Fallout Tactics Divine Favor
Fallout Tactics has a visual problem for me grallison05 11 Nov 19 @ 6:50pm Any chance we might ever see a fallout tactics 2? Is Divine favor worth 8 Charisma. Divine Favor: 8 14 - Fallout Tactics: Fallout 3 edit edit source Modifies: Speech and Barter skills, NPC Disposition Charisma increases the disposition of all NPCs, which makes Speech checks easier. Disposition is also affected somewhat by Karma (most NPCs like good characters more), quests (doing a quest in a way an NPC likes can.
<Cb> = blue <Cc> = cyan <Cg> = green <Ck> = black <Cm> = magenta <Co> = orange <Cr> = red
Statistics for Drug Games
I use my remainder of my skill points toward sneak when I finish other skill tags such as SG and Doctor, which my sneak tag is around 150%-199%. Never exceed 200% because there is a Sneak bug that causes the enemy to be undetectable.
Your training in firearms and other ranged weapons has made you more deadly in ranged combat. For each level of this Perk, you get an additional 15% damage with ranged weapons.
Ranks › 2
Requirements › Agility 6, Luck 6, Level 6
With each level of this Perk, you gain an additional 4 Hit Points every time you advance a level. This is in addition to the hit points you already gain per level based off of your endurance.
Ranks › 2
Requirements › Endurance 4, Level 12
You have a very thick skull. The first time you take this perk, it reduces the chances of you getting knockout unconscious by 50% (subsequently by 25%).
Requirements: ST 7
You are much less likely to be knockout in combat.
Requirements › Strength 6, Level 3
You are quick at recovering from being knockout.
Requirements › Agility 5, Level 6
With this Perk, you now have the ability to move quickly and remain quiet. You can Sneak and run at the same time. Without this Perk, you would automatically stop Sneaking if you ran.
Requirements › Sneak 50%, Agility 6, Level 6
This Perk allows you to pull the trigger a little faster and remain as accurate as before. Each ranged weapon attack costs 1 AP less to perform.
Requirements › Perception 6, Intelligence 6, Agility 7, Level 15
You have learned to bounce! You receive 25% less damage from falling or being blown over by explosives. You also get a 10% bonus to your piloting skill. There are no Stunt Animals in Fallout Tactics.
Requirements › Strength 6, Endurance 6, Agility 6, Level 6
You have a better understanding of living creatures and their strengths and weaknesses. You get a one-time bonus of +10% to Doctor and you do +5 damage to living creatures.
Requirements › Doctor 60%, Level 12
Years of exercise have made you incredibly supple. You can change stance in half the time of a normal person.
Requirements › Agility 6, Level 4
Specific Skill Perks (sniper, hand-to-hand combat, miner, etc..)
You have learned the secret arts of the East, or you just punch faster. In any case, your hand-to-hand attacks cost 1 AP less to perform.
Requirements › Agility 6, Level 15
Experience in unarmed combat has given you the edge when it comes to damage. You get an additional 15% damage with hand-to-hand and melee attacks for each level of this Perk.
Ranks › 3
Requirements › Strength 6, Agility 6, Level 3
You are an expert when it comes to the fine art of handling explosives. They always go off when they are supposing to, as well as causing extra damage.
Requirements › Traps 75%, Agility 4, Level 9
The radiation of the wasteland has changed you! One of your Traits has mutated into something else..
Requirements › Level 9
Some higher power has taken a liking to you.
Requirements › Charisma 8, Level 14
With this Perk, you immediately gain one experience level.
Requirements › Level 3
You react very quickly to the word 'Incoming!' Halves the damage from area attacks and splash damage.
Requirements › Agility 6, Level 4
When you are tough, you take less damage. Each level of this Perk adds +10% to your general damage resistance.
Ranks › 3
Requirements › Endurance 6, Luck 6, Level 3
You understand the ancient way of the fruit. You enjoy strange and wonderful benefits whenever you eat fruit. Animals cannot pick this perk.
Requirements › Charisma 6, Level 6
You have mastered the firearm as a source of pain. With this Perk, any successful hit in combat with a ranged weapon will be upgraded to a critical hit if you also make a Luck roll. Animals cannot pick this perk.
