Skills & Perks - Revised Edition!

Post » Sat Nov 28, 2015 9:32 am

ALL 70 PERKS NOW IDENTIFIED! MASSIVE UPDATE TO FOLLOW ASAP...
NOTE: the following is a work-in-progress. Although many sections are complete, if you occasional look in and see what looks like missing information or something in the wrong place, don't worry. It will all be updated in due course. By the time the thread is done, this will be the definitive place to find all things related to skills and perks :wink:
REVISED AND UPDATED
The following information, originally seen in http://www.gamesas.com/topic/1528780-a-very-particular-set-of-skills thread, has been extensively updated and now contains a vast amount of detail pertaining to skills and perks. Listed below are no less than 59 in-game perks, including all 13 skill perks and a further 18 that are new to the franchise. ALL PERKS NOW IDENTIFIED. FULL DESCRIPTIONS WILL BE ADDED AS THEY ARE COMPLETED. The information is broken down into three main sections, each with a specific focus. First, I explain exactly how the new system works. In this section you will also find a list of stat descriptions, a quick reference for the 13 included skills, as well as a list of all identified skills and perks ranked in order under each stat. The next section explains the skill related perks in a lot more detail, with information about crafting, as well as a full explanation of the new combat system. The last section comprises a list of all identified perks with full descriptions. These are listed in order of stat. Note that each entry has been listed as either a Skill or a Perk in order to more fully understand it's function. I have also noted the number of Ranks that are likely to be included. As a bonus, at the very end of the post is a list of possible candidates for quest or challenge related perks that may be returning.
A big thank you to everyone who has contributed ideas and suggestions on the thread so far. Many of these, after careful consideration, have been incorporated into the information you see below. Note that there is also an alternative thread, started by The Leprechaun, which offers a number of useful and interesting takes on the many perks found on the chart. This thread can be found http://www.gamesas.com/topic/1526182-what-are-those-perks-and-what-do-they-do. As always, keep the ideas and suggestions coming, and I will incorporate as many of these as I can, as long as they make sense alongside the rest of the information. :goodjob:
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HOW THE 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, and is therefore incredibly flexible. 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 are actually comprised of 13 skill perks, each of which ties in with a specific skill, and has it's own collectable bobblehead, and 57 regular perks, which function much like the perks we have seen in previous games. Each perk on the chart is selected simply by clicking on the corresponding icon, including the SPECIAL icons, and any 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 skill perks, all listed below, which will give us an immediate and measurable benefit. This makes the choice far more meaningful than in previous games, and would be the equivalent of increasing a skill by 25 points in one hit. Note that each of the skill perks have 4 ranks, which would equate to 25, 50, 75 and 100 in the respective skills. Because these skills are now tied directly to our stats (up to a maximum requirement of 6 points in the respective stat), it means that we must be a little more selective about which skills we wish to use from the start of the game. This will help us to create a more focused, and therefore a far more interesting character.

Secondly, we can choose to take one of the regular perks. Out of the 57 possible options, 54 of these have 4 ranks, leaving a remainder of 4 'special case' perks that have only 1 rank. Each of these regular perks provide a variety of benefits, both old, new, and in many cases redesigned from existing perks. Note that unlike the skill perks, the regular options would not come with an in-game bobblehead, and so the only way we could access them is by having the appropriate number of points in the associated stat. 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.

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 sheer brilliance 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 list of skills as they appear in Fallout 4. I have given the name of each skill, followed by the previous name if different, and finally the stat that they relate to as well as the required value as seen on the perk chart. Note that there are 5 skills listed under Intelligence, and 2 each under Strength, Perception, Charisma, and Agility. All skills require a stat value between 1 and 6. In ranking order, 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. Note that the lowest ranking skills include some of the most useful, and so the system has been clearly designed to make these particular skills accessible as early as possible.
  • 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.
  • STRENGTH
1 Unarmed . 2 Melee Weapons . 3 Projectile . 4 Crushing Blow . 5 Wrecking Ball
6 Strong Back . 7 Fist of Fury . 8 Martial Artist . 9 Heavy Hitter . 10 Power Loader
  • PERCEPTION
1 Lockpick . 2 Far Sighted . 3 Quick Reflexes . 4 Instinct . 5 Explosives
6 Guiding Light . 7 Nocturnal . 8 Sniper . 9 Detection . 10 Awareness
  • ENDURANCE
1 Toughness . 2 Lead Belly . 3 Life Giver . 4 Chem Resistant . 5 V.A.N.S.
6 Rad Resistance . 7 Adamantium Skeleton . 8 Tank . 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 Genius
  • 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 Lone Wanderer
6 Coming Soon . 7 Better Criticals . 8 Team Player . 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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FULL 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.
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, but not for specific body parts. For more accurate targeting when in V.A.T.S, see the Martial Artist perk below. 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, but not for specific body parts. For more accurate targeting when in V.A.T.S, see the Martial Artist perk below. 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, but not for specific body parts. For more accurate targeting when in V.A.T.S, see the Martial Artist perk below.
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.
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 especially to the movie which shares the name of the perk. This is 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 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 chance 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 bizarre 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 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 fashioned 'weighing machine', and is also raising a dumbbell with one arm. The weighing machine actually seems like a reference to weigh-ins used before boxing matches, and the dumbbell 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 unconscious 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 when unleashed, the resulting blow would be comparable 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.
Note: the 'weighing machine' referred to above has now been correctly identified as a 'test your strength machine' by Sorpaijen. The perk description will therefore be updated on the new thread.
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.
PERCEPTION
Affects range for threat indicators, and chance to hit in V.A.T.S.
Lockpick
Returning Skill, 4 Ranks, requires 1 Perception
Allows you to pick increasingly more complex locks and crack safes. Ranks 1-4 give access to easy, medium, hard, and very hard locks. Rank 4 also allows you to crack safes, via a brand new mini-game. This perk comes with it's own bobblehead hidden in the game world that will unlock the next available rank when found.
Far Sighted
New Perk, 4 Ranks, requires 2 Perception
In this image, Vault Boy is seen looking through a telescope. This means that the perk will most likely allow us to briefly 'zoom in' on distant objects or locations in order to get a better lay of the land, and may also allow us to identify distant enemies. This would most likely require us to be standing still. Increased ranks would allow for a greater level of 'magnification' when using this ability.
Note that the use of a telescope in this image is most likely a reference to Astronomy at Boston University as seen http://www.bu.edu/astronomy/about-us/early-department-history. Note also that VB in this image appears to have pitched the ball to his Melee Weapons neighbor with the baseball bat. This would make sense given the close proximity of Boston University and Fenway Park, as seen https://www.google.co.uk/maps/place/Boston+University/@42.3504997,-71.1053991,14z/data=http://forums.bethsoft.com/topic/1529102-skills-perks-revised-edition/!4m2!3m1!1s0x0:0x2b346e00e0a3bec8. This would also make Boston University a prominent in-game location. The direct connection between this and the neighboring icon was first identified by The Leprechaun in the thread linked at the top of this post.
Quick Reflexes
New Perk, 4 Ranks, requires 3 Perception
