So a Double Perk/Perfect Character...

#21Otacon305Posted 7/25/2012 10:17:46 PM
N7Spectre posted...
^Wait, Hit the Deck is bugged? How so? And though Robotics Expert may seem useless since there are barely any robots in the base game, I think it may actually be useful for those Roboscorpions in OWB. Those things get nasty at higher levels!


http://fallout.wikia.com/wiki/Hit_the_Deck#Bugs

I guess, but I don't believe in taking a perk just for one kind of enemy, in one DLC. I mean, I went through OWB at level 50, and they weren't that tough. Keep in mind, I don't use stims/chems/stealthboys/etc.
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Neither enemy nor friend...
#22N7SpectrePosted 7/25/2012 10:24:45 PM
^Hmm, the article says that it's only a display glitch on the Pip-Boy, but the perk actually does function as it should.

Unless you want the perk to be absolutely bug-free, I'd say it's a fairly good perk to have, especially if you like to chuck a ton of grenades around.
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"Guess what?! I got a fever, and the only prescription... is MORE COWBELL!!!"
#23DRAGON07891230Posted 7/25/2012 10:25:06 PM
Extra perks:
Start a new character. Make sure charisma is 6 and intelligence is at least six. Tag speech and barter. Go to the saloon. Do the tutorial, but only end after the first section (It's faster). Talk to Joe Cobb, start agree to take over the town. Start 'Run Goodsprings, Run'. Kill ringo. Report back to Cobb, start the next phase (shakedown). Kill Cobb. Talk to chet, repeatedly do either the speech or barter check (doesn't matter). Rank up and take the perks you want (but not any level 2 perks, they won't stay). Repeat until you have the perks you want. Walk out of town. Rebuild character. Set specials and tag skills as wanted. Play game.

Note: your character will be the level you stopped boosting at, so you will be overlevelled for a while.
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[__]//P[__]======^^^^^^-------------------***** ( '_') > Uh Oh!
#24nagacornPosted 7/25/2012 10:31:54 PM(edited)
StrykeBlayde posted...
Otacon305 posted...
StrykeBlayde posted...
Actually, why is Vigilant Recycler not a good perk? It's basically the same as Hand Loader, isn't it?


I never said it was bad. It is essentially Hand Loader for Energy Weapons.


Well Lance said only take it if I had Gun Runner's Arsenal, I was just wondering why.


Probably because it has a crafting recipe with GRA, but doesn't otherwise. Hand Loader is good because of the crafting recipes, not the ammo recycling.

The bug on hit the deck sounds like just a display error, but otherwise it functions like it should.
#25LancetJades(Moderator)Posted 7/26/2012 3:14:39 PM
Yeah, Vigilant Recycler gets ammo recipes if you have GRA (I was mistaken in saying it required Mad Bomber, it only needs GRA... although Mad Bomber also needs GRA). They're for optimized energy weapon ammo, which do the same damage as overcharged ammo but with less of a condition penalty and better DT piercing or something. Without GRA, though, Vigilant Recycler only adds recipes to recycle ammo for 3 spent cells per cell instead of the usual 4 per cell.

As for Otacon's perk reduction list, I'll give my two cents on some of them:

Cannibal: Only take it if you do so for Lv4 initial (which I assume you're planning). I can only imagine you want it for the two bonus perks you can get with it (keeping in mind one of them requires killing and eating the NCR president, if you care about certain endings). If so, then I assume that overrides any lack of function the perk offers otherwise.

Rad Resistance: Please tell me this is off your list forever. I'm losing sleep over it. Sad. Panda. Jay. Pee. Gee.

Heavyweight: Don't listen to him. You can be Heavyweight and still be beautiful. Remember, you CAN win. You're number one, kiddo. Never forget that. Also, it really is useful if you want to use heavier weapons, doubly so on a "perfect" character.

Voracious Reader: Just reminding you the only purpose this serves on a perfect character (with all skills maxed) is to make TPS mags for the critical boost. Literally the ONLY purpose. It also means you CANNOT ever pick up damaged book items and keep them as damaged books! If you're a serious item collector, like me, this poses a problem. I can explain how to get around that, if you actually care about keeping some damaged books for a collection.


Also, don't forget two Lv50 perks!
-Good: +100 HP (if max karma) and +10% to all damage
-Neutral: +50% critical damage (basically a second Better Criticals)
-Evil: Increases AP regen and attack speed I think.