Requirements › Small Guns 80%, Perception 8, Agility 8 and Level 24
With Awareness, you are given detailed information about any critter you examine. You see their exact hit points and information about any weapon they are equipped.
Requirements › Perception 5, Level 3
With this Perk, you now have the ability to move quickly and remain quiet. You can Sneak and run at the same time. Without this Perk, you would automatically stop Sneaking if you ran.
Requirements › Sneak 50%, Agility 6, Level 6
Your training in firearms and other ranged weapons has made you more deadly in ranged combat. For each level of this Perk, you get an additional 15% damage with ranged weapons.
Ranks › 2
Requirements › Agility 6, Luck 6, Level 6
Manhattan usb to serial drivers for mac. Silent Running
With this Perk, you now have the ability to move quickly and remain quiet. You can Sneak and run at the same time. Without this Perk, you would automatically stop Sneaking if you ran.
Requirements › Sneak 50%, Agility 6, Level 6
This Perk allows you to pull the trigger a little faster and remain as accurate as before. Each ranged weapon attack costs 1 AP less to perform.
Requirements › Perception 6, Intelligence 6, Agility 7, Level 15
The critical hits you cause in combat are more devastating. You gain a 20% bonus on the critical hit table, almost ensuring that more damage will be done. This does not affect the chance to cause a critical hit. Mutants cannot pick this perk.
Requirements › Perception 6, Agility 4, Luck 6, Level 9
Your solitary childhood and upbringing mean that you work much better when alone. Get +10% to all rolls when outside the influence of other squad members.
Requirements › Outdoorsman 40%, Charisma under 5, Level 4
You are less likely to be hit in combat if you have this Perk. You gain a +5 to your Armor Class, in addition to the AC bonus from any armor worn.
Requirements › Agility 6, Level 9
You have mastered the firearm as a source of pain. With this Perk, any successful hit in combat with a ranged weapon will be upgraded to a critical hit if you also make a Luck roll. Animals cannot pick this perk.
Requirements › Small Guns 80%, Perception 8, Agility 8 and Level 24
You are more likely to cause critical hits in combat if you have this Perk. Each level of 'More Criticals' gets you additional +5percent chance to cause a critical hit. Super Mutants cannot pick this perk.
Ranks › 3
Requirements › Luck 6, Level 6
You have a talent for hitting things at longer distances. For each level of this Perk, you get a +2 bonus to Perception for the purposes of determining range modifiers. It is easier than ever to kill at long range!
Requirements › Perception 7, Intelligence 6, Level 9
You can crawl like a baby! (A very FAST baby). You are able to move at walking speed while prone.
Requirements › Agility 6, Level 8
you have more innate abilities than most, so you have not spent as much time honing your skills. Your primary statistics are each +1, but you lose -10% on all skills to start and receive 5 less skill points per level.
by not paying attention to any threats, you cause a lot more damage (+25% more damage). This lowers your armor class to just what you are wearing (No Agility bonus to armor class), but you do more damage with every attack.
You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical (-20% on Critical Chart), but you always do more melee damage (+4 to melee damage).
You don't have time to aim for a targeted attack, because you attack faster than normal people. It costs you one less Action Point for guns and thrown weapons (-1 Action Point Cost applies to guns and thrown weapons only and cannot call/aim shoot).
If you complete this combo correctly, your enemy should not have enough time to shoot back, but if you do not switch weapons fast enough, you will create Reaction bug and kill yourself.
Example 2: If the enemy is almost dead, do not single shot with your pancor shotgun with flechette ammo, but instead switch to caw shotgun and use single shot with EMP shells for easy kill.
All in all, both the armors are almost identical. I only use metal armor mark 2 if I have extra 100 character points to spare; otherwise, I use metal armor mark 1.
Choosing a flamer is an affordability issue, if you are able to sacrifice a 100 skill points and have enough character points to purchase a big flamer, then I suggest you get it. If you decide to get a small flamer, it is worth getting because it still packs a big punch for a little package.
Albert Einstein once said, 'I am convinced that He (God) does not play dice.'
Do not use Pancor Jackhammer to play the dice game for close combat, I recommend everyone uses a Flamer/Prodder for any close combat situations. You will always do damage with Flamer/Prodder whether non-critical or critical damage which will dispose of the enemy quickly.
