fourbanger
First time out of the vault
Hey there,
Been trolling this board for about a week as I play (whilst suffering greatly from the dreaded 'restart syndrome') FO2.
Seeing as how this is my first post, I thought I'd try to make it worth your while with a few skill(?) testing questions. Or whatever.
First off, regarding the finesse trait, as stated on the vaultwiki web page:
"All of your attacks do -30% damage. Your critical chance is increased by 10%. Technically, this is done by adding a +30 DR modifier to all attacks, which is ignored by armor-bypassing criticals."
I take this to mean that, when I shoot some poor bastard deftly between the eyes, that not only do I lose a guaranteed 30% of damage over the next guy, but that my +30 DR modifier (from the trait) is nullified because of where I chose my mark?
I'm actually having a hard time grasping this concept; the part about DR being ignored by armor-bypassing crits especially. I supposedly am more likely to get the crit because of the high DR, but if that crit happens to be an armor bypassing one then I lose that DR modifier?
According to our quoted definition, that would be like saying you get +10% chance to score a critical hit unless the crit you just scored bypasses armor in which case you don't get an additional 10% chance to crit on the critical you just scored.
Somebody please straighten me out on this one...
NEXT!
I read somewhere, Per's awesome (if not totally ultimate) guide, I believe, that dialog options appear in relation to INT as, say, AP relates to AG. More specifically, that dialog options would be the same for a character (all else being equal) with either 6-7 INT or 8-9 INT but NOT 7-8 INT.
Not that I doubt the man, but I've yet to see that observation mentioned anywhere else, and was just wondering if there might be some confirmation to be had.
And finally...
I'm trying to work out a post-apocalyptic wolverine type char, and I wouldn't at all mind a bit of input on the idea.
What I've been thinking about is:
S 6
P 9 ("they're close by, I can smell 'em")
E 4
C 2
I 6
A 9
L 5
I think that's what I had in mind... I may consider dropping INT down to 5, and luck as well, to put the points into either PE/AG or END.
Small Frame (cause wolvy was never a big guy, just bad-ass)
Fast Metabolism. <--- That one's practically a given.... Isn't it??
With fast met. and an END of 6, I get a healing rate of 4, which means by the time I get from A to B I'm all healed up for the next fight. Pretty nifty.
Where I get really hung up on is the Tag skills. So far I'm thinking Sm guns and Outdoorsman. Yea yea, but it's like the 23rd century, and those spiked knuckles are only going to get me so far. Outdoorsman is also kind of nice: "Do you wish to encounter your ex-wife hiding in a group of lawyers?" "Hell NO!"
The third perk has me a little stumped though. Unarmed just doesn't make any sense as that's just so easy to raise right from the start and I don't see any real reason to raise it above 100 with such a high PER. Remember, I'm going for the post-apocalyptical Wolverine flavour here; he's bound to be a little different from the 90's stereotype slasher we all know and love. Was thinking maybe Doctor, but that would be a lot cooler if I could just sleep off broken limbs instead of actually going through the trouble of healing them myself... hmm.
Perks I'm just going to play by ear, though I'm open to suggestions.
I guess that about wraps it up. Probably enough here for three separate topics, but what the hell..
Thanks for your help guys.
TTFN.
Been trolling this board for about a week as I play (whilst suffering greatly from the dreaded 'restart syndrome') FO2.
Seeing as how this is my first post, I thought I'd try to make it worth your while with a few skill(?) testing questions. Or whatever.
First off, regarding the finesse trait, as stated on the vaultwiki web page:
"All of your attacks do -30% damage. Your critical chance is increased by 10%. Technically, this is done by adding a +30 DR modifier to all attacks, which is ignored by armor-bypassing criticals."
I take this to mean that, when I shoot some poor bastard deftly between the eyes, that not only do I lose a guaranteed 30% of damage over the next guy, but that my +30 DR modifier (from the trait) is nullified because of where I chose my mark?
I'm actually having a hard time grasping this concept; the part about DR being ignored by armor-bypassing crits especially. I supposedly am more likely to get the crit because of the high DR, but if that crit happens to be an armor bypassing one then I lose that DR modifier?
According to our quoted definition, that would be like saying you get +10% chance to score a critical hit unless the crit you just scored bypasses armor in which case you don't get an additional 10% chance to crit on the critical you just scored.
Somebody please straighten me out on this one...
NEXT!
I read somewhere, Per's awesome (if not totally ultimate) guide, I believe, that dialog options appear in relation to INT as, say, AP relates to AG. More specifically, that dialog options would be the same for a character (all else being equal) with either 6-7 INT or 8-9 INT but NOT 7-8 INT.
Not that I doubt the man, but I've yet to see that observation mentioned anywhere else, and was just wondering if there might be some confirmation to be had.
And finally...
I'm trying to work out a post-apocalyptic wolverine type char, and I wouldn't at all mind a bit of input on the idea.
What I've been thinking about is:
S 6
P 9 ("they're close by, I can smell 'em")
E 4
C 2
I 6
A 9
L 5
I think that's what I had in mind... I may consider dropping INT down to 5, and luck as well, to put the points into either PE/AG or END.
Small Frame (cause wolvy was never a big guy, just bad-ass)
Fast Metabolism. <--- That one's practically a given.... Isn't it??
With fast met. and an END of 6, I get a healing rate of 4, which means by the time I get from A to B I'm all healed up for the next fight. Pretty nifty.
Where I get really hung up on is the Tag skills. So far I'm thinking Sm guns and Outdoorsman. Yea yea, but it's like the 23rd century, and those spiked knuckles are only going to get me so far. Outdoorsman is also kind of nice: "Do you wish to encounter your ex-wife hiding in a group of lawyers?" "Hell NO!"
The third perk has me a little stumped though. Unarmed just doesn't make any sense as that's just so easy to raise right from the start and I don't see any real reason to raise it above 100 with such a high PER. Remember, I'm going for the post-apocalyptical Wolverine flavour here; he's bound to be a little different from the 90's stereotype slasher we all know and love. Was thinking maybe Doctor, but that would be a lot cooler if I could just sleep off broken limbs instead of actually going through the trouble of healing them myself... hmm.
Perks I'm just going to play by ear, though I'm open to suggestions.
I guess that about wraps it up. Probably enough here for three separate topics, but what the hell..
Thanks for your help guys.
TTFN.