A Few FNV Perk questions.

Post » Mon Feb 14, 2011 12:32 pm

if I started with a little less base ST (to devote more into Luck for example for more Crits), how "inaccurate" would the Minigun be if I'm 1 or 2 ST points below the requirement? Hardly noticeable or very noticeable?

I'd say it would be slightly noticeable, but not distressing in any way. Again, a minigun isn't very accurate to begin with even w/max skill etc...spray & pray weapons.

For Charisma at only 4 (5 with implant), will companions even be of any use, since CH 5 is only 25% Dmg / DR compared to CH 10 which is double at 50%?

Companions (particularly humans/Lily) will always be of some use even with 1CHA - altho as mentioned, if you're going to play hardcoe you'll have to keep an eye on their health more diligently. But they are somewhat overpowered to begin with so...plenty of people use them effectively with low CHA far as I can tell. Very high CHA vs. very low CHA is a noticeable difference, but it isn't 'useful vs. useless.' Replace their default armor ASAP & they'll do ok unless badly swarmed (deathclaws & Caesar's guards are potential & notable exceptions)...also, poison is very bad at the moment (hope it's fixed in the patch...). Not everyone likes companions to "steal" kills so lots of extra dmg. isn't always appealing. Depends what you want from companions. Me, when I want to do all the killing, I leave companions at home. :)

My personal high-CHA preference largely stems from my using the slower-xp/extra spawns mods and wanting a companion (or two) to be more durable/helpful to me against ridiculous numbers.
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Mashystar
 
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Post » Mon Feb 14, 2011 1:39 am

  • I've never used the GECK, but is it difficult to modify values myself so that the Missile Launcher correctly takes advantage of the extra damage from the Demo Expert Perk (all levels)?
  • I replaced GRS with a 2nd Demo Expert, proving to be difficult finding a spot for a 3rd. Then again, if the perk doesn't work with the Missile Launcher as it's supposed to, and it isn't easy to manually fix it, I guess this could be a little useless for me.



I can just upload an .esp for ya on the Nexus just so it makes life easier for you. Plus, I think a lot of people don't realize that the perk is half-broken, so hopefully it'll help people try out Explosive characters. This can be determined based on how there isn't a fix for it on the Nexus.
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Rachel Briere
 
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Post » Mon Feb 14, 2011 10:16 am

I can just upload an .esp for ya on the Nexus just so it makes life easier for you. Plus, I think a lot of people don't realize that the perk is half-broken, so hopefully it'll help people try out Explosive characters. This can be determined based on how there isn't a fix for it on the Nexus.


That'd be awesome, just post the link if you decide to upload it to Nexus. I posted my perk list and SPECIAL in my previous post, give it a look and feel free to point out anything I can add/remove (would be nice to up my Luck for more Crits, but that would mean sacrificing more Companion DMG / DR). Maybe something in there you see would be better for my build than I currently do after staring at the list for so long, lol =P.

P.S - I saw someone mention there's an upcoming patch. Are there any notes on fixes / changes or release date?
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Bambi
 
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Post » Mon Feb 14, 2011 8:45 am

And there you go: http://newvegasnexus.com/downloads/file.php?id=40465

Honestly, I haven't released a file yet and it just happened that my first would be a bug fix.

Edit: I think you're all ready to go. Don't worry about it too much anymore.

As for the upcoming patch, nothing's certain. If it does fix Demolition Expert, then I'll remove the file from Nexus. We'll see. Release date is probably Tuesday when Dead Money comes... I hope.
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D IV
 
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Post » Mon Feb 14, 2011 9:03 am

And there you go: http://newvegasnexus.com/downloads/file.php?id=40465

Honestly, I haven't released a file yet and it just happened that my first would be a bug fix.

Edit: I think you're all ready to go. Don't worry about it too much anymore.

As for the upcoming patch, nothing's certain. If it does fix Demolition Expert, then I'll remove the file from Nexus. We'll see. Release date is probably Tuesday when Dead Money comes... I hope.


Oh, this coming Tuesday? I didn't know it was that soon. I hope they add in a lot of fixes, and not just a fix to support the new DLC.
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Jessica Phoenix
 
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Post » Mon Feb 14, 2011 2:45 pm

Well, I'm hoping so.