If you were to use a big flamer, it is almost impossible to evade the big flamer because it only takes 1-2 hits to kill them. Just because it is a big flamer does not mean it is a slow weapon, the speed of a big flamer (on a human with metal armor) is slightly faster than a burst Pancor.
“Trying is the first step towards failure.” - Homer Simpson
If you are severely wounded/almost dead and caught in the middle of the room then sometimes, you have no alternative other than accepting your fate that you cannot do anything but just sit back, relax and watch your character fight it out.
(Ex: A perfect example of Reaction Bug is when your character is knocked out; notice how hard it is for your enemy to kill you because you have no reaction to his bullets before he shoots you. Only a docile limp body lying restless seems the best defense.)
Double Action bug (formally known as Burst bug) – this bug exploits the same bug as Reaction bug. This bug causes heavy damage that bypasses defenses (resistance) and increases chances of breaking limbs (including knockouts).
Cached
1. While in sneak mode, I can burst the enemy for massive damage if I am undetected.
Beth
Fallout (series) - Wikipedia
Buffout – cost: 160, detail: ST +2, EN +3, AG +2, Short Duration, 50 overdose points
Alice
Fallout Tactics Review
This is what Happens When You Shoot a Human:
(This chart comes from Chris Avallone, Black Isle programmer)
Roll, Damage Multiplier, Critical Success Effect, Secondary Effect
0-20 2 - -
21-45 2 - -
46-70 2.5 - EN Roll or Knocked Down.
71-90 2.5 - EN -2 Roll or Knocked Down.
91-100 3 Knocked Out. -
101+ 3 Instant Death -
LEFT ARM
Roll, Damage Multiplier, Critical Success Effect, Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - EN Roll or Left leg Crippled.
71-90 2 - EN Roll or Left leg Crippled.
91-100 2 Left Foreleg Crippled. -
101+ 2 Left Foreleg Crippled. -
RIGHT ARM
Roll, Damage Multiplier, Critical Success Effect, Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - EN Roll or Right Foreleg Crippled.
71-90 2 - EN Roll or Right Foreleg Crippled.
91-100 2 Right Foreleg Crippled. -
101+ 2 Right Foreleg Crippled. -
TORSO
Roll, Damage Multiplier, Critical Success Effect, Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - -
71-90 2 Ignores Armor. -
91-100 2 Ignores Armor. -
101+ 3 Instant Death -
RIGHT LEG
Roll, Damage Multiplier, Critical Success Effect, Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - EN Roll or Right leg Crippled.
71-90 2 - EN Roll or Right leg Crippled.
91-100 2 Right leg Crippled. -
101+ 2 Right leg Crippled. -
LEFT LEG
Roll, Damage Multiplier, Critical Success, Effect Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - EN Roll or Left leg Crippled.
71-90 2 - EN Roll or Left leg Crippled.
91-100 2 Left leg Crippled. -
101+ 2 Left leg Crippled. -
EYES
Roll, Damage Multiplier, Critical Success, Effect Secondary Effect
0-20 2 - -
21-45 2 Ignore 'Armor.' LK Roll or Blinded.
46-70 3 Ignore 'Armor.' LK -3 Roll or Blinded.
71-90 3 Ignore 'Armor' and Blinded -
91-100 4 Ignore 'Armor”, Blinded and Knocked Out. -
101+ 4 Instant Death -
GROIN
Roll, Damage Multiplier, Critical Success, Effect Secondary Effect
0-20 1.5 - -
21-45 1.5 Ignores 'Armor' -
46-70 1.5 Ignores 'Armor' -
71-90 2 Ignores 'Armor' -
91-100 2 Ignores 'Armor' -
101+ 3 Ignores 'Armor' -
UNCALLED (NON-AIM shot)
Roll, Damage Multiplier, Critical Success, Effect Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - -
71-90 2 Ignores 'Armor' -
91-100 2 Ignores 'Armor' -
101+ 3 Instant Death -
Resistance Information
Resistance is crucial to avoid damage from incoming fire from the enemy. Resistance deflects a percentage of damage depending on the resistance on the character.
To check your resistance, press ‘I’ during game-play, your inventory will pop-up and you will notice statistics on resistance such as “EMP resist,” which it will show 4/10%: