Perk Prerequisites

Post » Wed Sep 01, 2010 10:02 am

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).

I see what you are saying. It makes sense that it would work that way as far as giving you the combat advantage equivalent to a 100 in the skill. Might be a valuable alternative and let you save some skills points instead of maxing a skill. The only downside I would imagine would be skill checks at certain places in the game.
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luke trodden
 
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Post » Wed Sep 01, 2010 11:49 am

Let's say the Cowboy Repeater does 50 damage at 100 skill and oh... 25 damage at 15 skill.
At 100, Cowboy will cause it to do 62 damage.
If you only want it to do 50 total damage you'd need a Guns of like 65?
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sarah
 
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Post » Wed Sep 01, 2010 7:41 pm

I see what you are saying. It makes sense that it would work that way as far as giving you the combat advantage equivalent to a 100 in the skill. Might be a valuable alternative and let you save some skills points instead of maxing a skill. The only downside I would imagine would be skill checks at certain places in the game.

That's what I'm saying, but an 80 in a skill is pretty high for a stat check. Another question does having more points into a weapon skill make it more accurate and do more damage, or just more damage? If my theory is right you will only need an 80 in melee, guns and explosives to get a soft 100 in them, saving you a possible 60 points, not a bad deal. Maxing all of those seems to be hard though unless you don't use many side skills.
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Nina Mccormick
 
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Post » Wed Sep 01, 2010 10:42 pm

The main ones I'm not liking are the 2 perks that help with weight. Pack rat and long haul i think. Both require 70 barter and I never put points in barter especially with less points this time.
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Peetay
 
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Post » Wed Sep 01, 2010 6:16 pm

The main ones I'm not liking are the 2 perks that help with weight. Pack rat and long haul i think. Both require 70 barter and I never put points in barter especially with less points this time.

Yeah pretty much. I will never put 70 in barter, nor take those perks, unless their is more benefit than it seems.
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Jonathan Egan
 
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Post » Wed Sep 01, 2010 12:06 pm

Yeah pretty much. I will never put 70 in barter, nor take those perks, unless their is more benefit than it seems.


Things are cheaper and you can negotiate some things?... I put a decent amount of points into Barter in Fallout 3. It was really useful in early game when I had difficulty finding repair parts and ammo for my Laser Pistol and Rifle.
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michael danso
 
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Post » Wed Sep 01, 2010 6:17 pm

Another question does having more points into a weapon skill make it more accurate and do more damage, or just more damage?


I think it affects accuracy too, since the weapons have the skillrequirements (and I seem to recall it being hinted at that too low skill - in addition to the str req - will mean less accuracy).

And I wouldn't go as far as thinking that every weapon keeps getting better and better all the way up to the skill of 100. In fact, I suspect, that the skill requirement is - if not the roof of the proficiencylevel - at least very close to it. So that a weapon with skill req of 25, will stop getting better at that point or little past (would make sense, since some weapons have a skill req of 100). But that's just a guess.
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Jacob Phillips
 
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Post » Wed Sep 01, 2010 9:11 am

I think it affects accuracy too, since the weapons have the skillrequirements (and I seem to recall it being hinted at that too low skill - in addition to the str req - will mean less accuracy).

And I wouldn't go as far as thinking that every weapon keeps getting better and better all the way up to the skill of 100. In fact, I suspect, that the skill requirement is - if not the roof of the proficiencylevel - at least very close to it. So that a weapon with skill req of 25, will stop getting better at that point or little past (would make sense, since some weapons have a skill req of 100). But that's just a guess.

Interesting, this would make maxing a certain skill less "required". I could plan a build out with its max skill determined by what the best gun he would use maxes out at.
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Charlie Sarson
 
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Post » Wed Sep 01, 2010 3:33 pm

I think it affects accuracy too, since the weapons have the skillrequirements (and I seem to recall it being hinted at that too low skill - in addition to the str req - will mean less accuracy).