Regardless, when you start out your character, tell me how it goes. I haven't seen a VATS-heavy perspective before so it'll be interesting.
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[ becca ]
 
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Post » Mon Feb 14, 2011 4:33 am

Certainly not a VATS heavy explosive.
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Danger Mouse
 
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Post » Mon Feb 14, 2011 3:25 pm

Level 2: Intense Training (EN)
Level 4: Comprehension
Level 6: Demolition Expert
Level 8: Commando
Level 10: Finesse
Level 12: Sniper
Level 14: Jury Rigging
Level 16: Better Criticals
Level 18: Weapon Handling
Level 20: Demolition Expert
Level 22: Plasma Spaz
Level 24: Math Wrath
Level 26: Laser Commander
Level 28: Nerves of Steel
Level 30: Action Boy


Quoting myself for lazyness

Here's my Lvl30 character

S 6
P 6
E 5
C 5
I 8
A 8
L 8

Traits

Built to destroy +3% base crit chance, the trade off is very minor
Wild Wasteland, fun encounters and the Alien Blaster

Perks

Train INT
Comprehension - Magazine effect doubled to 20, saves heaps of skill points, Skill Books also yield a point more each
Train LCK
Scrounger - more ammo? get in
Finesse - +5% base crit chance
Travel Light - makes you run faster in light armor
Hand Loader - craft powerful special ammo
Better Criticals - 50% more crit damage
Chemist - doubles the duration of any consumable taken, drunk or eaten
Grim Reapers Sprint - 20AP when killing an enemy
Laser Commander - +15% damage, +10% base crit chance for Laser Weapons
Miss Fortunate - Revolver chicks wearing hot pants are awesome
Nerves of Steel - 20% faster AP regeneration
Jury Rigging - repair expensive and rare stuff with common and cheap stuff
Lady Killer - for some funny lines

Implants bought

Strength
Perception
Agility
Luck
Sub-dermal Armor

Skills

Barter 28
Energy Weapons 100
Explosives 78, with apparel and magazines ->100
Guns 100
Lockpick 75, with apparel and magazines ->100
Medicine 80, with apparel and magazines ->100
Melee 26
Repair 90, with apparel and magazines ->100
Science 79, with apparel and magazines ->100
Sneak 50
Speech 70, with apparel and magazines ->100
Survival 85, with apparel and magazines ->100
Unarmed 24

See, it is pretty much a jack of all trades character, allowing me to pass any skill check, except for the Barter checks which usually can be solved with Speech.
I don't like Melee or Unarmed, I don't need Barter, and 50 Sneak is enough for someone who relies on ranged combat and to keep a good hold out weapon.
I started out as a Guns user and proceeded over to using Energy Weapons at Level 22.


Regarding your Perk choices:

- Commando and Sniper aren't worth it, imo.
- Grim Reaper is more useful than Math Wrath, Nerves of Steel or Action Boy. You get 20AP restored for every kill you land.
- Weapon Handling is not very useful. Substitute it with Chemist instead. It will double the duration of anything you are consuming.
Invest also in your Survival skill, and just a Bighorner and a Brahmin Steak will give you a +4 STR boost which will last long enough for any battle.
Chemist will also double the duration of any AP and DT boosting consumable, incl Jet, Rocket, Nuka Quartz, etc.
Paired with a high Survival skill, this perk is like Weapon Handling2+Action Boy3+Toughness2&more(ever wanted 100+ HP from a single, shabby Sarsaparilla?) combined. (Hopefully J.E doesn't read this, I'm scared it will get "fixed" if)
- I'd rather train LCK or INT instead of END on level 2


Regarding your SPECIAL

- I'd rather keep STR at 5, and buy an implant later, reasons see above
- Put more emphasis into Luck, since you are obviously going for an Energy Weapons guy. Everey point of luck is an additional point of base crit chance.
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Nadia Nad
 
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Post » Mon Feb 14, 2011 9:18 am

Math Wrath is better than against GRS as long as the weapon use more than 20 AP, Action Boy give you more AP overhead and Nerves of Steel give a flat 1.2 multiplier on AP regen.