Here we see Vault Boy being challenged by what looks like a giant cobra. Due to removal of pausing when using V.A.T.S., this perk would allow us to slow things down a little more in order to set up a more accurate shot on our target. Increased ranks would slow things down a little further each time. Note that this is the same name given to a similar perk used with Block skill in Skyrim.
Instinct
New Perk, 4 Ranks, requires 4 Perception
Here we see Vault Boy reaching on top of a piece of furniture, as if he knew that something would be there. I think this perk will allow us to find useful items much more easily by briefly highlighting containers that hold anything of high significance or value. Increased levels could highlight containers for longer or from further away, and may even warn us of any nearby traps.
Explosives
Returning Skill, 4 Ranks, requires 5 Perception
Allows you to use all explosives, including mines, grenades, and incendiary devices, more effectively. Ranks 1-4 increase the damage caused by explosives, and improves your ability to safely approach and disarm traps and mines. Note that increasing ranks will also allow you to craft new types of explosive devices.
Guiding Light
New Perk, 4 Ranks, requires 6 Perception
A glowing light coming from Vault Boy's upper body suggests that this is a reference to the many Boston lighthouses seen in concept art. This perk would probably be very similar to the Clairvoyance spell as seen in Skyrim. This would be of some use in outside areas, but could prove to be an absolute lifesaver when underground or in a large building with many different possible routes. Increased ranks would improve the duration and possibly effective range.
Nocturnal
New Perk, 4 Ranks, requires 7 Perception
The inevitable vampire reference! The fact that he is dressed this way would suggest that this perk has to do with increased survivability at night. Situational awareness would be improved, possibly by highlighting enemies in a similar way that the Intuition perk would highlight containers. And as Leprechaun suggested, V.A.T.S. may also be given a bit of a boost. Increased levels would improve effectiveness for both elements, and the highest rank may even add full night vision.
Detection
New Perk, 4 Ranks, requires 9 Perception
In this image, we see our guy shooting through a wall and taking down an enemy. This would suggest that the perk would give us an ability something close to the Detect Life spell from the Elder Scrolls series. Increased ranks would improve the effective range, and would possibly allow us to 'see' through denser material. Note that the Image shown seems to suggest that we may actually be able to shoot straight through certain items and materials, such as wooden doors.
CHARISMA
Affects disposition of all NPCs, as well as buying and selling prices
Intimidation
New Perk, 4 Ranks, requires 10 Charisma
Looking at the previously mentioned gameinformer article shown 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=2&PageIndex=2, there is a perk that has been mentioned called Intimidation, where we can apparently "control other people". If we then look at the Intimidation feature from Skyrim, shown http://www.uesp.net/wiki/Skyrim:Intimidate#Intimidate, we can see that this allows us to "influence someone by threatening them." And so it is very likely that the two are relatively similar. However, looking at the perk chart shown in http://media2.giga.de/2015/07/Fallout4_Perks-rcm640x0.jpg image, we can see that this perk actually requires 10 Charisma. If you look carefully at the relevant image on the chart, you can see that the Vault Boy is threatening somebody, and appears to be pointing at them, whilst they raise both of their hands in the air. The fact that this is such a high level perk suggests that it is very powerful. It is likely that each progressive rank will unlock a more advanced method of control, possibly also being able to influence more powerful individuals.
INTELLIGENCE
Affects rate for gaining XP, as well as disposition with 'scientifically minded' NPCs
Genius
New Perk, 4 Ranks, requires 10 Intelligence
Looking at the image for this one, VB is wearing what looks like a suit Jacket. Although the image is not very clear, I think it is actually a reference to http://rack.1.mshcdn.com/media/ZgkyMDE0LzExLzA3L2I3L0VpbnN0ZWluNDk2LmZkMDg0LmpwZwpwCXRodW1iCTEyMDB4OTYwMD4/70f24679/b43/Einstein-496x640.jpg individual. This could mean that the perk would allow us to gain insights into important information, as well as opening up unique dialogue options with those who are scientifically minded, such as the people working at the Institute. It could also have a more direct function to do with Einstein's https://en.wikipedia.org/wiki/General_relativity, which would fit with the story due to our protagonist being a traveller from the distant past.
AGILITY
Affects total number of Action Points, as well as effectiveness when in Sneak Mode
Acrobatics
New Skill, 4 Ranks, requires 6 Agility
