Difference between revisions of "Class perks"
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*Base stats: | *Base stats: | ||
**Base Hitpoins: 50 | **Base Hitpoins: 50 | ||
| − | **Base AP: | + | **Base AP: 5 |
**Base Damage Multi: 110% | **Base Damage Multi: 110% | ||
*+3 [[Luck]] | *+3 [[Luck]] | ||
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| | | | ||
*Base stats: | *Base stats: | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 125 |
**Base AP: 4 | **Base AP: 4 | ||
**Base Damage Multi: 75% | **Base Damage Multi: 75% | ||
| Line 117: | Line 117: | ||
| | | | ||
*Base stats: | *Base stats: | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 125 |
| − | **Base AP: | + | **Base AP: 4 |
| − | **Base Damage Multi: | + | **Base Damage Multi: 75% |
*+3 [[Endurance]] | *+3 [[Endurance]] | ||
*You gain 25 CW for every point of Charisma. | *You gain 25 CW for every point of Charisma. | ||
| Line 125: | Line 125: | ||
*Getting clone perk grants immunity to knockouts, knockbacks, knockdowns and heavy handed. (works for both you and your clone) | *Getting clone perk grants immunity to knockouts, knockbacks, knockdowns and heavy handed. (works for both you and your clone) | ||
*Player deals 50% more damage when clone NPC is dead. | *Player deals 50% more damage when clone NPC is dead. | ||
| − | *When NPC Clone is alive and Player Clone dies, instant revive but clone dies. | + | *When NPC Clone is alive and Player Clone dies by enemy Player, instant revive but clone dies. (not working in PvE) |
*<span style="color:#800080">Can't see team markers. | *<span style="color:#800080">Can't see team markers. | ||
*<span style="color:#800080">Can't install [[Implants]]. | *<span style="color:#800080">Can't install [[Implants]]. | ||
| Line 178: | Line 178: | ||
**Base Damage Multi: 125% | **Base Damage Multi: 125% | ||
*Base stats: | *Base stats: | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 125 |
**Base AP: 4 | **Base AP: 4 | ||
**Base Damage Multi: 75% | **Base Damage Multi: 75% | ||
| Line 250: | Line 250: | ||
| | | | ||
*Base stats: | *Base stats: | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 50 |
**Base AP: 5 | **Base AP: 5 | ||
| − | **Base Damage Multi: | + | **Base Damage Multi: 110% |
* +100 hit points | * +100 hit points | ||
* 20% more exp for each point of Intelligence on wearing gear | * 20% more exp for each point of Intelligence on wearing gear | ||
| Line 266: | Line 266: | ||
| | | | ||
*Base stats: | *Base stats: | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 200 |
**Base AP: 2 | **Base AP: 2 | ||
**Base Damage Multi: 50% | **Base Damage Multi: 50% | ||
| Line 281: | Line 281: | ||
*Can't choose same immune type twice in a row | *Can't choose same immune type twice in a row | ||
*Lose [[Fury]] stacks when using healing drugs | *Lose [[Fury]] stacks when using healing drugs | ||
| − | | [[Weapon Types| | + | | [[Weapon Types|Shotguns]] +2 tiers in shotgun's damage multi calculations |
| 0-60 | | 0-60 | ||
|- | |- | ||
| Line 316: | Line 316: | ||
| | | | ||
*Base stats: | *Base stats: | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 200 |
**Base AP: 2 | **Base AP: 2 | ||
**Base Damage Multi: 50% | **Base Damage Multi: 50% | ||
| Line 338: | Line 338: | ||
| | | | ||
*Base stats: | *Base stats: | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 200 |
