S.P.E.C.I.A.L. , what do they do?

Post » Wed Mar 30, 2011 2:05 am

Perception was said to increase your chance to hit, and that was found untrue, other than the increase from boosting energy weapons. (last I heard)

What about agility? I have heard it does not make you run faster. How about walking/sneaking speed? Does it change action point regeneration?

I have seen someone post that agility only makes you draw/reload faster up to 7 or so agility, is this true?

Just wondering if anyone has looked into what the special actually do in the g.e.c.k. yet, and if so, could they post it or update the wiki?

My first character is a 10 intel 10 charisma character with constant nerd rage and ferocious loyalty, so I did not really need the information to play him.

The info would be useful for my next play through though.

ty.
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Susan
 
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Post » Wed Mar 30, 2011 6:52 am

If your implying that SPECIAL is broken, you are terribly wrong lol.
Perception does what perception does. Allows you to see farther on your radar. Agility does what it always has done, with the addition of the draw/reload thing. And I can approve of the draw/reload speed, my current char has an agility of 3 and reloads a 9mm a lot slower than my sniper char who had an agility of 8.
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koumba
 
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Post » Wed Mar 30, 2011 11:45 am

If your implying that SPECIAL is broken, you are terribly wrong lol.
Perception does what perception does. Allows you to see farther on your radar. Agility does what it always has done, with the addition of the draw/reload thing. And I can approve of the draw/reload speed, my current char has an agility of 3 and reloads a 9mm a lot slower than my sniper char who had an agility of 8.


LOL.

Nah, I am just asking for the figures on what the SPECIAL do.

Perception was stated to increase your chance to hit, and it was found not to do so. (last I heard)

So what I am asking is more along these lines. You look and find that agility increases reload/draw speed by X%, but the game has a cap of Y seconds on draw and reload speed. These are the kinds of figures I would like to know.
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Sophh
 
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Post » Wed Mar 30, 2011 9:58 am

Ah, official GECK kinda stoof. Can't help you there. xD
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Dona BlackHeart
 
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Post » Wed Mar 30, 2011 3:05 am

First of all, they meet requirements for perks and that's their most important role. Better Criticals for example requires PER and LCK at 6. Also they all give a bonus to associated skills, for example INT will boost Medicine. Those skills are listed in the game under each attribute so no confusion here. Luck gives a small skill boost across the board, +1 point to every skill there is. There also are sometimes very rarely raw SPECIAL checks in conversation, for example guard letting you pass "just because" if you have LCK 7 or recognizing someone's disguise if you have INT 8. There's one companion easier to recruit if you have INT 8 and there's one quest that I know of that can be completed via high CHA.

Strength - Carry weight, melee/unarmed damage bonus (+0.5 dmg per each point here)
Perception - Compass range for location markers and enemies, MINIMAL accuracy bonus (below 1% between PER 1->10)
Endurance - amount of implants, initial health, health per level, fatigue (how easy you are to knock down)
Charisma - 5% bonus to companion damage and armor per a point.
Intelligence - 0.5 skill point more per a point here (there's 90 skill points of difference between INT 1->10)
Agility - running speed, draw speed, reload speed, number of AP
Luck - 1% crit chance per each point here. This might not seem like much but remember many weapons multiply it meaning 1% here can as well be extra 5% with a sniper rifle. Also casinos win chances are strongly influenced.

My builds are either crazy dump stat builds - or extremely balanced ones.

For one example of a good general gunner build able to open all good perks and learn all the required skills (before implant -> after implant):

S 5 -> 6
P 5 -> 6
E 7 -> 8
C 4 -> 4
I 7 -> 8
A 5 -> 6
L 7 -> 8
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Dagan Wilkin
 
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Post » Wed Mar 30, 2011 12:58 am

First of all, they meet requirements for perks and that's their most important role. Better Criticals for example requires PER and LCK at 6. Also they all give a bonus to associated skills, for example INT will boost Medicine. Those skills are listed in the game under each attribute so no confusion here. Luck gives a small skill boost across the board, +1 point to every skill there is. There also are sometimes very rarely raw SPECIAL checks in conversation, for example guard letting you pass "just because" if you have LCK 7 or recognizing someone's disguise if you have INT 8. There's one companion easier to recruit if you have INT 8 and there's one quest that I know of that can be completed via high CHA.

Strength - Carry weight, melee/unarmed damage bonus (+0.5 dmg per each point here)
Perception - Compass range for location markers and enemies, MINIMAL accuracy bonus (below 1% between PER 1->10)
Endurance - amount of implants, initial health, health per level, fatigue (how easy you are to knock down)
Charisma - 5% bonus to companion damage and armor per a point.
Intelligence - 0.5 skill point more per a point here (there's 90 skill points of difference between INT 1->10)
Agility - running speed, draw speed, reload speed, number of AP
Luck - 1% crit chance per each point here. This might not seem like much but remember many weapons multiply it meaning 1% here can as well be extra 5% with a sniper rifle. Also casinos win chances are strongly influenced.

My builds are either crazy dump stat builds - or extremely balanced ones.

