2020. 1. 22. 23:54ㆍ카테고리 없음
Basic Guide to Fallout 2 Perks – Character CustomizationPerks in are available at every third character level up (every fourth if the ‘skilled’ trait was taken at character creation) and the options offered will depend on skill and stat levels. Due to the fact that the available perks for a given character will vary significantly due to player choices, this guide will simply point out the options available at each level, and add in a few suggestions on which perks may be better, worse, or just plain hilarious.
And one other hint – if starting out, consider this to obtaining Power Armor and 7-8 character levels early in the game. The best Fallout 2 perks at this level can vary depending on character type, but in general you can’t go wrong with Awareness. A perception of 5 is required, but Awareness provides information on NPC hit points and equipped weapon. This can be invaluable in combat when planning the use of stimpacks or targeting opponents. If Perception is lacking, your character probably has sufficient agility to take Quick Pockets, and in frenzied combat the ability to minimize AP use taken to use a stimpack can be invaluable.The only perk to avoid at this level?
Fallout 2 Armor Class
Here and Now. You’ll level up as the game progresses. It is a waste to take it early on.
Bonus Move is dead useful in combat, as AP is always running lower than you’d like, and moving two spaces can mean an opponent gets one less attack per round. Educated is another worth grabbing – extra skill points come in handy, and three levels means the perk can be taken multiple times. Just avoid Pathfinder: Fallout 2 perks exist that are far more useful, and there is no time limit to the game. Regardless of character development, there are some skills to target here.
Action Boy is absolutely vital if available, as a couple points in this perk plus the Bonus Move perk from Level 6 means you’ll dominate in combat. Lifegiver is similarly essential, as with a few more levels the added effect of 4 more hit points at each level will tank out your character.Ah Interplay.
Ok thanks all. In fallout 1 even if AP ammo worked there were few enemies to need it for. Played a few hours of fallout 2 and about done with Den. So far only armor is some with metal armor which I could see either way doing normal or AP. In fallout 1 AP ammo would only in theory be efective vs robots, nightkin and combat armor which is only.
Fallout 2 comes with such wonderful perksso why include Weapon Handling? If you’ve made a at any point, you’ll possess Power Armor, which boosts strength. Since few players use a character with less than 5 strength, Power armored characters will be able to use any weapon in the inventory anyway. Level 15 and Beyond – Specialization PerksThe Interplay Fallout 2 experience leads to only a few perks coming available between levels 12 and 24.
Fallout 2 Combat Armor
Jbunniii: I have a pile of cash and was thinking of buying the metal armor in the guns shop in the Hub (Fallout 1). Downside is that it's very heavy. Also, its armor class is actually less than my leather armor (20 vs. But it does add 25% resistances for various kinds of attacks. Are these resistances worth the extra weight and the armor class loss? If you're well armed, you can kill a khan. They wear metal armor, and they drop it when they die.
That way you don't need to spend a bottle cap.Metal armor is heavier, but it's better. Jbunniii: P.S. Is there any way to see the stats of an item in the barter screen BEFORE buying the item? No, not really. You can 'see' it, but that generally won't tell you much for weapons or armor. Save, buy it, put it on, check the stats. Then reload if you don't like it.As a note, Fallout uses three types of armor stats.1) AC.
The higher this is, the harder it is to hit you. Basically it decreases the hit chance for attackers. This is why you'll get different hit percentages for different enemies in melee.2) Damage threshold. This amount is subtracted from all damage of that particular type. If the threshold is higher than the damage dealt, you get the 'X hit Y for no damage' message.3) Damage resistance.
This is a percentage reduction of everything not stopped by the threshold.Some armor, like metal armor, has lower AC, but higher threshold and resistance, which means (overall) you'll take less damage even though you're easier to hit. Other things, like Tesla armor, have very different thresholds and resistances for different damage types, making it VERY useful against energy weapons but not that great against knives. And then you have Power Armor, which is great in all three categories, which is why you can take rockets and miniguns to the face with it.In general, leather. Bevinator: No, not really. You can 'see' it, but that generally won't tell you much for weapons or armor. Save, buy it, put it on, check the stats.
Then reload if you don't like it.As a note, Fallout uses three types of armor stats.1) AC. The higher this is, the harder it is to hit you. Basically it decreases the hit chance for attackers.
This is why you'll get different hit percentages for different enemies in melee.2) Damage threshold. This amount is subtracted from all damage of that particular type. If the threshold is higher than the damage dealt, you get the 'X hit Y for no damage' message.3) Damage resistance. This is a percentage reduction of everything not stopped by the threshold. Great info, thanks.
So let me make sure I understand all of this correctly. I'll illustrate with a hypothetical example:Suppose an opponent has a 75% (unmodified) chance of hitting me.
With leather armor, my AC is 25, and with metal it's 20. So depending on which armor I am wearing, his chance is reduced to either 50% or 55%.If he does hit me (say, with normal damage), then there is some unmodified amount of damage that is presumably random based on his weapon type and (I guess) my distance from him and other factors. Let's say this amount is 10. The DT for metal armor is 4, vs. 2 for leather.
So this 10 is reduced to either 6 or 8. In both cases these are positive numbers, so his hit was successful.Then, metal's DR of 30 reduces the 6 by 30%, so he does 4.2 damage to me, which will I assume be rounded down to 4. On the other hand, leather's DR of 25 reduces the 8 by 25%, so I take 6 damage. In either case, the final number (4 or 6) is subtracted directly from my HP.Did I get all that right?edit Oh ho, I found a page in the Wiki that looks like it spells out all the details:also relevant:Here's a detail I wouldn't have guessed:'Note: The Fallout 1 engine does not implement the ammo modifiers, so there is no difference between JHP and AP ammo.' So I guess that means in practice the two types are just a nuisance because they can't be mixed together in the same gun at the same time. I still hoard both types because I fear running out.