**Base AP: 2 | **Base AP: 2 | ||
**Base Damage Multi: 50% | **Base Damage Multi: 50% | ||
| Line 362: | Line 362: | ||
*On Revive cooldown you can't use [[Doctor]] Skill | *On Revive cooldown you can't use [[Doctor]] Skill | ||
*Revive gives revived player 10 stacks of Damage Protection buff | *Revive gives revived player 10 stacks of Damage Protection buff | ||
| + | *Gain for himself 1 sec immune after revive a ally | ||
*Amount of HP after revive depends on doctor skill of paramedic | *Amount of HP after revive depends on doctor skill of paramedic | ||
*The number of paramedic buffs scales with the weapon gear ranks sum: | *The number of paramedic buffs scales with the weapon gear ranks sum: | ||
| Line 376: | Line 377: | ||
| | | | ||
*Base stats: | *Base stats: | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 200 |
**Base AP: 2 | **Base AP: 2 | ||
**Base Damage Multi: 50% | **Base Damage Multi: 50% | ||
| Line 400: | Line 401: | ||
| | | | ||
*Base stats: | *Base stats: | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 125 |
| − | **Base AP: | + | **Base AP: 4 |
| − | **Base Damage Multi: | + | **Base Damage Multi: 75% |
* +1 [[Action Points]] | * +1 [[Action Points]] | ||
*Randomboy have 3,5% to roll good stat per luck. Gain Luck gives 17,5%. | *Randomboy have 3,5% to roll good stat per luck. Gain Luck gives 17,5%. | ||
| Line 439: | Line 440: | ||
*+5 Sight Range or -5 Sight Range | *+5 Sight Range or -5 Sight Range | ||
*+60 Healing rate and +225 Armor Class or -20 Healing rate and -75 Armor Class | *+60 Healing rate and +225 Armor Class or -20 Healing rate and -75 Armor Class | ||
| − | | [[Weapon Types| | + | | [[Weapon Types|Assault Rifle]] get random damage per bullet from -3 to +3 |
| 0-100 | | 0-100 | ||
|- | |- | ||
| Line 469: | Line 470: | ||
| 25 | | 25 | ||
| | | | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 75 |
| − | **Base AP: | + | **Base AP: 5 |
| − | **Base Damage Multi: | + | **Base Damage Multi: 100% |
* You get +2 Traits, and changes [[Regulator|the effect of ALL traits]] you get. | * You get +2 Traits, and changes [[Regulator|the effect of ALL traits]] you get. | ||
*For each [[Charisma]], get a +10% bonus to accuracy. | *For each [[Charisma]], get a +10% bonus to accuracy. | ||
| Line 499: | Line 500: | ||
| | | | ||
*You can get this perk in NCR, Ranger HQ | *You can get this perk in NCR, Ranger HQ | ||
| − | *Knockout from [[Strike]] can | + | *Knockout from [[Strike]] can be resisted by Stonewall (lower your luck against them by their strenght (in strike calculation) and its halved by Quick Recovery. |
| − | | | + | | Penetrate 25% of Critical Chance, roll, and power Resistance while using [[Weapon Types|Sniper Rifles]] |
| 0-105 | | 0-105 | ||
|- | |- | ||
| Line 526: | Line 527: | ||
| | | | ||
*Base stats: | *Base stats: | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 125 |
| − | **Base AP: | + | **Base AP: 4 |
| − | **Base Damage Multi: | + | **Base Damage Multi: 75% |
* -1 AP cost for each action | * -1 AP cost for each action | ||
* +50 to random gun skills (Small guns, Big Guns, Energy Weapons, Close Combat) | * +50 to random gun skills (Small guns, Big Guns, Energy Weapons, Close Combat) | ||
| Line 535: | Line 536: | ||
* Lower maximum damage soldier can receive | * Lower maximum damage soldier can receive | ||
* 1 Fury, 1% chance to get Paralysis on tick effect (max 10) | * 1 Fury, 1% chance to get Paralysis on tick effect (max 10) | ||
