Perk Prerequisites

Post » Wed Sep 01, 2010 11:04 am

No ones talking about the first ten, I'm talking about skill points gained per level. Being obnoxious will get you nowhere on these boards.

In 3 you get 1 point for each 1 point of INT
In Vegas you get 1 point for every 2 points of INT
So I was wrong. At every INT below 10, you get 1/4 as many points.
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Wed Sep 01, 2010 2:19 pm

In 3 you get 2 points for each 1 point of INT

O_o

http://fallout.wikia.com/wiki/Intelligence
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Wed Sep 01, 2010 10:05 pm

O_o

http://fallout.wikia.com/wiki/Intelligence

I actually forgot about those first ten myself. See corrections.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Wed Sep 01, 2010 3:07 pm

I can see where you're coming from when you say that having to go out of your way to get a perk that in theory perfectly matches your character. One thing that I've learned to accept is that for the most part, devs have thought about every little issue infinitely longer than any of us to ensure proper balance. I don't want to need 70 Science skill to make devastatingly powerful Energy/Microfusion Cells, but I'm going to have to if I want my character to go the way that I planned. Oh, and as for the whole 1/2 skill point thing, it seems somewhat reasonable. With INT 10, after you get Educated (assuming you will), you will earn 442 skill points between levels 4 and 30. There are 51 skill books of 3 points each (or 4 with Comprehension) for a total of either 153 or 204 points. You'd be able to completely max out 6 skills. I'm kind of worried, but not as much as I was before. Some gameplay vids that have been slipping by ZeniMax since the floodgates of early acquired copies have opened show people with relatively high skill levels at level 2 or 3.

Most of my builds in F3 consisted of two maxed out weapon skills, repair, either lock picking or science, then a couple others depending on the build. Sneak, medicine, speech... I seriously maxed out repair with every character regardless of the role play. What about you guys?

I believe it works like this.

it's .5 per intelligence

So in other words, this is how many you get per level with each Int.
1 - 10.5
2 - 11
3 - 11.5
4 - 12
5 - 12.5
6 - 13
7 - 13.5
8 - 14
9 - 14.5
10 - 15

I'm quoting Purple Cheetah, a respected member of GameFaqs.
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Wed Sep 01, 2010 3:47 pm

Explosives has like Frag/Pulse/Plasma/Incendiary grenades while Melee only has throwing spears.
Makes sense for Explosives to have the skill.
I have no idea how in the hell Pyromaniac is still tied to Explosives though.
I thought they changed all fire-based weapons to Energy Weapons.
Why do I need to be proficient in Explosives skill to get a perk meant for some of the Energy Weapons?

you need a pyrotechnician's license for fireworks, and explosions make fires, make sense to me.
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Wed Sep 01, 2010 9:30 pm

you need a pyrotechnician's license for fireworks, and explosions make fires, make sense to me.

Game-logic man.
The weapons are in EW but I need Explosives proficiency to get the perk.
In the game it makes no sense.
I don't care how much sense it makes in the real world.
As a perk in a fallout game it makes no sense to me.
Why should I be forced to level up a combat skill I don't wish to use to get a perk designed for Energy Weapons?
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Wed Sep 01, 2010 9:20 pm

For those wondering about the distribution of skill points or how many you can get by level 30, just check this thread:

http://www.gamesas.com/index.php?/topic/1121328-max-number-of-skill-points-possible-in-new-vegas/

It is in the spoilers board, but that thread has no spoilers in it other than the number of skill books and magazines available in the game.

The short version for everyone is that if you min/max a character to get every skill point possible using all available means you will have 971 points distributed between 13 skills at level 30.

So you will only be able to max out 9 skills, and that is if you plan ahead in meticulous detail.

Most players will only be able to max 4-5 skills, so that is something to consider when looking at the skill requirements for certain perks.
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Wed Sep 01, 2010 12:40 pm

Game-logic man.
The weapons are in EW but I need Explosives proficiency to get the perk.
In the game it makes no sense.
I don't care how much sense it makes in the real world.
As a perk in a fallout game it makes no sense to me.
Why should I be forced to level up a combat skill I don't wish to use to get a perk designed for Energy Weapons?

Your starting to see some of these requirements I'm having a beef with. This would be fixed by having different but equal requirements.
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Wed Sep 01, 2010 5:53 pm

Your starting to see some of these requirements I'm having a beef with. This would be fixed by having different but equal requirements.

Like having either 60 EW or 60 Explosives for it?
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Wed Sep 01, 2010 5:45 pm

Like having either 60 EW or 60 Explosives for it?

Correcto. Its also looking like a lot of builds will now focus on one weapon skill and not two with the way skill points are received. Assuming you max repair with every character and only take one or the other of lock picking or science. Then again maybe maxing a skill will be less of a must now with all the perks that modify damage/criticals/rate of fire.
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Wed Sep 01, 2010 5:58 pm

Game-logic man.
The weapons are in EW but I need Explosives proficiency to get the perk.


Maybe there are more flamebased throwables (similiar to the incendiary grenades) than Flamethrowers, would make more sense that way if there are more beneficial items in the explosives category. I don't know, though, if there is a whole weaponslist leaked and you guys know what you're talking about, so....
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Wed Sep 01, 2010 3:56 pm

Game-logic man.
The weapons are in EW but I need Explosives proficiency to get the perk.
In the game it makes no sense.
I don't care how much sense it makes in the real world.
As a perk in a fallout game it makes no sense to me.
Why should I be forced to level up a combat skill I don't wish to use to get a perk designed for Energy Weapons?