Most people recommend neutral and evil, though I like good's perk, too. But if you take Good's, take it on the rebuild, because otherwise it's difficult (if not impossible) to get max good karma before leaving Goodsprings, which means your HP bonus will be gimped, since it's based on your good karma when you first take the perk. Karma afterwards (for all Lv50 perks) is irrelevant.
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Eclipsing power is, at times, not only the instrument of demons, but also of gods.
Lost, but not forgotten.
#26StrykeBlayde(Topic Creator)Posted 7/26/2012 5:23:21 PM
Well I figured if I was going to make a Double Perk character, I might as well make him/her run the Independent line since I'd probably be nuking NCR/Legion in LR for the extra areas and armors.

Also, I'm a little confused as to how I would get the skills up. You're suggesting an INT of like 4-5, would I simply level the skills as high as I would need to gain the highest skill(like leave Repair at 90 for JR), and then just skill book the rest, or what?
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Jill/Wesker/Iron Man
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#27LancetJades(Moderator)Posted 7/26/2012 6:00:39 PM
Well, if you want to be extra sure, I'd plan out all my skills in advance. Decide what points to put in at what levels to ensure all are maxed. It's not terribly hard, but tedious.

Remember, you can be short as many skill points as a level gives you if you exploit the glitch (use skill points to boost skill, choose perk, cancel back to skill meny, reallocate points, perk remains selected even though conditions not met).

Perks too high to get the skill within a levels' points worth of the requirement can be taken on your initial build, so you wouldn't have to worry about, say, Repair 90 for Jury Rigging. That's how to choose initial build perks, in addition to ones whose SPECIAL reqs you won't meet (like Better Criticals and PER, which should be dumped).


As for a perfect character, consider waiting until you finish LR and nuke both the NCR and Legion to enter The Tops casino and visit Crocker. When you leave, Vulpes (or Alerio) will clear your Legion infamy, while Crocker will pardon your NCR infamy. This will completely erase all negative rep with both factions for the nuking. Just make sure you clear the associated areas first! Killing the NCR/Legion ghouls in the nuked bases will count against your rep.

Then, you can do a playthrough and keep all your options open until the end (follow the sticky topic's guide). Of course, this is up to you, but it's an option that's there.
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Eclipsing power is, at times, not only the instrument of demons, but also of gods.
Lost, but not forgotten.
#28RetneugPosted 7/26/2012 8:17:22 PM
Here's what my current character will be at endgame; I was trying to make it perfect as possible without sacrificing good perks.

Truth be told, I didn't know about double perks until reading this thread.

S: 10 (base 7, with OWB spine perk and implant)
P: 10 (base 6, 5 with four-eyes. Lucky shades, 1st recon hat, implant make 10)
E: 10 (base 8, with implant and intense training)
C: 2 (base 1, with implant)
I: 4 (base 3, with implant)
A: 10 (base 7, with implant, intense training, Lonesome Road point)
L: 10 (base 8, with implant, lucky shades)

This build relies on equipment, but it's all equipment that boosts critical chance somehow (which I consider devastating in NV). My current gear is 1st recon hat, lucky shades, and Graham's armor for a total of +9% critical chance.

My perks run the gamut of nearly every melee and small guns-aiding perk available, as well as anything that increases AP or benefits my criticals. I get the above stats with just two intense trainings, one of which pays for itself by being taken at level 2 when there's nothing better (since I didn't have the INT for 45 repair and Light Touch at the get-go).

Primary weapons are Chance's Knife and Ratslayer. So far it's been a blast; currently in the OWBs expansion unleashing flurries of knife crits on mecha-scorpions.
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You near the entrance to the lair of the dire vag. A menacing squelch can be heard from within.
It's dark here. You're likely to be eaten by a grue.
#29RampagingwalrusPosted 7/27/2012 7:40:19 PM
If you have Old World Blues, you do not need to worry about nonfunctional perks on rebuild. As using the Auto-Doc's psych test to reset your traits, retriggers all your perks, including the ones rendered inactive on the initial rebuild when leaving Goodsprings.

With the exception of Tag, and Here and Now, of course.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
#30LancetJades(Moderator)Posted 7/28/2012 1:42:41 PM
Rampagingwalrus posted...
If you have Old World Blues, you do not need to worry about nonfunctional perks on rebuild. As using the Auto-Doc's psych test to reset your traits, retriggers all your perks, including the ones rendered inactive on the initial rebuild when leaving Goodsprings.

With the exception of Tag, and Here and Now, of course.


Man, I never did actually do the trai-respec yet on my perfect character. I could never decide what traits I actually wanted, so I'm left with my Skilled + WW character. And I've done all the WW events that give tangible rewards.

So, anyone have any suggestions for final traits for a perfect character? I know right now I'm not interested in Fast Shot, mainly because my attack speed is so high already, if I boost it any more, guns start not firing correctly.

Was thinking of Hoarder, maybe, to aim for max carry capacity. But I'd still need another.
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Eclipsing power is, at times, not only the instrument of demons, but also of gods.
Lost, but not forgotten.