But negative fate also causes you to be a bullet sponge, see, this is why I said on an average of about three missions because one mission could certainly have one good stat spread (charisma, for example, was useless on the haebi planet) while having negative medical and being in a position without medics with, say, a broken arm, well...
Remember what happened to Spazyaks last character?
Intu comes into play like at mission 19, I would say at least 1+ would be a good investment, as it would also help you out if someone was creeping up behind you, for example, and negative Aux is a bad choice for a full combat guy just because you want a battle-suit, or assault-suit, or whatever those young whippersnappers are calling it today.
And charisma could also be used to help explain things to other teammates without others noticing, right?
Let me specify, assume one player goes through a Blops mission, mission 20 and oh I don't know how about that Ice 9 mission, what are the dumps stats?
Oh, also, apparently Gen. Knowledge, as well as working to stop you from doing dumb things, can apparently also be used to divine secret features of items.
GenKno, because fuck the Musicality.
Guess what killed me?
Guess.
guess
Aux? Because GenKno shouldn't work like that, I think. Or Piecewise has once again been fucking with us-oh wait.
Yeah, that explains a lot.
In fact, I'm pretty sure Gen. Knowledge covers 'I shouldn't do this' or 'Hey I just figured out a way to do X way more efficiently!', kinda of like an all 'round 'helper' stat.
At least I hope so.