Skill & Perk Line-Up [Speculation]

Post » Sat Nov 28, 2015 5:24 am

NEW UPDATED THREAD: http://www.gamesas.com/topic/1530622-completed-perk-chart-speculation

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Previous thread: http://www.gamesas.com/topic/1529102-skills-perks-revised-edition

Before we begin, I would like to thank the following contributors: Myst357 for your constant support and encouragement, as well as some excellent suggestions for safe-cracking and the Lone Wanderer perk. 2-Caps for your highly inventive ideas about C4 and schematics, and of course your unique banter! BOX MAAAN for your brilliant suggestions about weapon recoil and the effects of armor on movement rate. youngsmeagol for your suggestion of destructible light sources. Sorpaijen for helping to identify one of the perks on the lo-res chart. Even though this one has now been re-identified, your information still led to a number of interesting discoveries. Neebles for confirming my suspicions about the inclusion of Nerd Rage. Helljumper for your invaluable feedback across my various threads. The Leprechaun for inspiring me to dig deeper into the perk chart in the first place. zdepthcharge on reddit for capturing the hi-res images of the chart as shown below. Also General Garbage who attended Gamescom, and after posting a few small but crucial details has helped me unravel some very important information about how the chart was put together in the first place.

And finally, for some excellent and highly creative suggestions for various character builds, see http://www.gamesas.com/topic/1530410-extreme-builds thread started by SofaJockey.

To everyone else, thank you for all of your comments and suggestions so far. Keep them coming, and I hope you all enjoy the thread!
All relevant information from the previous thread can now be found here. Note that I have currently only included skills and perks listed under Strength, but I will add new and updated descriptions for the options related to each SPECIAL stat as I complete them. Also, the information presented here has now been expanded, and has also been updated for ease of understanding. Please bear in mind that most of the contents you are about to read have not been officially confirmed, and as such all details are currently based on best available information.

HOW I THINK THE NEW SYSTEM WORKS

It would appear that skills, perks, and stats all now coexist within a single, ingeniously designed system. What this means is that each time we level up, we are given the choice of selecting one of these three individual elements.

Before I explain the available options, let's first look at the new menu. In the main screen of the revamped Pip-Boy, we see a STAT menu, under which we can select STATUS, SPECIAL, or PERKS. This last menu is the one we're interested in here.

Along the top of the PERKS menu are 7 icons, one for each of our SPECIAL stats. Underneath each of these icons are a list of perks, ranked 1 to 10, which correspond with the value of each stat. Perks in the first row require a 1 in the respective stats, perks in the second row require a 2, and so on. These 70 perks have multiple ranks (most have 4), giving us a total of 275 perks to choose from. Note that this total includes the 7 SPECIAL icons along the top of the menu, which can be directly selected as detailed below. This easy to use system allows us to select high level perks right from the start of the game, depending on our stats, making it more accessible than ever. The genius of it's design lies in it's simplicity, each time we level up, we choose a skill, a perk, or a stat. Note that the 70 available perks on the chart actually include 13 skills, each with it's very own collectable bobblehead, and then 57 regular perks, which function much like the perks we have seen in previous games. Each entry on the chart is selected simply by clicking on the corresponding icon, including the SPECIAL icons, and any skills or perks that cannot be selected will be greyed out.

I shall now give a more detailed explanation of the options available to us when we reach a new level.

Firstly, we can choose to increase one of the 13 skills, which will give us an immediate and measurable benefit. This will have far greater impact than in previous games, and would be the equivalent of increasing a skill by 25 points in one hit. Each of the skills now has 5 ranks, which would equate to 20, 40, 60, 80, and 100 in the respective skills compared to previous games. Because these skills are now tied directly to our stats, up to a maximum requirement of 6 points in each, we must be a little more selective as to which skills we decide to incorporate into gameplay. This will help us to create a more focused, and therefore a far more interesting character.In contrast, when we find a skill related bobblehead, we would be given the next available rank in the respective skill for free, even if we technically don't qualify due to our stats. This way, everyone will have access to at least some functionality in all of the skills.

Secondly, we can choose to take one of the 57 remaining perks. Note that each of these perks have either 3 or 4 ranks depending on their function. This will be fully explained in the next major update. Each perk also provides a variety of benefits, both old, new, and in many cases redesigned from existing perks. Note that unlike skills, these regular perks do not come with an in-game bobblehead, and so the only way to access them is by having the appropriate number of points in the associated stat.