Not just energy weapons, explosives and melee weapons as well. Anyway, you're trying to enjoy this experience. That is forbidden.

The weapons we know of that should be affected by pyromaniac
Flamer
Incinerator
Shishkebab
Incendiary Grenade
Only half are energy weapons.
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Wed Sep 01, 2010 5:24 pm

Pack rat is driving me nuts. I really want it but I just can't put 70 points into barter..
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Wed Sep 01, 2010 7:44 pm

Maybe there are more flamebased throwables (similiar to the incidendiary grenades) than Flamethrowers, would make more sense that way if there are more beneficial items in the explosives category. I don't know, though, if there is a whole weaponslist leaked and you guys know what you're talking about, so....

I haven't looked at any weapon lists, but we know from previews that in New Vegas now there is dynamite and C4 and time bombs, etc. in addition to grenades and land mines, so Explosives may actually be worth investing in this time around.
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Wed Sep 01, 2010 12:00 pm

Maybe there are more flamebased throwables (similiar to the incendiary grenades) than Flamethrowers, would make more sense that way if there are more beneficial items in the explosives category. I don't know, though, if there is a whole weaponslist leaked and you guys know what you're talking about, so....

Perhaps they added molotovs, but what other fire based throwables could there be?

I haven't looked at any weapon lists, but we know from previews that in New Vegas now there is dynamite and C4 and time bombs, etc. in addition to grenades and land mines, so Explosives may actually be worth investing in this time around.


I found explosives useful in F3, mostly for mines though. I'm having trouble with this though; some of my builds rely on only one or two weapons from one category, for example dynamite for a gunslinger. This seems to be less feasible with the amount of skill points available.
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Thu Sep 02, 2010 12:57 am

Game-logic man.
The weapons are in EW but I need Explosives proficiency to get the perk.
In the game it makes no sense.
I don't care how much sense it makes in the real world.
As a perk in a fallout game it makes no sense to me.
Why should I be forced to level up a combat skill I don't wish to use to get a perk designed for Energy Weapons?


Incendiary Grenades, Gabriel. Those are in Explosives.
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Wed Sep 01, 2010 2:18 pm

Perhaps they added molotovs, but what other fire based throwables could there be?


Don't need to be only throwable to be explosive, though. Setable is enough. (I doubt there are lobbable - similiarly to C-4 - gascans, but it's a possibility)
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Wed Sep 01, 2010 10:46 am

Like having either 60 EW or 60 Explosives for it?


Don't quote me on this, but I believe there are perks where you can have either one skill or another at a certain level to meet the requirements. It might have been just one specific perk, but I'm almost positive that I saw it on the GameBanshee Fallout New Vegas perk section. It was Run 'n Gun. Lead Belly can also either be 40 Survival or 5 END. So help me god if you quote me on this post I will hunt you down and gut you like a fish!
User avatar
Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm

Post » Wed Sep 01, 2010 8:06 pm

Well I just feel cheated, I love Energy Weapons and was really happy to hear that fire-based weapons was removed from Big Guns and put in EW.
And now the only perk that affects them is in the Explosives skill, that is what I'm kinda pissed at.
Maybe Explosives has more fire based weapons, but in that case, why aren't they in Energy Weapons then?
I thought they moved the flamer and incinerator because of that reason.
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Wed Sep 01, 2010 11:01 pm

Maybe Explosives has more fire based weapons, but in that case, why aren't they in Energy Weapons then?
I thought they moved the flamer and incinerator because of that reason.


I'd guess because firebased explosion is still an explosion.
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Thu Sep 02, 2010 1:15 am

Another question for you guys with a math part at the end: Will the cowboy perk for example make it like you had more points into a skill, can you equate a percent with 1 point? (Math part) And at what skill level number of say explosives would you need to have, to make that 25% turn it into 100 points in said skill?

EDIT: never mind the second part, just did the math. You would need an 80 for the percent to make a skill 100, if it works that way.
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Thu Sep 02, 2010 12:12 am

I'd guess because firebased explosion is still an explosion.

True.
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Wed Sep 01, 2010 8:56 am

just a thought, but what if intelligence and perception played a role in the gambling as well not just luck. suppose a dealer was cheating it might take a high intelligence or perception to notice it


Then I'd write up a different character history. :shifty:
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Wed Sep 01, 2010 10:09 am

Will the cowboy perk for example make it like you had more points into a skill


I don't think it works that way. Just a damage boost over what the skill dictates for those certain weapons - and the weapons have a range of damage that stops increasing after certain skill level.

Or did I misunderstand your point?
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Wed Sep 01, 2010 4:57 pm

I don't think it works that way. Just a damage boost over what the skill dictates for those certain weapons - and the weapons have a range of damage that stops increasing after certain skill level.

Or did I misunderstand your point?

Could you equate a percent as a hard point into a skill, does that make more sense? So an 80 in a respective skill would turn into a soft 100 in the skill with a 25% boost perk associated with it? Since 25% of 80 is 20, adding 20 points of additional damage onto your hard 80 skill point level. I dont know how to word it easier than this (which is my fault).
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

PreviousNext

Return to Fallout: New Vegas