The next perk, seen 6 rows below the Agility icon, shows our Vault Boy performing some kind of acrobatical feat. In the image, he is balanced on his hands after doing what looks like a cart wheel. This suggests that Acrobatics, as previously seen in the Elder Scrolls series, has in fact made its début in Fallout 4 in the form of a brand new skill. This of course means that it will come with it's very own bobblehead for us to find. With regards to what the skill actually does, I think it will prove to be invaluable in a variety of situations. When considering possible uses, we have jumping, climbing, crawling, defensive rolls, and possibly even parkour. Considering the fact that our protagonist couple both have a military background, all of the above would make perfect sense. Especially in a world with much more verticality than we have seen in previous games, in terms of both height and depth. Note that Sprinting is already featured in the base game, which incorporates a recharge rate as determined by our Endurance level. This does, however, open up the possibility of a sprint-jump, which could be used to access certain 'dangerous' areas.
LUCK
Affects all in-game actions to increase benefit to player, as well as recharge rate for Critical Hits
Luck of the Irish
New Perk, 4 Ranks, requires 10 Luck
If you look at the bottom right image on the perk chart as seen http://media2.giga.de/2015/07/Fallout4_Perks-rcm640x0.jpg, you can see that the image actually depicts a Leprechaun, much the same as https://en.wikipedia.org/wiki/Leprechaun one. If you look carefully, you can even see his hat. In a similar way to the perk described above, the fact that this is also a level 10 perk means that it will also be very powerful. The phrase as mentioned above usually refers to extreme luck or good fortune (although it's historical definition has to do with mining), suggesting that this perk may positively effect a large number of actions in some small way. However, because most of the other high level Luck perks seem to be based around combat, I think that this perk, when selected, makes it impossible for us to receive a critical hit. Thank you once again to The Leprechaun for pointing out this one (yes, that is their account name!), and also for the suggested name for the perk.
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For a more accurate description of what the Attack Dog perk is used for, see the main part of the thread starting with http://www.gamesas.com/topic/1529102-skills-perks-revised-edition/?p=24208488 post. The description below will be update in due course.
Attack Dog
New Perk, 4 Ranks, requires 3 Charisma
Looking at http://i.imgur.com/GvJH23e.jpg image, we can see a total of 12 icons, which have all been identified, and have been listed above. The Attack Dog perk (far left, middle row), which was mentioned in same gameinformer article, depicts a dog standing next to our protagonist. Note the clothing that our protagonist is wearing, which appears to be a flying jacket, hat, scarf and goggles. Now look at the concept image seen https://cdn2.vox-cdn.com/thumbor/Z2R0gjwPeXvf-THCQh4z7nW2pq4=/cdn0.vox-cdn.com/uploads/chorus_asset/file/3791422/Fallout4_Concept_VbirdwDog_1434323502.0.jpg, as well as http://www.blue17.co.uk/wp-content/uploads/2015/02/WW1-pilot-wearing-a-silk-scarf.jpg photograph. From all of this information, we can safely assume that this perk allows Dogmeat to ride shotgun with us while we shoot from a vertibird with a minigun. Very nice!
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IMPORTANT NOTE: The following descriptions for Submariner and V.A.N.S. are due to be replaced with the revised information seen http://www.gamesas.com/topic/1529102-skills-perks-revised-edition/?p=24211796, as posted in the main body of the thread. As such, the information below pertaining to these two perks should no longer be taken as being accurate, and as such will be replaced with new perk descriptions in due course.
Submariner (now renamed as V.A.N.S., or Vault-Tec Assisted Nautical System)
New Perk, 4 Ranks, requires 5 Endurance
This next one looks very interesting. First, look at http://media2.giga.de/2015/07/Fallout4_Perks-rcm640x0.jpg image of the perk chart. Along the top are the icons for our 7 stats, and below this are the 70 associated perks. If we look at the third perk down on the third column, it looks as if the Vault Boy is standing behind some kind of metal counter. Now look at http://vignette2.wikia.nocookie.net/fallout/images/9/94/Fo4_perk_poster_PipBoyEdition.png/revision/latest?cb=20150630213830 image, we can see the same 12 icons shown above, but this time we can see a small amount of the underneath portion of the chart. Looking immediately below the Mister Sandman perk (with the dead guy in the bed), we can see part of the Explosives perk, with the top of the explosion showing. Immediately to the right of this, we can see that the image we previously saw actually shows the Vault Boy inside a Moon Pool, typically seen inside diving support vessels. This is essentially what we can see in http://navaltoday.com/2013/03/11/uk-hms-ramseys-divers-clean-the-minehunters-moon-pool-to-ensure-smooth-operation/ image, as well as during https://www.youtube.com/watch?v=8Q60x_5WOqk scene from the movie, "The Abyss". This is also the very same concept that I suggested would be incorporated into the 'escape hatch' of Vault 111 as explained in http://www.gamesas.com/topic/1523172-is-vault-111-built-like-a-submarine thread. This suggests that the perk is to do with underwater exploration, most likely allowing an increased duration and depth with each progressive rank. The suggested name is therefore very fitting.
