![]() Critical Savy: Crits consume (85%, 70%, 55%) of crit meter.Grim Reaper's Sprint: Any kill in V.A.T.S (15%, 25%, 35%) chance to restore Action Points.Bloody Mess: (+5%, 10%, 15%) damage and exploding enemies.Serendipity: While below 30% (15%, 30%, 45%) chance to avoid damage.It is feasible to put 1 point into Action boy for 15% AP regen and putting one more point into Adrenaline for a little more damage per consecutive kill. This distribution evens out resistance, AP regen, and some additional damage output per kill. (With 8 Agility, you get 24 Damage/Energy Resist, no power armor) ![]() Evasive: Each Agility point gives (+1, 2, 3) Damage/Energy Resist.That being said, Tenderizer is a great one to share, so the damage output is boosted by 5% for all players or a Rank 1 Suppressor works well for team DPS. With 3 Charisma you're able to share any 1 Point Perk Card with your team. Suppressor: Reduce target's damage output by (10%, 20%, 30%) for 2 seconds after you attack.Tenderizer: Target receives (5%, 6%, 7% ) more damage for (5, 7, 10 ) seconds after you attack.If you're on at night, swap one of the Day perks out for Nocturnal Fortitude.ĭuring the day: HP regen as well as +15% melee damage and +15 HP. This build has nice bonuses during the day which may be reason enough to swap to a different server after the clock hits 6:00 PM. Nocturnal Fortitude: (+20, +40 Health) during 6:00 PM - 6:00 AM.Photosynthetic: Health regen during 6:00 AM - 6:00 PM.Radicool: Greater your rads, greater your Strength (max +5).Glow SIght: Deal (+20%, +40%, +60%) damage to Glowing Enemies.For 1 point though, is swinging 10% faster better or 5% raw damage? You'll have to decide, I personally say raw damage. Even one point swapped around can make a big difference, in certain cases. If the guys your facing don't have armor, Incisor isn't needed as much, so you can swap that out for swinging faster or raw damage. If you put in 2 points into both of those skills, you will have 2 leftover perk points can go back into Gladiator for +10% damage or split between Incisor and Martial Artist. Incsisor: Melee attacks ignore (25%, 50%, 75% ) target's armor.Martial Artist: Swing weapons (10%, 20%, 30% ) faster.If you go for 1 point into each perk card, you'll end up with (+30% Damage)(+10% Damage per card) as opposed to spending 3 points on one card, it goes, +10%, +15%, +20%) If you go for the full (9) points into all 3 perks, you end up with (+60% Damage) (20% Damage per card) This Breakdown works for the other weapon perk cards in the game except for Punching attacks, which only have one perk card. Master Gladiator: One-handed weapons do (+10%, +15%, +20% ) Damage. ![]()
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