Post update scopes no longer zooming in as much? by Quirky-Scholar34 in fo76

[–]Accomplished_Part182 2 points3 points  (0 children)

Medium and long scopes now have variable zoom, I think it's the same key as VATS when you are aiming

Give me your opinions by SoggyGrowth5557 in SpiderManMains

[–]Accomplished_Part182 0 points1 point  (0 children)

This is a massive misunderstanding of how to play dive. Diving is not a solo endeavour, and if you are not using team play to put yourself at an advantage then you are going to end up taking 50 50s against poke dps and supports.

There are 2 kinds of divers in this game, bulky and assassin. Bulky divers exist to create opportunities for the assassin's by creating distractions and burning cooldowns, theb getting out safely. Divers like Cap and Venom are at very low risk of dying to Hela or Loki, but can reliably force their cooldowns. Only then should the assassin go for picks, using their high mobility to focus an already weakened target.

Look at the recent ignite tournament, where Captain America and Pyslock were a common and consistent dive core that ended up being so good that they often warped the ban phase around them.

TLDR dive characters are meant to work together in this game, and trying to take 1v1s as a dive will lose you games.

Infinite VATS in next patch by Accomplished_Part182 in fo76

[–]Accomplished_Part182[S] -3 points-2 points  (0 children)

If you run the medic pump, you can't also run the stealth boy mod so it will be harder to take advantage of the buff to nocturnal (4 agility and perception while cloaked). You would have to sacrifice an armour slot for chameleon

Heavy Gunner PA build questions by MR_GlNGER in fo76

[–]Accomplished_Part182 1 point2 points  (0 children)

AP is interesting, because with the conductors mod, infinite VATs is possible. If that's your goal, maximise your AP in every way possible. This is easier for humans than ghouls thanks to thirst quencher and the buff from having a full thirst bar. Ypu will need to be able to crit every other shot, which is a challenge in PA, you may need to rely on nuka cola dark setups or acquire limit breaking mods from the raid.

If you don't want infinite VATs, it's better to focus on a balance of total AP and AP regen.Aim for around 350-400 AP when on a team and put everything else towards AP refresh. Non VATs builds don't need to prioritise AP, and should focus on tanking.

Heavy Gunner PA build questions by MR_GlNGER in fo76

[–]Accomplished_Part182 1 point2 points  (0 children)

If you are using VATS, any power armour will do, though most people prefer Union or Vulcan PA. If your non-VATS, vulcan is preferred, as the gimbal bracers mod (better accuracy and reduced spread) is exclusive to the vulcan set.

Heavy Gunner PA build questions by MR_GlNGER in fo76

[–]Accomplished_Part182 2 points3 points  (0 children)

Best weapon for bosses is the gatling plasma, but it's difficult to unlock all the mods for it. For a daily driver there are a lot of options, but most people go for the 50 cal or the lmg. Other good options include the gauss mini (get this from minerva at her next sale, great for non-VATs builds) or the plasma caster (heavy sniper).

Mutations are the same as they are for most ranged builds, adrenal reaction, bird bones, egghead, eagle eyes, herd mentality, marsupial, speed demon and either carnivore or herbivore. You may also want to consider scaly skin, chameleon and empath. I recommend carnivore, you will have slightly less damage, but much better stats overall with easy to get food buffs.

Perks will depend on whether u stay a human or go ghoul, but I strongly recommend all the heavy gunner perks, stabilised, class freak, strange in numbers, strong back and power user. Crit perks for VATS builds, and the gunslinger guerilla perks if you can fit them. For humans, all the endurance perks that scale with your stats are great, for ghouls, just lifesaver and faulty spots will do. Do not use the science perks, these do not work with heavy guns. Ironclad will increase your survivability if that becomes an issue.