| − | * Rage: | + | * Rage: Unable to use medication |
* 1 to all SPECIAL, HP, AP, APTB, Carry Weight, Sequence, Melee Damage, Healing Rate, Critical Chance, Critical Power, Heavy Handed Malus, [[Lethal Damage]], Lifesteal, Damage per Bullet, ST when calculating chance to hit, Accurate distance mod, max chance to hit, Accuracy, Higher Critical Miss Fail, AP Regen, less Healing Time, less skill points, to longer cooldowns, SP from books, to less exp gain, +1% power and +1 sec [[Slow]]. | * 1 to all SPECIAL, HP, AP, APTB, Carry Weight, Sequence, Melee Damage, Healing Rate, Critical Chance, Critical Power, Heavy Handed Malus, [[Lethal Damage]], Lifesteal, Damage per Bullet, ST when calculating chance to hit, Accurate distance mod, max chance to hit, Accuracy, Higher Critical Miss Fail, AP Regen, less Healing Time, less skill points, to longer cooldowns, SP from books, to less exp gain, +1% power and +1 sec [[Slow]]. | ||
* Strike: [[Taunt]] target for 8 sec. | * Strike: [[Taunt]] target for 8 sec. | ||
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| | | | ||
*Base stats: | *Base stats: | ||
| − | **Base Hitpoins: | + | **Base Hitpoins: 200 |
**Base AP: 2 | **Base AP: 2 | ||
**Base Damage Multi: 50% | **Base Damage Multi: 50% | ||
| Line 582: | Line 583: | ||
*Base stats: | *Base stats: | ||
**Base Hitpoins: 50 | **Base Hitpoins: 50 | ||
| − | **Base AP: | + | **Base AP: 5 |
**Base Damage Multi: 110% | **Base Damage Multi: 110% | ||
* +3 special implants limit | * +3 special implants limit | ||
Revision as of 13:01, 5 December 2024
Be aware that each class has different Damage Resistance modification, see table in Damage Resistance.
| Name | Req. level |
Effect | Notes | Fav. Weapon | Base Critical Power |
|---|---|---|---|---|---|
| Alien | 45 |
|
|
ETG Ignores Electric Damage immunity. |
0-10 |
| Assassin | 90 |
|
|
Range Pistols apply critical damage equal to weapon range (1 hex = 1% damage). | 0-90 |
| Bounty Hunter | 80 |
|
|
+10% power, +10 sec for applying Slow and ignore class negative scaling when using Plasma Weapons | 0-75 |
| Chosen One | 30 |
|
+25% 1-hex damage while using SMGs | 0-45 | |
| Clone |
150 |
|
|
Laser Weapons 5% chance to bounce attack to another target (like ETG). | 0-50 |
| Combat Master | 35 |
|
|
Increased range of strike by 100% while Hammers | 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)
|
Apply Shock for 1 sec 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 damage | 10-20 |
| Infantry | 130 |
|
|
Shotguns +2 tiers in shotgun's damage multi calculations | 0-60 |
| Killer | 60 |
|
|
Miniguns +25% accuracy | 0-95 |
| Leader | 65 |
|
|
Gains 1 HP per 1% of Critical Chance Resistance while using Flamers | 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:
|
Assault Rifle get random damage per bullet from -3 to +3 | 0-100 |
| Raider | 95 |
|
|
Fire Weapons +2 Damage on Burning | 5-25 |
| Regulator | 25 |
|
|
Damage Pistols -1 AP Cost | 10-40 |
| Scout | 85 |
|
|
Penetrate 25% of Critical Chance, roll, and power Resistance while using Sniper Rifles | 0-105 |
| Sniper | 140 |
|
|
Heavy Sniper Rifles never miss | 0-85 |
| Soldier | 110 |
|
Damage caps:
|
Support Rifles -10% Attack Delay, +100% exp gain | 0-70 |
| Super Mutant | 50 |
|
|
Rocket Launchers +1 Radius, ignore Damage Threshold. | 0-25 |
| Wrecker | 75 |
|
|
Grenade Launchers +15 Lethal Damage and 25% Lethal Penetration | 0-40 |