Thirdly, we can choose to increase one of our stats by a single point. This will give us any associated benefits, such as increased Carry Weight, a bonus to our Health, or a higher rate of gaining XP. This will also open up the next available perk in the corresponding stat. Note that we are not required to take perks in any particular order. As long as we have a high enough score in a given stat, we can select any perk in any order. This 'wide open approach' will further enhance our ability to create the exact character we want, without ever having to waste a single perk. Note that each of our 7 stats also have an associated bobblehead that will increase the respective stat by 1 point.

The fourth option would be to save our perk points until we are ready to spend them. This way, we can take our time to decide the direction in which we wish to develop our character, further enhancing the huge flexibility of this system.

As you increase in levels, you can really get creative in terms of how you choose to progress. Let's say you start the game focusing on a particular stat, but later decide to go in a completely different direction. All you would need to do is gradually raise the newly required stat, and then add in new perks as you see fit. All indications suggest that we can increase any stat as many times as required up to the maximum of 10 points, and that as long as there are still perks to choose from, we can continue levelling. Note that if we max out any of our skills or stats, by either selecting all 4 ranks or increasing a stat to 10 points, then any associated bobbleheads we find after this time would have no effect. Bear this in mind as you level up, as the bobbleheads are collectively worth the equivalent of 20 levels!
Here is a little more information regarding the 13 skills included in the game, which as you now know, have been fully integrated into the perk chart.
A number of these skills have been renamed, and two of them have been combined. During the 'weapon mod' section of the demo, we can see laser and plasma weapons being modified using the 'Science!' skill. Note that this is not the same as the old 'Science' skill, but is in fact the new name for 'Energy Weapons'. The 'Science' skill as we knew it in previous games is now called 'Hacking', and is used to create and hack into terminals.
Next, we see a number of conventional weapons being modified using the 'Gun Nut' skill. One of these weapons is the 'Junk Jet', which looks to be a modified version of the old 'Rock-It Launcher' from Fallout 3. Being that the old version was actually under Big Guns, we can safely assume that Big and Small guns have been combined to make the new 'Gun Nut' skill. This would actually be a very sensible move, as modifying either of these two weapon types would involve virtually the same process, whereas modifying a plasma or laser weapon would require a completely different process.
If this is the case, then we are technically one 'skill' short. If we look at the military background of our protagonist couple, I believe we will find a clue. On the perk chart, we can actually see evidence of a returning favorite from the Elder Scrolls franchise. This skill, what I believe to be the new, improved Acrobatics skill, should make traversing the wastes a lot more fun this time round! I shall explain in more detail how I think this new skill works a bit later, but first, let's cover some important information. Here are the descriptions for each of our SPECIAL stats. Note that I have highlighted in bold anything that seems to be 'skill related'. Also note that during the tutorial, we are given a total of 28 stat points, which we can distribute amongst our 7 stats in any way we see fit. If we were to distribute all of these points equally, we would start the game with 4 points in each stat.
  • STRENGTH is a measure of your raw physical power. It affects how much you can carry, and the damage of all melee attacks.
  • PERCEPTION is your environmental awareness and "sixth sense," and affects weapon accuracy in V.A.T.S.
  • ENDURANCE is a measure of your overall physical fitness. It affects your total Health and the Action Point drain from sprinting.
  • CHARISMA is you ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter.
  • INTELLIGENCE is a measure of your overall mental acuity. It affects the number of Experience Points earned.
  • AGILITY is a measure of your overall finesse and reflexes. It affects the number of Action Points in V.A.T.S. and your ability to sneak.
  • LUCK is a measure of your general good fortune. It affects the recharge rate of Critical Hits, and your chances of finding better items.
