Difference between revisions of "Class perks"
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*Clone cannot use grenades, throwing knives, or any "stackable weapons". | *Clone cannot use grenades, throwing knives, or any "stackable weapons". | ||
*When alt clicking to set a rally point to move your clone "defend move" seems to be the most effective as it doesn't seem to aggro clone onto* sometimes neutral NPCs | *When alt clicking to set a rally point to move your clone "defend move" seems to be the most effective as it doesn't seem to aggro clone onto* sometimes neutral NPCs | ||
| − | *Reacts to marks: Red: aggressive +50% damage, -20% DR. Purple: defensive -50% damage, +20% DR. Blue or unmarked: no changes. | + | *Reacts to marks: <br>Red: aggressive +50% damage, -20% DR.<br>Purple: defensive -50% damage, +20% DR.<br>Blue or unmarked: no changes. |
| [[Weapon Types|Laser Weapons]] 5% chance to bounce attack to another target (like ETG). | | [[Weapon Types|Laser Weapons]] 5% chance to bounce attack to another target (like ETG). | ||
| 0-50 | | 0-50 | ||
Revision as of 19:59, 5 May 2023
| Name | Req. level |
Effect | Notes | Fav. Weapon | Base Critical Power |
|---|---|---|---|---|---|
| Alien | 45 |
|
|
ETG Ignores Electric Damage immunity from Intelligence Mastery |
0-10 |
| Assassin | 90 |
|
|
Range Pistols +2 range when using Range Pistols | 0-90 |
| Bounty Hunter | 80 |
|
|
+10% Critical chance when using Plasma Weapons | 0-75 |
| Chosen One | 30 |
|
|
+2 Damage per Bullet when using SMGs | 0-45 |
| Clone |
150 |
|
|
Laser Weapons 5% chance to bounce attack to another target (like ETG). | 0-50 |
| Combat Master | 35 |
|
|
Hammers +5 Melee damage | 0-80 |
| Cyborg | 120 |
|
(Please note that if you install implants via the normal method and not with the Cyborg cmd menu, you will lose any implant tokens you would normally receive when you next reroll)
|
+25% EMP Resistance when using clubs | 0-65 |
| Deathclaw | 40 |
Scaling:
|
You can get this perk in Modoc in north
|
+5 Heavy handed malus wtih Punch Weapons | 0-55 |
| Hubologist | 105 |
|
|
Electro Weapons double weakness effect | 10-20 |
| Infantry | 130 |
|
|
Assault Rifles +2 to all DR | 0-60 |
| Killer | 60 |
|
|
Miniguns +25% accuracy | 0-95 |
| Leader | 65 |
|
Bonuses:
|
Flamers +30 HP | 0-35 |
| Paramedic | 65 |
|
|
Fast Pistols +25% more healing to target | 0-30 |
| Priest | 70 |
|
|
Machine Gun +10% Carry Weight | 0-20 |
| Random Boy | 100 |
Roll 1 extra stat which effect is scaling with Luck:
|
Stats what Randomboy can roll:
|
Shotguns +10% Damage | 0-100 |
| Raider | 95 |
|
|
Fire Weapons +2 Damage on Burning | 5-25 |
| Regulator | 25 |
|
|
Damage Pistols -1 AP Cost | 10-40 |
| Scout | 85 |
|
|
Sniper Rifles +20% DR penetration. | 0-105 |
| Sniper | 140 |
|
|
Heavy Sniper Rifles +10 Critical Power | 0-85 |
| Soldier | 110 |
|
Damage caps:
|
Support Rifles -10% Attack Speed | 0-70 |
| Super Mutant | 50 |
|
|
Rocket Launchers +1 Splash Damage | 0-25 |
| Wrecker | 75 |
|
|
Grenade Launchers +15 Flat Damage | 0-40 |