V.A.N.S. (now renamed as Ninja Master)
New Perk, 4 Ranks, requires 10 Agility
This is the big one. When I first saw this acronym in the gameinformer article, it really grabbed my attention. Over the last couple of days, I have been trying very hard to figure out what it means, and I am now 100% confident that I finally have the answer. But before I tell you what it is, let me first tell you what it isn't.
If we look at the definition of V.A.T.S., we can see that it stands for Vault-Tec Assisted Targeting System, as seen http://fallout.wikia.com/wiki/Vault-Tec_Assisted_Targeting_System. V.A.T.S. is an integral part of the Pip-Boy, and as such it is available from the start of the game, as soon as we of course find and put on the Pip-Boy. And so I thought that perhaps this could be something similar. The most obvious choice was Vault-Tec Assisted Navigation System, especially given the military background of our protagonist couple. It also fit the premise of the vault being for military personnel only, the fact that our protagonist is either a Marine or was in the Navy, and also the very obvious 'military' design of the Pip-Boy itself. There was only one problem. We already have a fully interactive navigation system in the form of a map, compass, and objective markers. And so that idea quickly went out the window.
What I did next was to look at what was missing from Fallout. I quickly realised that many of us have been asking for an improved stealth system to be incorporated for a very long time. And so I started looking for inspiration in other stealth systems, such as the one found in Skyrim. If I am right with my latest 'hunch', then our wish may finally have been granted in the form of 'V.A.N.S.' I believe that this brand new perk brings together 4 separate stealth mechanics into one, in a way that is a stroke of absolute genius. Even the name has it's roots in the sonar found in submarines, which ties in with many of the ideas we have already seen. It is also very strongly linked with the voice acting sessions we have been hearing so much about. And so I can finally reveal that the stealthy addition to our brand new Pip-Boy, and to the perk line-up in Fallout 4 is:
Vocal & Acoustic Noise Suppression, or V.A.N.S.
Oddly enough, this actually has a real-world comparison, as seen http://www-mmsp.ece.mcgill.ca/MMSP/Theses/2001/ThiemannT2001.pdf. What the in-game version would do is create a localized 'dead zone' in which sound cannot be transmitted, similar to the 'visual cloak' created by a stealth boy. Note that the name suggests the suppression of both Vocal noise (audible reactions from enemies) as well as Acoustic noise (such as that resulting from running or walking) within the dead zone. This would be the equivalent of standing inside an https://en.wikipedia.org/wiki/Recording_studio#Isolation_booth, where nobody outside of the booth would be able to hear what's going on inside. And so this idea, based on real-world principles used in sound engineering, including voice recording, has a very important relevance to this particular game! Note that in the case of the Pip-Boy, this would actually be seen as being a military application of existing technology.
Each level of the perk would add a progressively more useful stealth ability to our inventory, which I have worked out as follows in order of effectiveness.
The first rank would be the equivalent of Skyrim's Muffled Movement, but would reduce by half any noise caused by walking or running. The reason for this it to keep a strict separation between this perk and the Sneak skill, which would be more focused on remaining unseen when either sneaking or picking pockets. The second rank would be the same as Silent Running as seen in Fallout 3, which would eliminate noise caused by either walking or running. This will effectively allow us to sneak and run at the same time. The third rank would work in a similar way to the Throw Voice dragon shout from Skyrim, and would allow us to send out a 'sonic pulse' to any targeted location. This would distract any enemies close enough to hear the pulse, opening up a number of additional tactical options. And finally, the fourth rank could be compared to the 'knockdown' effect as seen in both franchises. Any melee attacks carried out within the 'dead zone' with the field active, including the new melee attack from ranged weapons, would be completely silent to others in the area, regardless of the victim's reaction. If the connecting blow is also a successful sneak attack, the victim will be rendered unconscious, and if the increased damage from this attack is high enough, then the target also dies.
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QUEST RELATED PERKS:
coming soon...
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Perk chart shown in garage: https://cdn1.vox-cdn.com/thumbor/BP2ZMTmhxF-9YK3MiPiUZlYaBC0=/cdn0.vox-cdn.com/uploads/chorus_asset/file/3752752/fallout-4-wallpaper_3840.0.jpg
Pip-Boy Edition poster: http://assets.vg247.com/current//2015/06/Fallout4_PIPBoy_Edition_Content11-1024x647.jpg
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Agnieszka Bak
 