Next, let's take a look at the complete offering of skills as they appear in Fallout 4. I have listed the name of the skill, followed by the previous name if different, and finally the stat that each skill relates to as well as the required value as seen on the perk chart. Note that there are 5 skills listed under Intelligence, which actually makes perfect sense. The remaining 8 skills are shared equally between Strength, Perception, Charisma, and Agility. All skills require a stat value between 1 and 6, and their individual placement seems to be based on two main factors. The first is whether or not the skill should be accessible early on so that it can be incorporated into a wider range of builds, and the second is if there should be a more focused requirement for highly specialised skills. In ranking order, we can see that Acrobatics and Science! both require a 6, Explosives and Local Leader require a 5, Hacker requires a 4, Gun Nut and Sneak require a 3, and everything else requires either a 2 or a 1.
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PLEASE SEE NEW THREAD FOR UPDATED LIST (LINK AT TOP OF PAGE)
  • Acrobatics (New) requires 6 Agility
  • Barter (Same) requires 1 Charisma
  • Explosives (Same) requires 5 Perception
  • Hacker (Science) requires 4 Intelligence
  • Gun Nut (Big/Small Guns) requires 3 Intelligence
  • Local Leader (Speech) requires 5 Charisma
  • Lockpick (Same) requires 1 Perception
  • Medicine (Same) requires 2 Intelligence
  • Melee Weapons (Same) requires 2 Strength
  • Repair (Same) requires 1 Intelligence
  • Science! (Energy Weapons) requires 6 Intelligence
  • Sneak (Same) requires 3 Agility
  • Unarmed (Same) requires 1 Strength
Finally, let's now look at the complete line-up of perks that have been identified so far. I have listed each perk according to the stat under which they belong, and have shown the value required followed by the name of the perk itself. For easy identification, skill perks have been highlighted in bold, and any new or renamed perks have been written in italics. Note that the functionality for many already existing perks will likely be very different from previous games.
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PLEASE SEE NEW THREAD FOR UPDATED LIST (LINK AT TOP OF PAGE)
  • STRENGTH
1 Unarmed . 2 Melee Weapons . 3 Coming Soon . 4 Crushing Blow . 5 Wrecking Ball
6 Strong Back . 7 Coming Soon . 8 Coming Soon . 9 Coming Soon . 10 Power Loader
  • PERCEPTION
1 Lockpick . 2 Far Sight . 3 Coming Soon . 4 Coming Soon . 5 Explosives
6 Guiding Light . 7 Nocturnal . 8 Sniper . 9 Detection . 10 Concentrated Fire
  • ENDURANCE
1 Toughness . 2 Lead Belly . 3 Life Giver . 4 Chem Resistant . 5 V.A.N.S.
6 Rad Resistance . 7 Adamantium Skeleton . 8 Coming Soon . 9 Nuclear Anomaly . 10 Solar Powered
  • CHARISMA
1 Barter . 2 Black Widow/Lady Killer . 3 Attack Dog . 4 Animal Friend . 5 Local Leader
6 Coming Soon . 7 Coming Soon . 8 Coming Soon . 9 Coming Soon . 10 Intimidation
  • INTELLIGENCE
1 Repair . 2 Medicine . 3 Gun Nut . 4 Hacker . 5 Educated
6 Science! . 7 Comprehension . 8 Robotics Expert . 9 Cyborg . 10 Nerd Rage
  • AGILITY
1 Gunslinger . 2 Commando . 3 Sneak . 4 Mister Sandman . 5 Action Boy/Girl
6 Acrobatics . 7 Light Step . 8 Coming Soon . 9 Finesse . 10 Ninja Master
  • LUCK
1 Fortune Finder . 2 Scrounger . 3 Bloody Mess . 4 Mysterious Stranger . 5 Coming Soon
6 Coming Soon . 7 Coming Soon . 8 Coming Soon . 9 Grim Reaper's Sprint . 10 Luck of the Irish
Crafting Skills
There are 4 'skills' listed above that would qualify as crafting skills. These skills, all combat related, are Repair, Gun Nut, Science! and Explosives. The last one is an interesting one, and I have a feeling we may have already seen our first explosives 'recipe' during the E3 demo, as explained http://www.gamesas.com/topic/1528500-the-time-traveller-and-the-big-bang/?p=24192644. Note that Hacker and Local Leader are used in conjunction with building settlements, but are technically not crafting skills as the corresponding items seem to be simply placed and not built. Also note that Melee and Unarmed will likely be more focused on increasing both speed and damage with each successive rank, and these increases would almost certainly be fairly significant in order to give players an incentive to use them. During the E3 demo when modifying Melee weapons, there did not appear to be a skill requirement. Finally, the Repair skill, at this stage, seems to be related to armor and not weapons. Although we have so far only seen this in reference to power armor, this will likely be used for all types of armor in the final game.
Combat Skills
Next let's move onto combat. As explained above, ranged weapons can be improved by adding a variety of different modifications. These modifications are accessed via the Gun Nut skill for conventional weapons, and the Science! skill for energy weapons. In the case of conventional rifles, such as the pipe rifle seen in the demo, the available mod types, unlocked in incrementally powerful stages across the 4 available ranks of Gun Nut, would be receiver, barrel, grip, stock, magazine, sight, scope, bayonet, muzzle and suppressor. Note that although Gun Nut and Science! are both considered skills, they do not cover the base damage and accuracy of the weapons. This is instead handled by the Gunslinger perk for pistols, and the Commando perk for rifles. In a broader sense, pistols would include all one-handed ranged weapons, and rifles would include all two-handed ranged weapons.
