-Comrader-E & Enhanced Sensors: Comrader-E when all holotapes are obtained grants weapon repair, energy cells, 2DT, extra beam weapon damage and a 5% vats hit chance all for walking around with the flying metal meatball. Combine this with the science requirement and I would only run this perk in builds that utilize other VATS reduction perks and Concentrated Fire. However, the armor heavily lacks in hp, having only 400 of it, and that is the lowest amongst all the other Power Armors. Since most weapons will overkill your enemies by a significant amount, this perk doesn't even decrease time to kill in most fights and even if it does the maximum amount of time you will save is 5%. 30 health points will rarely make the difference between life and death, but this trait is useful in combination with trait that makes you do more damage below 50% or the companion DR perk because the health granted by life giver goes not count against your half health requirement. The game distinguishes between radiation immunity (present on e.g. [15], Radiation is harmful to living organisms. It leads the player to the Divide, a destroyed place where radiation mutilated the inhabitants even worse than the general Ghoul. The Wattz Electronics C-Radz Geiger counter is one of the oldest and most reliable methods,[13] with Geiger counters included by default in later models of Pip-Boy personal information processors issued to vault dwellers. -Old World Gourmet: You get some bonus health out of specific food and drink items. You get this perk just as you reach the level cap for Logan's Loophole but won't be able to take the second rank, which is OK because Logans Loophole buffs GRX to make up for your loss. Doesn't count against the Endurance limit of original implant perks. -Spotter: Ranking spotter this high is purely my personnel preference, but being able to see enemies from really far away is a godsend for sniper builds, especially since everything just blends together in this game color wise. It will not inflict radiation poisoning on the enemy unless it is Irradiated. This perk will solve almost all healing issues your character may have. Great, never take this. The condition of weapons and armor decays 75% slower. Just shoot/burn/stab them like a normal psycho and ignore this perk. Consuming night stalker squeezin's now grants bonuses to Perception (+1 PER), Poison Resistance (+5), and Stealth (+5 Sneak) in addition to the normal benefits. At yields of less than 100 kilotons (kT), the fireball does not reach above the troposphere and remains within precipitation regions. Due to its nature, radiation cannot be detected by human senses, requiring special instrumentation, and is used in a variety of applications both civilian and military. +5% bonus to damage against humans and non-feral ghouls. The game helpfully displays the current irradiation at the status screen and on the Pip-Boy 3000's dosimeter in the upper right on the HUD and on the Pip-Boy itself when the player accesses it. As soil is not vaporized, but aerosolized by the explosion, this heavy particulate matter tends to deposit within minutes or days, with downwind contamination spreading it across hundreds or even thousands of kilometers depending on weather patterns. This perk also makes you less accurate in vats while decreasing AP costs, useful for packing in headshots on a nearby enemy. -Tribal Wisdom: Eat the bugs to save the planet, bigot. : If this perk was offered at lv 2 or 4 to help the player hit early skill thresholds it wouldn't be terrible, but trading a perk point for 15 skill points is laughable at lv 18. Lastly, this perk will make your shots in VATS more accurate while increasing AP costs. - The Professional: Boosts all crits not just sneak attacks so it gives a decent damage bonus to crit pistol builds. Rads can be flushed by: Radiation can be resisted by equipping certain types of apparel, such as radiation suits or power armor. +10% damage to the same sex and unique dialogue options with certain characters. Now we all talk about radiation like it's a single thing, but it's actually a term referring to dozens of different ionizing rays. -Sneering Imperialist: Makes you better against some of the weakest human enemies in the game, yay. Take only if there are no better perk options for your build. Unless you're looking to suck down some sieverts, I recommend we move out. Unique DLs-- Total DLs-- Total views-- Version. Moreover, since this directly affects maximum health, this is damage that can't be healed. [29] They are immune to the negative effects of radiation. Gives a lot of power for its skill requirement so just by getting 50 sneak and grabbing this perk you can make any build semi-stealth. -Tag! with two-handed weapons. All human origins start with 0 radiation DR and some origins, such as super mutants, ghouls, and robots, are completely immune to radiation damage. Rad Child is a perk in Fallout: New Vegas . Unfortunatly, for full auto melee weapons all this perk does is decrease the windup time, your chainsaw will not do more dps when revved with this perk. It is the fourth major installment in the Fallout series. i was actually looking forward to this