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Post » Sat Nov 28, 2015 12:18 am

Is their any chance the repair skill could be a dismantle skill. The ability to take an item and dismantle it into basic crafting parts. The higher the level of the skill the better your ability to salavge usefull parts from guns armor etc.

I think some form of basic crafting may be open regardless of skill. So this being first skill means anyone can do basic crafting. I havent seen the graphic for the skill so not sure if it would fit. Having not seen any cnd for weapons just makes me think theirs no repair. But a guy that looks lile he is repairing something also looks like he could be taking something apart.

I alos think bobble heads will give one point, no matter what, except if your at max for said skill or special. People wont want to pick skills if they know a bobblehead is out there but thwy get nothing from it if it only gives first level. Theres no way bethesda would make it like that. They want to reward people. Not dissapoint them and make them feel regret at choosing skills.
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sam westover
 
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Post » Sat Nov 28, 2015 11:02 am

This is a nice addition to your other speculation threads. It is late here and I am planning on taking another look at this when I am refreshed. Lol, brain fog is winning out.

I was surprised at Acrobatics making a come-back, and V.A.N.S sounds like a very interesting idea. I need to take a better look at some of the linked articles.

Thanks for the new insights, speculations, and research, GKK.

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KiiSsez jdgaf Benzler
 
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Post » Sat Nov 28, 2015 11:50 am

With regards to your suggestion of a dismantle skill, that's certainly a possibility. The first image for perception, however, looks as though the Vault Boy is carrying a large red toolbox, which would seem to fit more with the idea of Repair. In addition to this, there is an option shown in the footage that actually says 'Repair' when we see the protagonist modifying Power Armor, and so it is likely that this would also apply to other types of armor (which we technically haven't seen yet). This would also mean that we would have both a health and an armor rating that could be depleted over time, which is a feature seen in many other games, whereas weapons would not degrade, but are instead modified using the relevant skill to make them more effective.

Also, any skill that exists in the game would still technically be usable in the same way I have explained the Lockpick and Hacking skills. And so even if we do not have any perks, there would still be at least some basic functionality as per the 'novice' skill levels seen in the Elder Scrolls franchise.

Finally, the information regarding bobbleheads should state that we are given either the first or the next available rank for the respective perk. And so if, for example, we already had the second rank in Acrobatics, finding the bobblehead would automatically give us the third rank.