This means that, taking the example of the pipe rifle mentioned earlier, as we select increasing ranks in the Commando perk, the damage output of the weapon, along with the accuracy both inside and outside of V.A.T.S. will increase substantially. If, however, we were to use a pipe pistol, without the Gunslinger perk we would be much less effective. But as long as we had the appropriate ranks in Gun Nut, we could actually turn the pipe pistol into a rifle by adding an extended barrel, a stock, and a few other mods. Now add in all 4 ranks of Sniper, which would progressively increase the accuracy of headshots taken in V.A.T.S., and add in one or two additional mods, and you could end up with a high powered sniper rifle capable of taking some very long distance shots, all from that humble pipe pistol you started off with.
As a final note on ranged combat, note that there is now an interesting crossover regarding different weapon types. Referring back to the above example, let's say you find a plasma pistol and a laser musket. The plasma pistol, at this stage, would not be particularly useful. But the laser musket would be much more potent due to the Commando and Sniper perks. And with a further 3 points in Intelligence, possibly at a later point in the game, we would be able to unlock the Science! skill, and could therefore fully modify all energy weapons.
Just a quick mention regarding other combat related skills and perks. We have Explosives, which allows us to use, create, disarm, and even craft a range of different explosive and incendiary devices. These include mines, grenades, and other thrown weapons. We also have Unarmed and Melee Weapons, which, when used in conjunction with the Fists of Fury and Martial Artist perks would be capable of handling even the most formidable of enemies. If we then add in the Sneak skill and the Ninja Master perk to any of the above combat styles, you can see that combat in Fallout 4 will be flexible enough and competent enough to take on any fully featured FPS.
Other Skills
Note that many of the skill perks would work in much the same way as the corresponding skills from previous games. For example, Lockpick, as well as Hacker (used to create and unlock terminals), would work as follows: no perks selected would mean access to 'Very Easy' locks or terminals, and then the 4 perk levels would be the equivalent of 'Easy', 'Average', 'Hard', and 'Very Hard' respectively. In addition to this, it is also possible that each progressive rank of certain skill perks unlocks an additional benefit or ability. An example of this could be the 'hold breath' function seen whilst sniping, at the end of the showcase during the 'Atom Bomb Baby' song. As a final note regarding skill perks, the recent article in gameinformer, seen http://www.gameinformer.com/games/fallout_4/b/playstation4/archive/2015/07/26/fallout-4-quakecon-presentation.aspx?utm_content=buffer11c8a&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer&PostPageIndex=3&PageIndex=3, mentions a copy of 'Grognak: The Barbarian' looted from a corpse, and so it would appear that skill books and magazines are also still in the game.
It is also worth mentioning that many of the existing perks that are not related to skills could have been modified or updated with the new system.
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LIST OF PERKS:
The following perks have been identified using the two images linked http://api.ning.com/files/lihD20i2jrxPwGb-pHicXBiWVT59EveEEfgQzYG8OmY9NktdElbfJ5BDCSE5hbOS16UMUBaAlnfO5Buj5HFMiBxpkGcdSodk/pcjDEh0.jpg and http://media2.giga.de/2015/07/Fallout4_Perks-rcm640x0.jpg as a source of reference. All descriptions are best estimates based on all available information, and as such these descriptions may be subject to change.
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PLEASE SEE NEW THREAD FOR UPDATED LIST (LINK AT TOP OF PAGE)
STRENGTH
Affects total Carry Weight, Unarmed damage, and damage from Melee Weapons
Unarmed
Returning Skill, 4 Ranks, requires 1 Strength
VB is holding up his fists and is not wearing a shirt, giving him the appearance of a bare-knuckle boxer. This appears to be a reference to John Lawrence
Sullivan, an Irish-American boxer who was also known as the Boston Strong Boy. Sullivan is actually recognised by many as being the last heavyweight champion of bare-knuckle boxing under the London Prize Ring Rules.
This skill would affect both the speed and damage of attacks when using fists or weapons worn on the hands. Speed and damage would both increase with each rank. This skill would also be usable in conjunction with V.A.T.S. for improved targeting. Note that there would also be a bobblehead hidden somewhere in the game world that would unlock the next available rank when found.
