Ninja perk being fixed?

Post » Wed Jun 22, 2011 10:48 pm

I don't remember where, only I'm pretty sure it was on this forum, a moderator of some sort mentioned fixing some things in the next patch (such as minigun sounds, arms raising randomly, ect), and I wanted to know if there is any info regarding the Ninja perk being fixed.
For those that don't know, instead of giving a 15% chance to critically hit with a melee/unarmed weapon, it gives a 1.15 chance. A simple but pretty big error on ninja builds.
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Wed Jun 22, 2011 9:34 pm

The description said 15% more chance, not +15%, so it isn't a bug or mistake.
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Thu Jun 23, 2011 3:11 am

I'm sorry, I don't understand. How does 15% translate to 1.15%?
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Wed Jun 22, 2011 12:35 pm

I'm sorry, I don't understand. How does 15% translate to 1.15%?

It is 15% of what you have, not 15% of the maximum.
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Wed Jun 22, 2011 5:21 pm

It is 15% of what you have, not 15% of the maximum.


Ah...I see. Thank you for clearing this up for me. I'll take a different perk then.
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Wed Jun 22, 2011 8:24 pm

I'm sorry, I don't understand. How does 15% translate to 1.15%?

It isn't 1.15%, but times 1.15 just like weapon's critical multiplier.
User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Wed Jun 22, 2011 3:49 pm

Ah...I see. Thank you for clearing this up for me. I'll take a different perk then.


Finesse.
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am


Return to Fallout: New Vegas