EDIT: the OP has been amended, and so should now be a lot clearer ;)

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D IV
 
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Post » Sat Nov 28, 2015 1:00 am

This is quite impressive. My build is proving to be more and more difficult to build... I want too many things!!

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matt white
 
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Post » Sat Nov 28, 2015 6:03 am

Well the really good news is that, from what I can tell, there will be no level cap! There should also be no restriction to bumping up stats at level up (which we can choose to do instead of taking a regular perk).

And so, if you're patient enough, you could technically create any build :)

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Allison Sizemore
 
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Post » Sat Nov 28, 2015 6:13 am

Lets hope so. How many points do we start out with again? What would be your starting points suggestion for a stealthy sniper that uses guns and not energy weapons?

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Josephine Gowing
 
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Post » Fri Nov 27, 2015 11:54 pm

I didnt say it in my first post, but great work so far. My favorite posts are ones with compiled data for things we know etc. Yours is great so far. Keep it up!!
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Bethany Watkin
 
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Post » Fri Nov 27, 2015 9:57 pm

Good job.
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katsomaya Sanchez
 
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Post » Sat Nov 28, 2015 3:57 am


easy point of refrence, starting points are enough to give every stat a score of 4
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Madison Poo
 
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Post » Sat Nov 28, 2015 6:39 am

Will get on with the sniper build a bit later when I get a chance.

In the meantime, lots more perks added under Perception with some very cool additions! You may want to check them out ;)

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Solène We
 
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Post » Sat Nov 28, 2015 1:18 am

i am wondering is there a level cap do we know already and did i miss that piece of information

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FITTAS
 
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Post » Sat Nov 28, 2015 10:19 am

I really don't think there will be a level cap. I have explained why in detail in the OP, it's fairly near to the top of the post :)

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Sammie LM
 
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Post » Fri Nov 27, 2015 11:43 pm

Currently it looks like the level cap eitehr does not exist or its roughly 3X however many SPECIAL points you have.

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helliehexx
 
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Post » Sat Nov 28, 2015 12:26 pm

In spite of what I suggested on my previous thread, I really don't think there will be one. Especially now that there's nothing directly tied to any given level.

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Emma Pennington
 
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Post » Fri Nov 27, 2015 9:56 pm

I base the 3X on the average number of perks per level.

Incidentaly

your Given 28 points for character creation

you might have as many as 7 Bobbleheads that may or may not raise Special by 1 point

the average SPECIAL score will then be 4, 5 with the bobbleheads....and you would need exactly 35 points if bobbleheads give +1 stats. . .

if they count the 35 points needed to max out all SPECIALS then that leaves 240 other special points.

Somehow though I don't think they were that Obvious.

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Lauren Dale
 
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Post » Fri Nov 27, 2015 11:23 pm

Technically, the only level cap would be once everything is completely maxed out.

268 perks (not including SPECIAL perks) + 42 additional stat points + staring level would give us a grand total of 311. If we ignore all of the bobbleheads, this is actually the maximum level we could reach until DLC is released with new perks. If we collect all of the bobbleheads first, the maximum level would be 291.

EDIT: corrected slight error in calculation.

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casey macmillan
 
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Post » Sat Nov 28, 2015 1:42 am

Doubtful. The picture looks more like a typical wasteland scavenger outfit. I don't see how a perk would be developed around letting our Dog (a completely optional companion) ride a completely optional mode of transportation. Travel companions riding in the vertibird would be standard features, not locked behind perks :confused:. The perk probably buffs the dog up and makes him a lot tougher.

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Catharine Krupinski
 
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Post » Sat Nov 28, 2015 1:48 am

Whatever it's for, it's clearly focused on the dog, which still doesn't change the fact that he's an optional companion. Will have to look into this one a bit further.

