still enough to be memorably annoying.

Good solid character once you get that stamina up though.
 
  • Like
Reactions: khumak
4.50 star(s) 136 Votes