SPECIAL vs Tags

Like Tactics? Found a cool mod for another game that reminds you of Fallout? Playing those crappy spin-off console games called "Fallout"? Discuss here.
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SPECIAL vs Tags

Post by picollo7 »

So I was reading in some post that having a high perception will offset having a low tag skill.

Which led me to think . . . a character of P of 10 will always beat the character with a P of 9 given that they have the same tag points and use the same weapon. But what if they both have a tag skill of 300? Would that override the SPECIAL? Is what I read even correct?

Furthermore. . . what is the improvement of 1 point of SPECIAL vs 1 point of skill in a given tag?

Beginning skill points are based upon SPECIALs. Are skill points all that matter in fallout? Let's say theoretically that you had a S1P1E1C1I1A1L1 character that could still hold a weapon with 300 in that weapon skill tag. Would this guy be the same as a perfect 10 SPECIAL character with 300 skill points of that same weapon and skill? That doesn't sound right at all.

Logically, a person with a S of 10 could whip a person with a S of 1 (disregarding other SPECIALs) even if the S1 char had an unarmed skill of 300 in HtH combat.

Does anybody know the formula on how the game takes SPECIALs and skills into consideration and/or the ratio of weight the game places on SPECIALs and tags?

Is what I said even intelligible?
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Post by Walks with the Snails »

Most of what the stats apply to is given in their description. So a high strength low skill person would hit harder than a low strength high skill one, but less often if his skill was less than 95 + the opponent's AC. I think high skill can also increase criticals, but I'm not sure. With perception, all it does with shooting is determine the range modifiers. So a low perception character takes higher penalties at longer ranges. The skill level minus penalties is what determines your chance to hit, though, so a person with high skill but low perception will still have the maximum 95% chance to hit for a fairly long distance since the skill and range penalty cancel each other out. On the other hand, a person with high perception but low skill can only get as high a chance to hit as their skill in the best case if it's below 95, since all perception does is negate range penalties; it doesn't give any bonuses.
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Post by Spazmo »

The stats modify the base skill percentage. If you spend enough points to get to 300 anyways, well, it'll cost more, but it's the same.

However, a low strength character has the disadvantage of not being able to use most, if any, weapons since he is too weak. Even if it doesn't directly affect the skill, it'll affect the character.
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Post by vVolf »

Yea...That reminds me. If you have a high perception, does it modify your Burst shot damage? like...Does it lower the damage done to tha other guy? :?
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Post by ArchVile »

I have a question and i think it fits into this thread

My character has a LK of 6 and a Science of 133 (all books :)).

So what is his Critical Chance against ROBOTS?
Also does Repair affect Critical Chance against robots?

And does Doctor affect CC on humans?
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Post by amonshaw »

I don't think Repair does anything against robots, like in FO2. I snuck up on some "sleeping" robots in that 'Save the Reavers' Elders' mission and tried to disable/repair them, but the bubble said that it did nothing. Back in FO1 and 2 you could disable forcefields that way.

I think Repair only has to do w/time and chance of repairing vehicles and robot team members. No damage involved, in other words.

Science never seemed to increase the damage against machines, either.
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Post by Lynxer »

Repair affects the amount of materials needed to restore a vehicle.

Fully restoring an APC's "health" requires skill and knowledge of the appropriate tools. Apart from the fact there is a risk of failure involved with a low repairskill, this also affects the amount of materials needed.
When repairing an equally damaged vehicle, 120% will make u run less rapidly through ur toolkit then 40% does

Concerning the relation between science and robots......it does sound logical. Aside from that i recall having seen several ppl confirming this elsewhere on the board. The science-skill might affect the change on inflicting critical damage to robots. I have no solid prove to support this suspicion though.
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Post by ArchVile »

Well last game i played i had a LK of 2 and it was getting ALOT of criticals against robots. And no, i didn't have sniper.
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Post by Lynxer »

But .......... you did have science-skills?
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Post by Ixian »

When I was still playing Fo:T online I encountered a strange thing.
Even if my chars had the same amount of points in the small guns skill the ones with the higher PE would deal more crits (like broken arms/legs and stuff like that) but the ones with a lot lower PE would deal more damage.
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Post by Lynxer »

Nature works in mysterious ways......a blind man being son of a gun.
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Post by ArchVile »

Lynxer wrote:But .......... you did have science-skills?
Ya it was over 130 i know that much.

Thank you Big Book Of Science.
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Post by Lynxer »

Great, another sample of solid proof!
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Post by ArchVile »

Well i think Doctor and/ or First Aid affects critical chance against living things cuz Stitch was getting really lucky.
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Post by vVolf »

Yes, yes. Very true. I saw tha same stuff.
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Post by Ixian »

I also agree.
Every 10k char I used in the last several months had the doctors skill and every ww2 char I ever used had the first aid skill.
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Post by vVolf »

Grrrrrrrr, i aint gonna play that WWII mod ever again. I beat to many people, lol. There are way to many n00bs in there. :evil:
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Post by Ixian »

...you actually played that thing?

I got sick of mods after RealWar (in which I ruled BTW with my Israeli and French team).

:)
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Post by vVolf »

Yes, i did play that thing.
I just thought that everyone would have it, and no one would use tha real Fallout. :wink:
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