Prime Dexterity: Difference between revisions
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<!-- *YOUR PERSONAL NOTES AND HINTS GO BELOW HERE* --> | <!-- *YOUR PERSONAL NOTES AND HINTS GO BELOW HERE* --> | ||
==Notes== | ==Notes== | ||
All Prime Foo mutations improve the relevant attribute, based on its current base value. This includes bonuses from the prerequisite mutations, but NOT from bionics or drugs, or penalties from pain, etc. | |||
Here, if your Dexterity was: | |||
* less than or equal to 6, it becomes 8 (deficient stats are brought to human average) | |||
* 7, it becomes 11 (kinda average becomes pretty good) | |||
* less than or equal to 14, it becomes 15 (pretty good becomes Great) | |||
* if already 15 or higher, 18 (Great taken to about the human maximum) | |||
[[category: Mutations]] | [[category: Mutations]] | ||
[[category: Post-threshold mutations]] | [[category: Post-threshold mutations]] | ||
</noinclude> | </noinclude> |
Revision as of 02:08, 29 January 2015
Notes
All Prime Foo mutations improve the relevant attribute, based on its current base value. This includes bonuses from the prerequisite mutations, but NOT from bionics or drugs, or penalties from pain, etc.
Here, if your Dexterity was:
- less than or equal to 6, it becomes 8 (deficient stats are brought to human average)
- 7, it becomes 11 (kinda average becomes pretty good)
- less than or equal to 14, it becomes 15 (pretty good becomes Great)
- if already 15 or higher, 18 (Great taken to about the human maximum)