perk, as i loved Rad Regeneration from FO3. -Certified Tech: The crit chance on this perk does not work and the bonus loot on robots is irrelevant, especially by the time you hit lv 40. Surgery purchased through dialogue with the. +5% overall damage; more violent death animations. -Commando: Its grunt but for rifles. Removes any radiation taken from drinking an irradiated water source. It has the same armour rating as Reinforced Leather and you can use ordinary Rad suits to repair it. -Sniper: VATS isn't great but if you do want to make a VATS build take this. Really bad. Rad Resistance - There's very little radiation in NV, especially when compared to F3. Upon getting any sort of radiation sickness, health regenerates, the effect becoming more powerful with every threshold reached. -Tunnel Runner: Moving faster is always nice and when stacked with other movement bonuses you can almost sneak at your full running speed. Now. If a weapon applies radiation damage and another type of damage (such as with the Radioactive damage effect), resolve the other type of damage first and then resolve radiation damage. Running no longer factors into a successful sneak attempt. Radiation poisoning is not influenced by damage bonuses (such as from taking Psycho). One needs to stand in +1 rad water for a significant time and more generally it is possible to move through radioactive water dozens of times before reaching the 200 rad threshold. Fallout: New Vegas Special unarmed moves can be learned from various characters in the Mojave. -Logans Loophole: While it may not seem like it, level cap of Logan's Loophole is actually a pro rather than a con. [9], After the Great War, radiation has decayed to a habitable level. The Endurance stat affects the number of hit points a player has as well as the strength of their radiation resistance. -Animal Friend: You won't be attacked by the weakest enemy type in the game. I am also not rating companions on their combat ability or other qualities besides the value of their companion perk. Each level of this perk will increase one's Radiation Resistance by 15%. The Lead Belly perk also reduces exposure to radiation by halving the amount of rads obtained while drinking. These weapons are still affected by radiation resistance, so they will do more damage to an "immune" target than one with high resistance. You never feel it until it's too late. Fallout 3 and Fallout: New Vegas Gameplay articles: Fallout 3, Fallout: New Vegas With this perk, one's radiation resistance improves by 25%. For each crippled limb you have, you do an additional 10% damage. No need to waste a perk just to get through Vault 34. Items with a weight of two pounds or less now weigh half as much. At max level, it will cause instant death. One thing to note is the critical bonus granted by this perk is NOT effected by your weapons critical hit multiplier, which sucks for weapons with high crit multipliers like the AER14 prototype but is absolutely broken on weapons with small critical multiplier like the Gatling Laser. -Demolition Expert: Just a standard damage perk. Radiation damage inflicted by food or drink cannot be reduced by location DR. See what I've said about every other conditional SPECIAL buff. Permanently increasing Radiation Resistance Any permanent increase to Endurance. -Walker Instinct: What is it with DLC perks giving shitty conditional SPECIAL buffs? Temporary cloud protection, take 25% less damage. This is due to the nature of nuclear fission used in the bulk of nuclear weapons during the Great War. -Concentrated Fire: Useful for low VATS cost weapons to cheese out massive accuracy buffs, but requiring 60 energy weapons AND 60 guns is pretty shitty since most builds only invest into one of these skills. The Rad Resistance perk also provides an increase to radiation resistance. Your attacks do 75% less damage to companions. -Light Touch: The critical bonus on this weapon is unaffected by your weapons critical multiplier making this a solid choice for fully automatics and by combining this with Set Lasers for Fun and Laser Commander you can get a 19% critical hit rate on full auto laser weapons allowing them to shred. It includes patches for many other UI mods and fixes the gameplay and visual bugs and of the original mod as well as bringing the manner and application of the AP debuffs in line with Fallout 4's Survival mode. -Roughin It: Well rested only grants a 10% experience bonus and while it does scale multiplicatively with other experience perks that doesn't make experience gaining perks any more worth it. The rule is accurate to 25% for the first two weeks and is accurate to a factor of two for the first six months. +10 Health per 100 Karma; Karma reset to 0, +10% damage, immunity to critical hits. player.setav speedmult X Where X is your speed. Do note that combat knives benefit from both cowboy AND grunt making Chance's Knife a strong melee choice if you want to invest the perks and skills into taking both. Fallout: New Vegas uses the same radiation mechanics as Fallout 3, and retains several of its perks, such as Lead Belly, Rad Resistance and Rad Absorption. : Atomic is quite the strange perk. A: Full Maintenance (Raul), Old Vaquero (Raul), Stealth Girl (Lilly), D: Scribe Assistant (Veronica), Whisky Rose (Cass), Search & Mark (Rex). Very useful for crit builds since it provides the player with endless True Police Stories which boost your crit chance by 10% (with comprehension) and is affected by weapon critical hit multipliers. Any living creature you kill (people included) has a 50% chance to drop blood sausage or thin red paste which are decent healing items that sadly do not count as food for hardcore. -Piercing Strike: Armor stops your damage so take piercing strike to stop their armor. Nearly any puddle of filth-infested liquid will contain at least some rads per second, while most of these similar puddles in Fallout: New Vegas do not contain any rads at all. After 7*7 hours (49 hours, approx. Reaching various summits reveals nearby map markers and grants +3. In the off chance you do stuff 800 iirradiated foodstuffs in your mouth and want to stuff 800 more just take a radaway or give a doctor like 3 dollars and boom you're good. Such secondary cascade radiation has proven to be especially dangerous at the former West Tek research facility, which was known to overwhelm and kill anyone without the proper precautions. . You can find all the perk base_ID values on the Fallout: New Vegas Wiki. -Good Natured: Most builds only utilize one combat skill set making the downside fairly trivial compared to the +5 to speech, medicine , repair and barter which are useful for all builds. Radiation from water and food, even less so. RadAway will remove all radiation from the player character instantly, while a steady supply of clean water will reduce it over time. Level 1: +5% melee weapon attack speed. The damage bonus is negligible and only works against humans and ghouls so don't bother taking this perk for dmg. -Mile in their Shoes: The buff it gives is bad so the perk is bad. Some people may trash this in favor of sniper but crippling legs is a fantastic strategy vs hard enemies like deathclaws. And this perk has the gall to have two equally useless ranks. -Atomic! Neat, huh? Boosts Veronica's melee attack speed 150% & gives her a 25% chance for melee attacks to knock down enemies. -Action Boy: Grants 5 agility worth of AP, but unlike agility it does not make you reload faster. On top of this, skilled has a bug where the skill boost remains even if the trait is removed (the EXP nerf still gets removed) meaning you can gain the bonuses of skilled up to 3 times in a single playthrough (Character creation, character recreation when leaving goodsprings & OWB auto doc) or just get a free +5 to all skills by taking it initially then removing it in character re-creation. This measurement is reported to the residents over the PAS (public announcement system). Launch nuclear missiles at both Caesar's Legion and NCR. Just spam vats on their head and if you can't do it accurately just walk closer. This explains why non-player characters like Confessor Cromwell (who stand in irradiated water at almost all times) do not die from radiation poisoning. areas. However, radiation will continue to build up in the person's system, and can still kill them at the fatal threshold as normal. Even just fast traveling can result in a full health bar. When you're in Sneak mode, you gain the option to eat a human corpse to regain hit points, but lose Karma. Games. Your chance to hit an opponent's legs in V.A.T.S. Notes The necessity of this perk is questionable, since it is trivially easy to temporarily boost radiation resistance to the maximum with Rad-X and various radiation-resistant armor. -In Shining Armor: This perk does not work, taking it will grant your character zero benefits. +25% accuracy in V.A.T.S. It also adds a new perk, Rad Child. Radiation is made up of energetic subatomic particles, atoms moving at high speeds, and electromagnetic waves on the higher spectrum of energy. Ways to prevent/remove radiation poisoning include: Dwellers automatically accumulate radiation over time if the player character's water supply dips low or if they are exploring the wasteland/questing, and will do so until their water is replenished or they return from the wasteland/a quest. This console enables the ability to cheat, but it also is a tool for fixing glitches, learning about the game, and troubleshooting quest and companion problems. If the rad count gets high enough, SPECIAL stats begin to drop, and if any of these drop to zero due to poisoning, the character dies. Take if you run explosives, ignore if you don't simple as. -Home on the Range: Maybe this perk has some uses in survival but beds are plenty common and fast travel exists for a reason. +10% damage to the opposite sex and unique dialogue options with certain characters. Deal +3%/+6%/+10% damage to super mutants. RETENTION. This perk makes your instant death a little less instant, also useful for explosive builds where you hit yourself a lot. I do not know how this perk stacks with Atomic! I have made many perk tier list posts but I have combined and updated my list for this post. White Legs' Perception is effectively decreased by 3. Effects With this perk, one's radiation resistance improves by 25%.