And I wouldn't go as far as thinking that every weapon keeps getting better and better all the way up to the skill of 100. In fact, I suspect, that the skill requirement is - if not the roof of the proficiencylevel - at least very close to it. So that a weapon with skill req of 25, will stop getting better at that point or little past (would make sense, since some weapons have a skill req of 100). But that's just a guess.

That's a requirement on making the weapon effective, not the ceiling of the weapon's effectiveness. I would consider it an insult if the low level weapons never got any better no matter how high my skill goes.
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Kim Kay
 
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Post » Wed Sep 01, 2010 9:47 am

Lightweight nate up there who banned quoting his post was right. Some of the perks do have optional prerequisites. Like run and gun has 45 guns OR 45 energy weapons. But unfortunately most of them still have stupid prerequisites.
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Vicki Gunn
 
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Post » Wed Sep 01, 2010 10:36 pm

That's a requirement on making the weapon effective, not the ceiling of the weapon's effectiveness. I would consider it an insult if the low level weapons never got any better no matter how high my skill goes.


Well, that's why you have the higher level weapons, with which you are not going to be very effective with lower skill. I see no point in the requirement if it really does nothing - that you just go past it without any effect. I mean the weapons will have a certain range of damage, which isn't going to be very broad - and I don't see much point in spreading it all the over the whole skillrange. You're supposed to be effective with lower tier weapons at lower skill level, when you can wield higher tier weapons, there is no point in increasing the effectiviness of the lower ones.

I, of course, do not know any of this, but to me it would make perfect sense.
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Markie Mark
 
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Post » Wed Sep 01, 2010 9:44 am

You're supposed to be effective with lower tier weapons at lower skill level, when you can wield higher tier weapons, there is no point in increasing the effectiviness of the lower ones.

Variety, conservation of ammo, and overkill. If the leveled lists only spawn top-level creatures at high levels fine, but I'm not going to want to waste .50 cal on a mundane cazador because I can only carry one weapon that's worth anything.
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Kevin Jay
 
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Post » Wed Sep 01, 2010 6:35 pm

Variety, conservation of ammo, and overkill. If the leveled lists only spawn top-level creatures at high levels fine, but I'm not going to want to waste .50 cal on a mundane cazador because I can only carry one weapon that's worth anything.


I am pretty sure there is plenty of variety. And you can find higher level weapons at lower levels but you're not going to be good at using them due to the higher skill req. On top of that, no-one is taking the lower tier weapons or their ammo away - they will still be found around. So you should be fine with saving your lower tier weapons to kill rodents and insects if you do not wish to use .50 cal or rockets or whatever in them.
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Elizabeth Lysons
 
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Post » Wed Sep 01, 2010 9:32 pm

Someone take these dreams away
That point me to another day
A duel of personalities
That stretch all true realities

And keep calling me
They keep calling me
Keep on calling me
They keep calling me

erm... If ceilings are true then that could make me rethink my builds. The only problem I'm having though is with my gunslinger build. Xarnac, Dr. Strangeglove, dike Mantis etc. are all planned out.
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lydia nekongo
 
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Post » Wed Sep 01, 2010 3:59 pm

Someone take these dreams away
That point me to another day
A duel of personalities
That stretch all true realities

And keep calling me
They keep calling me
Keep on calling me
They keep calling me

erm... If ceilings are true then that could make me rethink my builds. The only problem I'm having though is with my gunslinger build. Xarnac, Dr. Strangeglove, dike Mantis etc. are all planned out.

Laser commander equires 90 skill, and gives 15% damage. If 100% was a hard cap part of the damage bonus would be worthless.
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josh evans
 
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Post » Thu Sep 02, 2010 12:20 am

Laser commander equires 90 skill, and gives 15% damage. If 100% was a hard cap part of the damage bonus would be worthless.