But there is only limited weapon below 20 AP for you to regenerate ANY AP for the next target.

Chemist simply can't fit in the tight number of Perks.
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GEo LIme
 
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Post » Mon Feb 14, 2011 6:34 am

Sure it require 200 AP spend for Math Wrath to match up against GRS, but Action Boy give you more AP overhead and Nerves of Steel give a flat 1.2 multiplier on AP regen.

But there is only limited weapon below 20 AP for you to regenerate ANY AP for the next target.

Chemist simply can't fit in the tight number of Perks.


Action Boy gives you 15AP, that is it. GRS gives 20 per kill, and there are more than many occasions where you are likely to have one hit kills.
For example, my AER14 has literally become a 0AP weapon on enemies like Fiends....
I've just chosen GRS and Nerves of Steel for the Regen aspect.
The total number of AP can be easily raised by taking Jet, Rocket, Ultrajet, Nuka Victory, Sugar Bombs, etc, to pretty absurd numbers, if needed.
Chemist will easily fit in, if the pointless Weapon Handling gets sacked. It is one of the most, if not THE most powerful single perk in the game.
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Spaceman
 
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Post » Mon Feb 14, 2011 2:30 am

Action Boy gives you 15AP, that is it. GRS gives 20 per kill, and there are more than many occasions where you are likely to have one hit kills.
For example, my AER14 has literally become a 0AP weapon on enemies like Fiends....
I've just chosen GRS and Nerves of Steel for the Regen aspect.
The total number of AP can be easily raised by taking Jet, Rocket, Ultrajet, Nuka Victory, Sugar Bombs, etc, to pretty absurd numbers, if needed.
Chemist will easily fit in, if the pointless Weapon Handling gets sacked. It is one of the most, if not THE most powerful single perk in the game.

What I am saying is if you need a kick to knock out hard enemies, GRS wouldn't help you; on the other hand, if you are fighting softer enemy like Fiends you don't need GRS on them.

I wouldn't Chemist be one of the most powerful perk simply because drugs ain't often needed. But yes, drugs a good alternative if you are going to ditch Action Boy in favor of rapid Fiend killing.
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Cheville Thompson
 
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Post » Mon Feb 14, 2011 12:39 am

What I am saying is if you need a kick to knock out hard enemies, GRS wouldn't help you; on the other hand, if you are fighting softer enemy like Fiends you don't need GRS on them.


Of course it does. It also helps reducing the effective AP costs of powerful weapons.
Even if it takes 3 or 4 shots in VATS to kill someone, the 20AP you get restored are still more than the 15 you're getting from Action Boy. Simple math :P

I wouldn't Chemist be one of the most powerful perk simply because drugs ain't often needed.


You still fail to realize it's more than drugs. It affects Stimpaks, food, water, Radaway, just everything you can consume.
I could do the math for some items here, but in all honesty, I don't want to wake up the Patch n' Fix Police :D
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Rachel Hall
 
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Post » Mon Feb 14, 2011 1:07 pm

Of course it does. It also helps reducing the effective AP costs of powerful weapons.
Even if it takes 3 or 4 shots in VATS to kill someone, the 20AP you get restored are still more than the 15 you're getting from Action Boy. Simple math :P

What I am saying is against most hard target, you may not even be able to net a kill; thus 0 VS 15.
You still fail to realize it's more than drugs. It affects Stimpaks, food, water, Radaway, just everything you can consume.
I could do the math for some items here, but in all honesty, I don't want to wake up the Patch n' Fix Police :D

If it double the effect, maybe. But double the duration....sure you can walk around with health regen, but I don't find them hard to keep it up; even for Radaway effect in Vault 34 I don't found it "great".
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Imy Davies
 
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Post » Mon Feb 14, 2011 10:11 am

What I am saying is against most hard target, you may not even be able to net a kill; thus 0 VS 15.


That applies for whom? A Deathclaw Mother, Male Alpha or the Legendary, that's about it. In 99% of your fights, GRS will serve much more AP

If it double the effect, maybe. But double the duration....sure you can walk around with health regen, but I don't find them hard to keep it up; even for Radaway effect in Vault 34 I don't found it "great".