Melee Weapons
Returning Skill, 4 Ranks, requires 2 Strength
VB is holding up a baseball bat, and is about to strike an incoming baseball. This is clearly a reference to Fenway Park, home of the Boston Red Sox, who won the first ever World Series in 1903. The location, which is now known in-game as Diamond City, would also appear to be a first, in that it is the first major settlement that we encounter, and so would be comparable to Megaton.
This skill would affect both the speed and damage of attacks when using hand-held weapons. Speed and damage would both increase with each rank. This skill would also be usable in conjunction with V.A.T.S. for improved targeting. Note that there would also be a bobblehead hidden somewhere in the game world that will unlock the next available rank when found.
Projectile
New Perk, 4 Ranks, requires 3 Strength
VB is holding a boulder at the bottom of a ramp, and is about to launch it upwards. This would suggest a reference to the Physics Department at M.I.T, specifically pertaining to the Manhattan Project, which later resulted in the bombings of Hiroshima and Nagasaki.
This perk would allow us to throw heavy objects in front of us, turning them into projectiles. Throwing distance and overall damage caused would increase with each rank. Damage would also be affected by the size and weight of the projectile. This perk would also be usable in conjunction with V.A.T.S. for improved targeting.
Crushing Blow
New Perk, 4 Ranks, requires 4 Strength
VB is standing next to the same ramp mentioned above which is now facing the other way, and which he has partially crushed using his fist. This is clearly a reference to the aftermath of the Manhattan Project, due to the sheer level of destruction caused when the bombs hit.
This perk would allow us to use fists or Unarmed weapons to break or destroy objects such as terminals, controls systems, turrets, wooden structures, damaged brickwork, locks, locked doors, and low-level robots including protrectrons and robobrains. Each rank would increase the total damage per hit, as well as the quality of locks affected. Note that in the case of robots, this perk would also be usable in conjunction with V.A.T.S. for improved targeting, but not for specific body parts. For more accurate targeting when in V.A.T.S, see the Martial Artist perk below.
Wrecking Ball
New Perk, 4 Ranks, requires 5 Strength
VB is holding a wrecking ball at the end of a long chain which is attached to a stick. This would appear to be a reference to a certain celebrity who used to attend Bethesda Elementary School, the location of which matches up with Bethesda Ruins as seen in Fallout 3. Note that the reference in this case is a little more tougue-in-cheek compared to many of the others, but is a clever addition nonetheless.
This perk would allow us to use Melee Weapons to break or destroy objects such as terminals, controls systems, turrets, wooden structures, damaged brickwork, locks, locked doors, and low-level robots including protrectrons and robobrains. Each rank would increase the total damage per hit, as well as the quality of locks affected. Note that in the case of robots, this perk would also be usable in conjunction with V.A.T.S. for improved targeting, but not for specific body parts. For more accurate targeting when in V.A.T.S, see the Martial Artist perk below.
Strong Back
Returning Perk, 4 Ranks, requires 6 Strength
VB is shown carrying a heavy object on his back. This appears to be very similar to the icon used for the equivalent perk in Fallout 3, but note the Mole Rat on the right-hand side of the image. This would actually suggest a reference to the rats that have plagued the streets of Boston since before the time of the Revolutionary War. The historical and present day impact of rats is especially high in the port area.
This perk would allow us to carry more items, and to move a little faster when encumbered. Total Carry Weight and rate of movement would increase with each rank. The increase in Carry Weight would be far greater than that resulting from levelling the Strength stat. Also, note that the Mole Rat in the perk icon would suggest that we are more easily able to engage in low-level combat when encumbered, due to our ability to move increasingly faster with each rank.
Power Loader
New Perk, 4 Ranks, requires 10 Strength
VB is seen here inside a Power Loader, an exoskeleton suit much like the one featured in the Aliens movie. The movie's main protagonist, Ellen Ripley, could be compared to the female protagonist option in Fallout 4. Ripley is quite literally forced to become a warrior, fighting against an impossibly dangerous enemy. Her main focus throughout the movie is to ensure the survival of a child found alone in the abandoned mining colony. The child's name is Newt. I have a feeling that this will be reflected in one of the as yet unveiled companions, a child who may even end up having the same name. One other interesting connection. In the movie, Ripley spent 57 years in cryosleep, making her the previous record holder before our protagonist and their family.