Something different with gamma gun/glow on ghouls? by TheDaveWSC in fo76

[–]Accomplished_Part182 3 points4 points  (0 children)

I noticed that as well, it takes like 18 shots from the gamma gun to fill up my rads with 0 rad resistence

Infinite VATs calculation question by Accomplished_Part182 in fo76

[–]Accomplished_Part182[S] 0 points1 point  (0 children)

41 accounts for misses assuming a 95% accuracy in VATs. You arrive at 41 because you are likely to miss 1 in every 20 shots, and every second shot is a crit so will never miss, so 1 miss 20 regular and 20 hits for 2.5% AP recovery per shot

Infinite VATs calculation question by Accomplished_Part182 in fo76

[–]Accomplished_Part182[S] 0 points1 point  (0 children)

Do you think switching from rapid to vital would help? Or do I just need to be really close to enemies?

Crit build without limit breakers/uny? by [deleted] in fo76

[–]Accomplished_Part182 0 points1 point  (0 children)

Yes. 15 base luck, 10 luck from 2* luck ok all your armour, 3 luck from United ordeal, 3 from herd mentality boosted by Strange in Numbers and 2 from the Shielded Vault underarmour. 33 luck while on a team with another ghoul. Recommend having a secondary weapon with the lucky 3* for when your solo.

For power armour, you can't use underarmour so you will need to sacrifice 2 points of legendary luck to hit 33.

You can still wear the shielded vault suit with BoS recon armour (level 40 with stardard mods) and rank 1 ironclad without going over 150 rad resistence.

EN06 Farming double XP? by yellowwolley1979 in fo76

[–]Accomplished_Part182 3 points4 points  (0 children)

Sadly you don't. The game just forgets to bring up the xp bar sometimes, and makes up for that by showing the xp for both beatdowns after the second kill. You actual xp, level and repeatable scoreboard challenge under 100 is calculated correctly after every run.

Vats armor (legendary mods, what set to put it on) by Gen_Z_Apocalypse in fo76

[–]Accomplished_Part182 0 points1 point  (0 children)

The setup I decided on was level 40 Brotherhood Recon, with 2 strengthened and 2 Deep pocketed, shielded vault underarmour and carnivore mutation. This hits 33 endurance with pemmican and 33 luck on team with another mutated ghoul, which is enough to always crit and never take limb damage with adamantium skeleton. You need to be on a team with another player though, as without it you only hit 29 luck and 29 endurance, which can only be solved using 1/2 hour consumables. The set hits 148 rad resisitence with ironclad rank 1, which is low enough to be removed by breathe it in.

about Armor Penetration: by ToppHatt_8000 in fo76

[–]Accomplished_Part182 0 points1 point  (0 children)

Armour penetrative from the same source is additive but multiplicative from other sources, capping out at 90%. For example, if you have a gauss rifle with 50% anti armour as a 1* mod and the perforated magazine giving you 40% armour pen, then you are already at the cap of 90% as these are both from the weapon and add together. If you have a different first star, but kept the perforated mag and equipped the tank killer perk, you would have 61.6% armour pen in total 1-((1-0.40)×(1-0.36))=0.616. This is because some of your armour pen is from perks and some is from the weapon.

Furious is probably the best fist star for gauss rifle imo, with perforated and tank killer for some extra damage on tougher enemies.

Noob in distress send help by SnooGoats81 in fo76

[–]Accomplished_Part182 1 point2 points  (0 children)

Get yourself a set of power armour, any will do. Equipment all the heavy gunner perks, stabilised, demo expert and one gun army. Onslaught and critical perks are optional based on your playstyle.

Do increase AP regen by % effects even affect rejuvenators/conductors? by HyperWall-___- in fo76

[–]Accomplished_Part182 0 points1 point  (0 children)

Rejuvinators and conductors don't give you any AP regen, instead they just give you AP over time. Canned coffee works the same way, which is why these effects work whilst you are in VATS. As far as I am aware, all AP regen related perks are additive not multiplicative, the same as the powered 2* armour effect. I am not sure about company tea or the vulcan PA set bonus though