I find it also great for the otherwise really short lasting things like Rocket or Slasher, and for rare goods like Nuka Quartz and Victory
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Milagros Osorio
 
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Post » Mon Feb 14, 2011 3:50 am

That applies for whom? A Deathclaw Mother, Male Alpha or the Legendary, that's about it. In 99% of your fights, GRS will serve much more AP

We have a EW/Explosive VATS character, not Guns.
I find it also great for the otherwise really short lasting things like Rocket or Slasher, and for rare goods like Nuka Quartz and Victory

I rarely use drugs, so I found myself have plenty reserve when I needed them.
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Michelle Serenity Boss
 
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Post » Mon Feb 14, 2011 2:22 pm

Well, I'm hoping so.

Regardless, when you start out your character, tell me how it goes. I haven't seen a VATS-heavy perspective before so it'll be interesting.


I will for sure. I've always liked the Energy Weapons / Explosives.build for combat (of course some Guns too). I love VATS, I guess because of the fact that I'm a huge fan of the original Fallouts 1 and 2 which was turn based only, VATS makes for some very humorous kills, the slow motion effect is just icing on the cake to me =P.

I've looked at my perk list again, I took out Weapon Handling at Level 18, but I'm not sure what I should put there (Level 3 Demo Expert maybe?). Since the only weapon with a ST Requirement above 8 is the Minigun (which is ST 10), I'll have ST 9 with the Implant + Power Armor. How much sway and spread could 1 less ST Req add? I'd like to fit Scrounger in there somewhere early, only because I remember the crazy amount of ammo I used to find in containers (pretty frequently too might I add). But that all depends on how easy caps are to come by and merchants who sell them.

A previous poster stated that that Commando and Sniper aren't worth it. What's your take on that for a VATS-heavy user such as myself? I don't even know how much of an accuracy increase they are.
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Rob Smith
 
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Post » Mon Feb 14, 2011 3:47 am

You can always eat a streak for +1 Str.
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Lance Vannortwick
 
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Post » Mon Feb 14, 2011 9:02 am

- In Regards to the sway when not meeting the strength requirement, it shouldn't affect you all that much. It's a minigun after all. You aren't looking for every bullet to hit it's mark. So Weapon Handling can be removed inexchange for the magical 3rd rank of Demolition Expert.

- Scrounger is a perk that's best suited for lower levels when ammo is scarce / when you want to save up caps. By the time you progress through the game a bit, you should have a good amount of caps and/or ammunition for your weapons. At that point, it becomes slightly less useful. If I were you and put Scrounger somewhere, Not sure what to remove it with... well Commando seems to be a prime candidate since, if you go off of Fallout 3's list, doesn't apply to most heavy-weighted weapons. Up to you though.

- For my opinion on VATS-Accuracy perks, I say they work just as fine as they did in Fallout 3. Commando, Gunslinger, and Sniper all add 25% chance to hitting in VATS. This % is multiplied by the base value then added, not added. I.E. If you had a 50% chance of hitting an enemy's head, with Commando and Sniper it would be (50 + (0.25 x 50)) + (0.25 x the resulting #) Edit: Or it does 50 + (0.5 x 50)... I forget. In FO3, they helped quite a bit as the base game not having ironsights kinda threw me off. Sure, there was the crosshair but it just didn't feel right. In New Vegas though, people have to prioritize perks, which means stuff like VATS accuracy perks have to be sacrificed.
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dean Cutler
 
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Post » Mon Feb 14, 2011 8:48 am

- In Regards to the sway when not meeting the strength requirement, it shouldn't affect you all that much. It's a minigun after all. You aren't looking for every bullet to hit it's mark. So Weapon Handling can be removed inexchange for the magical 3rd rank of Demolition Expert.

- Scrounger is a perk that's best suited for lower levels when ammo is scarce / when you want to save up caps. By the time you progress through the game a bit, you should have a good amount of caps and/or ammunition for your weapons. At that point, it becomes slightly less useful. If I were you and put Scrounger somewhere, Not sure what to remove it with... well Commando seems to be a prime candidate since, if you go off of Fallout 3's list, doesn't apply to most heavy-weighted weapons. Up to you though.