This perk would allow us to lift very heavy loads when encumbered, and carry them forwards at relatively high speed for a short duration as determined by the sprint meter. The speed of movement as well as the maximum load would increases with each rank. This would actually be a very useful option for those of us who love to collect everything we find in the game, but do not like to use fast travel.
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REMOVED PERKS
The following perks have been removed from the above list due to conflicting information on the perk chart, as shown in the new hi-res images. Even though I no longer believe that these perks will be in the game, I have included them below for reference purposes.
Fist of Fury
New Perk, 4 Ranks, requires 7 Strength
VB is shown throwing a series of rapid punches in front of him, and his fist has become blurred as a result. This seems to be a reference to Bruce Lee, and to the movie which shares the name of the perk, due to Mr Lee's ability to punch so fast, he was almost impossible to block. As a result, footage often had to be slowed down, much like the new effect seen in V.A.T.S.
This perk would allows us to deliver a flurry of blows when using fists or Unarmed weapons in V.A.T.S, but not for specific body parts. For more accurate targeting when in V.A.T.S, see the Martial Artist perk below. The flurry of blows would be triggered by holding down the 'attack' button, after which a 'special attack' would be lined up ready to unleash on the target. Note that this would also use up far more Action Points than a single attack, but if used in conjunction with the perk below for a blow to the target's head, there would be a change to knock the opponent to the ground. The target would then be unconscious for a short time, allowing us to quickly deal with the next target. With each rank, the number of Action Points required would decrease, and the speed and damage output of the attack would increase.
Martial Artist
New Perk, 4 Ranks, requires 8 Strength
VB is holding up his arm at a right-angle, as if ready to execute a martial arts move. This would actually seem to be a reference to Bruce Lee's son Brandon, who attended Emerson College in downtown Boston, and like his father was also the star of many action movies. In a bizzare related twist, Bruce Lee and his son both died under very mysterious circumstances, 20 years apart, and at a relatively similar age. Bruce Lee was 32 and his son was 28. This is strikingly similar to the in-game connection to the male protagonist and his son being of a similar age during gameplay.
This perk would allow us to target specific body parts when using V.A.T.S. in conjunction with fists, Unarmed weapons, or Melee Weapons. This would then open up a number of additional options for use with many of the above perks. Due to each armor piece now having it's own durability, this means that during close-quarters combat, we would be able to target individual armor pieces, or even cripple already damaged limbs. In addition to this we would also be able to target blows to the head, which would inflict far greater damage, and would also include a knockdown effect as described above. The Action Point cost for each individual blow would decrease with every rank, allowing for a higher number of attacks.
Heavy Hitter
New Perk, 4 Ranks, requires 9 Strength
VB is standing on what appears to be an old 'speak you weight' machine, and is also raising a dumbell with one arm. The speak-your-weight machine actually seems like a reference to weigh-ins used before boxing matches, and the dumbell would therefore suggest heavyweight boxing. If we look back at John Sullivan, as first mentioned in the description for the Unarmed skill, we can see that he later moved to a career in professional gloved boxing. His record of 34 wins by knockouts earned him a place in the International Boxing Hall of Fame. Oddly enough, the two very different phases of Sullivan's career would once again suggest a connection to our male protagonist, whose transision from pre-war to post-war would appear to have many similarities.
This perk would allow us to throw a very focused and powerful punch that would do extra damage, with a high chance to knock the opponent unconsious if the blow is to the face. This would be similar to the effect described under the Fist of Fury perk. Note however that, in this case, we would be limited to non V.A.T.S. use. To execute the punch, we would once again hold down the attack button, and once unleashed, the resulting blow would be comarable to one of the many power attacks seen in Skyrim. Each rank would increase the power of the attack, and the final rank would carry a small chance to achieve a one hit kill.
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katie TWAVA
 