How does damagebonus relate to the level of skill? The bonus is added to the weapons maximum damage (or the not-maximun damage the skill dictates for the said weapon). If your skill is 100 and the weapon does 50 damage at that point, the 15% is added to that.
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Nathan Barker
 
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Post » Wed Sep 01, 2010 10:40 am

How does damagebonus relate to the level of skill? The bonus is added to the weapons maximum damage (or the not-maximun damage the skill dictates for the said weapon). If your skill is 100 and the weapon does 50 damage at that point, the 15% is added to that.

Thats what Im saying. I thought that was being questioned. Guess I misunderstood.
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Nymph
 
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Post » Wed Sep 01, 2010 2:00 pm

Thats what Im saying. I thought that was being questioned. Guess I misunderstood.


Or... I misunderstood you.... :P
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Jhenna lee Lizama
 
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Post » Wed Sep 01, 2010 3:06 pm

I fire from the hip as far as character creation goes. I don't really plan it out. "Oooh, that perk looks cool" "Hey that trait gives me big booms" "ooh my, that's a nice one" "lol moar points for gunsz!"
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ONLY ME!!!!
 
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Post » Wed Sep 01, 2010 7:41 pm

I fire from the hip as far as character creation goes. I don't really plan it out. "Oooh, that perk looks cool" "Hey that trait gives me big booms" "ooh my, that's a nice one" "lol moar points for gunsz!"

And for some reason you announce this in every build planning thread. You want a pat on the back? A gold star? How about not clicking threads your not interested in. And dont post if you have nothing to contribute.
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Scott Clemmons
 
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Post » Thu Sep 02, 2010 1:08 am

Laser commander equires 90 skill, and gives 15% damage. If 100% was a hard cap part of the damage bonus would be worthless.

It could be 15% to base damage. A damage you couldn't achieve without said perk? Maybe I dont understand what your saying? Also Im not saying that 100 hard or soft, is the max damage. Just If there is an equational relationship between skill points and damage percentages, is there a formula? I also doubt equational is a word.
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Dominic Vaughan
 
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Post » Wed Sep 01, 2010 8:32 pm

It could be 15% to base damage. A damage you couldn't achieve without said perk? Maybe I dont understand what your saying? Also Im not saying that 100 hard or soft, is the max damage. Just If there is an equational relationship between skill points and damage percentages, is there a formula? I also doubt equational is a word.

Well I was going off your example of cowboy perk + 80 skill= 100. Laser commander + the required 90= 103.5 if its multiplicative.
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Gisela Amaya
 
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Post » Wed Sep 01, 2010 7:56 pm

Well I was going off your example of cowboy perk + 80 skill= 100. Laser commander + the required 90= 103.5 if its multiplicative.

Ah, yes. I was just referring to achieving a maxed weapon stat using damage modifiers as a soft boost, not going past it. I know that going past it, whether it be soft or hard is attainable. Hope that cleared up my previous posts.
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SWagg KId
 
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Post » Wed Sep 01, 2010 12:25 pm

Ah, yes. I was just referring to achieving a maxed weapon stat using damage modifiers as a soft boost, not going past it. I know that going past it, whether it be soft or hard is attainable. Hope that cleared up my previous posts.

It did, thanks. Althought I am abit curious why youd want to do that.
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Laura-Jayne Lee
 
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Post » Wed Sep 01, 2010 12:01 pm

It did, thanks. Althought I am abit curious why youd want to do that.

To free up skill points. Although with the obvious inclusion of outfits and such, plus the guaranteed quest bonus perks or boosts, I'm sure some of my RPs that require several weapon styles to be proficient will be fine. Also im not some "max artist" or perfectionist. Its just that Ill take perks that are maybe deemed "weak" or "pointless", if it fits my role play. Example: my cowboy in F3 didn't need the law bringer perk, I thought it was pointless, but its what a good karma cowboy would have so I got it.
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Cathrin Hummel
 
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