- For my opinion on VATS-Accuracy perks, I say they work just as fine as they did in Fallout 3. Commando, Gunslinger, and Sniper all add 25% chance to hitting in VATS. This % is multiplied by the base value then added, not added. I.E. If you had a 50% chance of hitting an enemy's head, with Commando and Sniper it would be (50 + (0.25 x 50)) + (0.25 x the resulting #) Edit: Or it does 50 + (0.5 x 50)... I forget. In FO3, they helped quite a bit as the base game not having ironsights kinda threw me off. Sure, there was the crosshair but it just didn't feel right. In New Vegas though, people have to prioritize perks, which means stuff like VATS accuracy perks have to be sacrificed.


So, from what people have said, Scrounger is useless because by mid-end game, you supposedly have tons of caps/ammo anyway. As for the VATS-Accuracy perks, you basically saying they won't make much difference in chance to hit? My main weapons used will be from the EW category (like Gauss / Plasma), along with Explosives and some Guns too.... all VATS for the most part.
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Reanan-Marie Olsen
 
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Post » Mon Feb 14, 2011 6:42 am

Oh no, it will make a difference. It's just that there's other perks that people, in general, want to take that are higher up on the priority scale for them. That's what I was pointing out at the end. For either formula I mentioned makes the accuracy bump up quite a bit. The first formula bumps the accuracy from 50% to 78~% while the second bumps it from 50 to 75. I'm not sure if there's another way the game may calculate VATS hit chance though.
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Matt Terry
 
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Post » Mon Feb 14, 2011 2:44 pm

Oh no, it will make a difference. It's just that there's other perks that people, in general, want to take that are higher up on the priority scale for them. That's what I was pointing out at the end. For either formula I mentioned makes the accuracy bump up quite a bit. The first formula bumps the accuracy from 50% to 78~% while the second bumps it from 50 to 75. I'm not sure if there's another way the game may calculate VATS hit chance though.


Sweet, may as well keep those 2 perks in there. As for my SPECIAL:

ST - 7
PE - 5
EN - 6
CH - 4
IN - 7
AG - 6
LK - 5

I was looking at CH and thinking about taking 1 or 2 away and putting it in Luck for more Crits, but then I'm assuming Companions will pretty much svck, having only +10% to +15% Armor & Damage.

P.S - Thanks for the Demo Expert fix upload, can't wait to see it in action (and working).
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{Richies Mommy}
 
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Post » Mon Feb 14, 2011 3:12 am

Just give them the best armour you have and they are rather durable.
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Kate Schofield
 
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Post » Mon Feb 14, 2011 5:25 pm

i
So, from what people have said, Scrounger is useless because by mid-end game, you supposedly have tons of caps/ammo anyway. As for the VATS-Accuracy perks, you basically saying they won't make much difference in chance to hit? My main weapons used will be from the EW category (like Gauss / Plasma), along with Explosives and some Guns too.... all VATS for the most part.


Scrounger will yield you more Energy Ammo from containers, therefore it will remain useful for you throughout the game. Unless you're willing to do loads of annoying farming, that is.
Then you can go, and use the Hidden Bunker exploit, after finishing Still in the Dark.
I took Commando and Sniper in my first run, left it away then. While it *does* improve your accuracy, closing in on the target just a few steps more does the job just as fine. For sniping and long range needs, VATS is still by far inferior to real time aiming.
I'd still recommend you to start off with a STR of 5, as there are so many ways to boost your strength. Remember all consumables stack.
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Sanctum
 
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Post » Mon Feb 14, 2011 11:02 am

We have a EW/Explosive VATS character, not Guns.


Doesn't make a difference
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ladyflames
 
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Post » Mon Feb 14, 2011 12:40 pm

My mapped out char was almost complete, hard to choose now with totally opposite views!

For Commando and Sniper, I can't seem to find the formula to find the chance to hit %. In F3, even with these 2 perks and 100 weapon skills, I found at mid to closer range, sometimes accuracy was in the field of 70-85%. Not saying that's bad, but 90%+ seemed like it hit a lot more (and that was for very close range).
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Curveballs On Phoenix
 
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