EDIT: if you compare the images below, you can see that it's definitely a flying jacket and not even close to a wasteland scavengers outfit. There aren't even any visible pockets. And so I still say that's it's something to do with the https://cdn2.vox-cdn.com/thumbor/Z2R0gjwPeXvf-THCQh4z7nW2pq4=/cdn0.vox-cdn.com/uploads/chorus_asset/file/3791422/Fallout4_Concept_VbirdwDog_1434323502.0.jpg I posted. Probably giving some kind of unique boost or bonus to make up for the dog's lack of voiced interaction. Could also be something to do with https://en.wikipedia.org/wiki/Attack_dog in relation to his ability to attack enemies on the ground as we come in to land.

http://i.imgur.com/GvJH23e.jpg

http://www.blue17.co.uk/wp-content/uploads/2015/02/WW1-pilot-wearing-a-silk-scarf.jpg

http://ecx.images-amazon.com/images/I/81q12nJ84QL._UL1500_.jpg

http://vignette1.wikia.nocookie.net/fallout/images/3/3c/Scavenger_FO3.jpg/revision/latest?cb=20110520153142

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Yama Pi
 
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Post » Sat Nov 28, 2015 1:05 am

I think you're wrong about gun nut being your basic shooting skill. This is probably now only a crafting (and repair if that's in) perk as it's under intellegence. Same with science.

Gunslinger and commando (or just one handed and two handed) will likely be the basic shooting skills, and they come under agility. I'd guess they may include ballistic and energy weapons.

There may also be a big guns skill under strength. That's where I'd put it.
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Andy durkan
 
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Post » Sat Nov 28, 2015 10:24 am

sorry was more or less thinking out loud then only on a forum. and Ironicaly you just pointed out something that matches what I was thinking about.

and why would the DLC have more perks for this sytem? unless you think they will let you unlock rank 11 and 12 perks somehowor add the need for new ranks

but that said Im definitly going to see If you can get to 1 1st Avenue Charlestown.

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abi
 
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Post » Sat Nov 28, 2015 1:06 am

Gun Nut and Science! would cover all aspects of gunplay outside of V.A.T.S., for conventional and energy weapons. This would almost certainly include incremental weapon damage. If this wasn't the case, there wouldn't really be any tangible benefit apart from adding weapon mods. The increased damage would make it seem more immediately useful.

Gunslinger and Commando are definitely both in, and there's no sensible reason to tie these to non V.A.T.S weapon damage because of the skill crossover. Gunslinger is associated with pistols in all weapon types, and commando with rifles. You couldn't really split them between conventional and energy weapons either, because that wouldn't make any sense due to none of them having an obvious exclusive connection with energy weapons. And you wouldn't have two perks increase damage for the same skill. So the only really viable option would be to keep both of these as they were to handle increased accuracy in V.A.T.S.

As for Big Guns, I've gone through all of the icons with a fine-toothed microscopic comb, and it's definitely not in there. I've even looked for Size Matters or any other variation. Add to this the fact that we see the Junk Jet being modified using Gun Nut, and that there is now clear evidence of a new Acrobatics Skill which would take up the missing slot.

On a side note, there only appears to be a single icon that's in any way associated with Explosives, which would also make it a combined crafting and incremental damage perk. This is another reason why weapon damage would not be handled by a separate perk, as it would throw everything else out of balance.

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Oceavision
 
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Post » Sat Nov 28, 2015 7:20 am

I think this would definitely be the way forwards for DLC. Especially the big one set in Philly.

Who knows, we may even end up finding a few stealth related goodies on board the Eldridge :wink:

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Tania Bunic
 
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Post » Sat Nov 28, 2015 8:49 am

I like the idea of not being forced to spend all my 'points' at level up.

Replaying FNV: The times I found I was 5 or 10 skills points short of doing something when I could have spent there had I known.

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Lucy
 
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Post » Sat Nov 28, 2015 1:51 pm


I honestly also think both commando and gunslinger covers both live action and vats accuracy, consider Peter made it clear people who takes the time modding there weapons will outpace players who rely on drops/shops, so in my mind having gun nut and science only give you better mods sounds quite viable.
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bimsy
 
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