For one example of a good general gunner build able to open all good perks and learn all the required skills (before implant -> after implant):

S 5 -> 6
P 5 -> 6
E 7 -> 8
C 4 -> 4
I 7 -> 8
A 5 -> 6
L 7 -> 8



Ah, you have said that agility can increase running speed, but I have heard from people that have tested 1 vs 10 agility.

They have said there is no difference. (or not enough to see anyway) Have you tested it, or checked the GECK?

Agility is the SPECIAL that I would really like to have the GECK stats for.

I plan on making a build based on a weapon, and keeping my agility tight, for my next play though.

Thinking of making a miss fortune/mysterious stranger vats spammer, with high critical chance.
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Eibe Novy
 
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Post » Wed Mar 30, 2011 5:12 am

Thinking of making a miss fortune/mysterious stranger vats spammer, with high critical chance.


1. Might be fun - might also be horrid. Personally I try to stay away from VATS unless I need to freeze time and finish someone in point-blank range. I almost never take any VATS-related perks though unless I am a Fast Shot too meaning extra Action Boy or Nerves of Steel come useful. Be warned that accuracy-related perks for VATS like Sniper seem to be broken for many people.

2. Feeling guilty for possibly spreading FUD, I tested Agility because I couldn't find it in GECK. Ran a test character between two houses in Goodsprings.

Time with AGI 10: 4.43s
Time with AGI 01: 4.47s

I think this result settles it. :-)
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james kite
 
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Post » Wed Mar 30, 2011 9:01 am

1. Might be fun - might also be horrid. Personally I try to stay away from VATS unless I need to freeze time and finish someone in point-blank range. I almost never take any VATS-related perks though unless I am a Fast Shot too meaning extra Action Boy or Nerves of Steel come useful. Be warned that accuracy-related perks for VATS like Sniper seem to be broken for many people.

2. Feeling guilty for possibly spreading FUD, I tested Agility because I couldn't find it in GECK. Ran a test character between two houses in Goodsprings.

Time with AGI 10: 4.43s
Time with AGI 01: 4.47s

I think this result settles it. :-)


Your sample size on the test is too small to account for basic errors like when you started the stopwatch - if you're off 0.5 seconds on either or both you've significantly changed the %s. Not saying you're wrong, just that a better test would be 30 seconds.
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Eric Hayes
 
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Post » Wed Mar 30, 2011 1:59 pm

Nerves of Steel is now a multiplier of 1.2.....much better than BK version, but consider the VATS nerf, I think DT options would be better.
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Sammi Jones
 
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Post » Wed Mar 30, 2011 1:18 pm

Your sample size on the test is too small to account for basic errors like when you started the stopwatch - if you're off 0.5 seconds on either or both you've significantly changed the %s. Not saying you're wrong, just that a better test would be 30 seconds.


In the time it took to question my methods you could run your own set of trials confirming my result. :-)
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Chloe :)
 
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Post » Wed Mar 30, 2011 8:33 am

Well, either way, it sounds like agility does not change your run speed enough to worry with it for just that reason alone. (good chance it does not at all)

It might change walking or sneaking speed though, if anyone is willing to test it... heh.

I would check on it myself, but I am working a lot lately, and have been too busy playing game when I get the chance.

Plus, I have never messed with the GECK.
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I love YOu
 
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Post » Wed Mar 30, 2011 9:38 am

In the time it took to question my methods you could run your own set of trials confirming my result. :-)


Kind of, but I'm at work.
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Alex Vincent
 
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Post » Wed Mar 30, 2011 1:26 am

Anyone know all the little things that agility do in the game yet?

Does it increase action point regeneration? Is there a breaking point on the reload speed you get from agility?... or a hard cap on reload speed reduction in general?
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Mrs Pooh
 
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Post » Wed Mar 30, 2011 10:31 am

From what people have gathered, and some personal experience agility seems to offer 7% reload time reduction.

Rapid Reload and Nerve of Steel are both multipliers; with the former become moot if AGI >=7.
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Ross Thomas
 
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Post » Wed Mar 30, 2011 5:08 am

Cool, so 7 is prob a good breaking point on agility if you just want to reload fast. Thanks.

Anyone have any idea if agility actually makes you regenerate action points faster? If so, do you know the rate?

I wanna make a mysterious vats spammer, so I am looking for a good breaking point for shooting once in vats over and over.

I would like to have high intelligence, charisma, and luck. I am going to dump intelligence for how much agility I need. Hoping I can ditch agility totally for intelligence, but, that is not likely.

Might just end up with like 1 or 2 intelligence. That kinda bothers me though, but whatever, lol.
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Ron
 
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Post » Wed Mar 30, 2011 11:48 am

K, thanks guys.

The wiki now seems to have action point regeneration information, so I am good.
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darnell waddington
 
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Post » Tue Mar 29, 2011 10:47 pm

this is my starting SPECIAL
S....5
P...6
E...5
C...3
I...9
A...7
L...5

after i am leveled up and i get the implants and 3 intense training

S...5
P...8
E...7
C...4
I...9
A-...9
L...7
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Alba Casas
 
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