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Post » Sat Nov 28, 2015 5:27 am

Again, I applaud your efforts here but this has to be the MOST misleading thread title I've ever seen. Add the words, "I think" to it and we are good.

EDIT: I'm not casting doubts (tho I have some), just that new people seeing this thread may take it for something official rather than your theory.

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Caroline flitcroft
 
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Post » Sat Nov 28, 2015 2:35 am

Sorry, have been awake for a very long time so that I could finish the most recent update! I will ask one of the mods to change it.

EDIT: I've PMd one of the mods and asked them to amend the title :goodjob:

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kirsty williams
 
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Post » Sat Nov 28, 2015 12:41 am

@BrotherGrimm, thread title has now been amended to avoid any confusion.

Also, the next update should be ready within the next day or so, and will include full details for all skills and perks under Perception.

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Alex Blacke
 
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Post » Sat Nov 28, 2015 4:41 am

This was a bad move, especially to post on reddit, https://www.reddit.com/r/Fallout/comments/3frggm/perk_chart_fully_decoded_all_strength_perks_posted/ You would have gotten a much better response if you would have just stuck with what we know for 100% fact instead of out-right guessing as to how more than half of this system works or what the perks actually do and acting like you "figured everything out."

I'm willing to wager, more than 70% of all this is just wrong.

A lot of this could have been avoided if your went about it a different way instead of being so vain.

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Alycia Leann grace
 
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Post » Sat Nov 28, 2015 1:53 am

This seems like a major waste of time for something that's really just educated guesses. I haven't even bothered to look through as I assume it's mostly wrong lol we hardly know anything about the new system and you think you've got it down to each and every perk? kkkkkkkk

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scorpion972
 
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Post » Sat Nov 28, 2015 6:15 am

Taking a quick glance through it and I think your making too many gameplay assumptions. Would be more logical to stick to finding perks that were similar in previous games and making the comparison there. It's intresting speculation though, but a few of these I feel are certainly incorrect.

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Claire Vaux
 
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Post » Sat Nov 28, 2015 3:29 pm

https://www.reddit.com/r/Fallout/comments/3frggm/perk_chart_fully_decoded_all_strength_perks_posted/ctre12f? My god, man. Why would anyone put time into thinking about a build based off speculative perks, ranks, and a system that we don't know hardly anything about? And expecting Todd to be amazed at this?! Really? :bonk:

Like others have said, the work is great, but you really should have went about it with a different attitude.

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Elizabeth Falvey
 
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Joined: Fri Oct 26, 2007 1:37 am

Post » Sat Nov 28, 2015 7:55 am

Just as a side-note: If there weren't quest-rewarded perks, or perks you'd receive that don't exist on the perk chart, there really wouldn't be a point to having a Perks tab in the Pipboy and the perk chart.

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Iain Lamb
 
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Post » Sat Nov 28, 2015 4:20 am

All I've done is share my findings. Or at least the first part of them.

And I didn't mean to come across as arrogant in any way. I just wanted to help people understand what's on the perk chart, and I happen to have a load of time on my hands at the moment and enough patience to spend many hours on a single task.

If my ideas are wrong, then fair play. But I do think that they're at least in the ball park.

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Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Sat Nov 28, 2015 2:34 pm

Watch as I wag my left hand finger in your Face Gk..

Your theorys are so wrong, now dont look in my right hand cause well I don't have any Ideas of my own. But I can sure give you what for. Because its the internet. I do not even know why you bother.

(oh Crap I see you named me in there...... well I guess that makes my Sarcasm a bit obvious. Ahh well keep at it buddy, you know your the only thing standing in the way off Tali sweat tastes like, I want to sleep with everything, and I Hate threads. So glad your here and keeping me hyped)

Travels in time to ask " just what the heck will Educated do now, I am really liking that skills have ranks idea, but this one seems odd unless it has to do with books now, or speech options "

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Taylrea Teodor
 
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Joined: Sat Nov 18, 2006 12:20 am

Post » Sat Nov 28, 2015 3:59 am

You always did have a way with words lol :D

And as for ideas, do share them with the rest of the class... :deal:

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Kelly John
 
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Joined: Tue Jun 13, 2006 6:40 am

Post » Sat Nov 28, 2015 8:42 am

I've got my perks picked out already. I love it.

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Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Sat Nov 28, 2015 12:27 am

Finally lol. After the nuclear annihilation over on reddit I thought I was a gonner. No but seriously, I'm glad you like them.

And don't forget to add any suggestions if you notice anything that seems out of place, or if you see any details I may have missed :)

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Emma Louise Adams
 
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Joined: Wed Jun 28, 2006 4:15 pm

Post » Sat Nov 28, 2015 12:15 pm

YOU've been awake for a long time...Jon Snow, if only you've had the 48 hours I've had, homie.

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Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Sat Nov 28, 2015 4:36 am

Ouch! But you're absolutely right. Sorry if I went a bit overboard.

Definitely with you on this one, sleep deprivation is certainly no fun! Sounds like you may need a stimpak or two (or coffee as I like to call it!)

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Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Sat Nov 28, 2015 7:28 am

Well done Gkk you've given me something to read and think about for the next three months and I appreciate all the effort.

PS

I'm also looking forward to when they release the system to the public and seeing how your interpretation compares...I personally hope you crush it.
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Heather Stewart
 
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Joined: Thu Aug 10, 2006 11:04 pm

Post » Sat Nov 28, 2015 6:46 am

Yes its speculation. Alot will be wrong.


But its fun to speculate and he has worked alot on it.


Good job Liam.
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lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Sat Nov 28, 2015 12:47 am

Yeah, reddit can be an unforgiving place if you're not careful with your wording and attitude, no matter the subject. Really glad we don't have a vote based forum here.

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Harry-James Payne
 
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Joined: Wed May 09, 2007 6:58 am

Post » Sat Nov 28, 2015 3:58 am

I have been known to get carried away with my enthusiasm from time to time :ahhh:

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Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Sat Nov 28, 2015 9:50 am

i think we can be almost certain we will also see perks with multiple ranks that allows you to specialize in hpistols , 2 handed rifles, laser/plasma weapons and heavy weapons and mayve shotguns and explosions allowing for much better balanced and

i am really starting to love this new mechanic

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Latino HeaT
 
Posts: 3402
Joined: Thu Nov 08, 2007 6:21 pm

Post » Sat Nov 28, 2015 9:56 am

People shouldn't confuse vanity with enthusiasm. People find it a lot easier to hate especially online (mostly why I don't play online games), where they are fairly anonymous and can be downright rude without any tangible repercussion.

As far as this subject is concerned (here and at Reddit):

1) Some don't want to be spoiled (they really don't have to read it, but maybe they can't help it).

2) Some don't like when another gets ideas before they do.

3) Some don't like it if their theories are opposed by another.

4) Some misread the intention of the post and decide the author is gloryhogging and not just being enthusiastic and wanting to share the fun.

5) Some love to create controversy on forums.

And...

6) Some like the speculation and appreciate it for what is, an exercise in anolysis and deduction that is fun to read!

BTW I'm at #6!

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Chloe Mayo
 
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Joined: Wed Jun 21, 2006 11:59 pm

Post » Sat Nov 28, 2015 1:25 pm

Amazing opening post, Gkk7z! Even if none of it turns out to be true, which I don't think is the case, it's been a great adventure so far. It surely helps to pass the time until November and gives us some interesting insights. I am referring especially to all of the links to articles on science and history that you've included. If nothing else, I've learned a good bit. :thumbsup:

I appreciate all of your hard work in getting this together so far. I know I sure couldn't have come up with anything close to your predictions. Hopefully you can get some well deserved rest.

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christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Sat Nov 28, 2015 2:46 pm

No rest for the Neeson lol!

I may actually add the full links into the post, as there is some quality information with many of these. And I'm putting together the next batch to post up as we speak. It might be a few days before it's ready, but it should be well worth it :)

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stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Sat Nov 28, 2015 3:16 am

Damn dude, that's a lot of effort to put into pure speculation! I definitely enjoy reading your research and speculation, but as others have mentioned here, be careful with passing it off as facts. There's a lot of "now that we know" and "based on the fact that" and such verbiage. We don't really know anything at this point. (I'm not even certain that our protagonist is of military background and I'm not sure why everyone is taking that for granted). Even if most of it turns out to not be true, it's still some elaborate speculation!

I do like the idea of this new perk system as I'm a little bummed that skills seems to have been cut. Regardless of how useless it was to have 32 in a skill because of the 25/50/75/100 levels, it was still a big part of building a character (like in an RPG). This move towards easier digestable gameplay and character building pleases me none.

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Rhi Edwards
 
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