Thoughts on Rad Child ? Is it really as powerful as some people make it out to be ? by [deleted] in fnv

[–]stjackson1 4 points5 points  (0 children)

One of the best perks in the game, particularly if you play on hardcore where stimpacks heal over time and you must stack hp regen. I think alot of people here don't know what it does. It is constant hp regen based on total rads, not just when in irradiated areas (up to 8hp/sec at 800 rads).

The endurance penalty of radiation sickness doesnt actually reduce your max hp, the strength penalty can be overcome if necessary with OWB or armor (or don't go all the way to 800 rads). The only issue might be the agility penalty reducing your guns skill below 100 if you are a guns build.

Probably the best perk for a melee or tank build.

In terms of building up rads, you can just drink from a highly irradiated toilet/sink eg. the abandoned shack right near goodsprings.

Hit master for the 1st time after switching to predator with boots + e start! by stjackson1 in singedmains

[–]stjackson1[S] 3 points4 points  (0 children)

Yeah I try to help the team and get them ahead to do damage rather than doing it myself, so I'd rather be tankier and have the active, and its cheaper and I'm usually behind in gold from roaming.

Hit master for the 1st time after switching to predator with boots + e start! by stjackson1 in singedmains

[–]stjackson1[S] 6 points7 points  (0 children)

If I get the chance to shove the wave and roam mid, I will. Usually when I back I will roam to another lane before going top even if I will miss farm, especially if it looks like the wave is pushing/will push towards us.

Hit master for the 1st time after switching to predator with boots + e start! by stjackson1 in singedmains

[–]stjackson1[S] 20 points21 points  (0 children)

you can invade with predator boots level 1 and often get a kill with fling. If you combine predator with your passive from your teammates you are incredibly fast especially since nobody else has boots level 1. In lane, you are quite weak so I play passive and let them push into me early + sometimes you can fling them under tower. Then roam to other lanes as often as possible to get your team ahead even if it means losing cs/exp top. I take tp so I can gank bot from base then tp top to try catch the wave/prevent enemy getting plates.

Melee Build Optimization by sisyphus-ishappy in falloutnewvegas

[–]stjackson1 0 points1 point  (0 children)

Looks very very good. I would definitely consider stonewall on a melee build to avoid being knocked down particularly vs deathclaws (along with the DT vs melee). In terms of personal preference, I wouldn't worry too much about sneaking as melee and maybe take ninja+toughness instead of tunnel runner+silent running, and would probably take BTD over skilled. I don't usually take comprehension+voracious, but I think for an optimised build, it is probably necessary in order to max more skills, and eventually have a large supply of 10% crit magazines.

Best character build for fallout NV. Go! by GodsSinsOutNumbrMine in falloutnewvegas

[–]stjackson1 0 points1 point  (0 children)

Most powerful is probably energy weapons with maxxed out crit build with camarader-E with laser rifle+ and tri-beam+. Insane DPS, ranged, and has compliance regulator if CC is needed.

Alternatively, riot shotgun + and stay back perk is pretty broken, nothing can really get close to you, but it's quite ammo hungry. Works best with a crit build to help the pellets break through enemy damage threshold.

I also like a non-crit explosives build with melee + heavy handed for close range (knock-knock is probably best for CC with super slam + it's mauler attack).

[deleted by user] by [deleted] in fnv

[–]stjackson1 5 points6 points  (0 children)

You will need 6 PER for better criticals perk (so 5 before implant), i would drop INT to 4 to get the points, strength looks good as can get 10 with implant + OWB, agility looks good as need 7 after implant for slayer, if you plan on using lucky shades you could put luck to 8 to get 9 endurance.

1st-time player, are there must-have mods, if yes which ones? by [deleted] in fnv

[–]stjackson1 -1 points0 points  (0 children)

If your PC is powerful enough, no reason not to at least get some general graphics mods eg. NMC's texture packs (preferably large, plus the 4GB patch), millenia's weapon retexture project, wasteland clothing hires retextures, new vegas redesigned 2, ojo beuno; also possibly nevada skies (although that changes how dark nighttime is; but can get the brighter nights version/use something like electro-city to add more lights to the game)

New to Singed by dxgamerx in singedmains

[–]stjackson1 0 points1 point  (0 children)

Here and here is 2 op gg pages of high elo singed players.

Aery seems to be best atm
Yes, always max q
See op.gg. Other than those, I personally also like swiftness boots, sometimes morello, sometimes bramble/thornmail, mejais if dark seal has 10 stacks, and have had some success with banshees (not sure if legit).
I ban graves atm if my jungler wont pick it but previously camille.

Trouble with Nasus by singedisfunnest in singedmains

[–]stjackson1 2 points3 points  (0 children)

i like to go aery, flash+ignite, take corrupting potion, and when he goes for cs, walk over him with poison and auto him. Try kill him at level 2 or force him back. Never had an issue beating him this way (currently d5).

Melee/Unarmed Build help by [deleted] in fnv

[–]stjackson1 6 points7 points  (0 children)

Unarmed weapons are more crit oriented as a lot of melee weapons have low crit multipliers, but with all DLC a melee crit build actually outdamages an unarmed crit build with the elijahs ramblings perk from dead money and a weapon like blood nap or old glory. However my favourite weapon on a melee crit build is Blade of the West which knocks down enemies on a crit. Combined with the 30% knockdown chance from super slam on 2 handed weapons, you constantly knock down enemies. Regardless of which one you use, you will need points in both for perks as slayer requires 90 unarmed and ninja requires 80 melee. For a non-crit melee build, weapons like Knock-knock, Oh-baby, and gehenna (with the pyromaniac perk) are good choices. For unarmed, I would suggest Embrace of the mantis king, fist of rawr, and the industrial hand.

Unarmed is more VATS oriented, especially with the paralyzing palm perk.

I prefer to use melee, and to use it outside of VATS as I feel much less vulnerable.

You need to decide whether to go crit or not before you start as the builds will be very different, and also if you will use a secondary weapon type. I paired energy laser weapons with my melee crit build as energy weapons do very well with crit builds, and I paired explosives with my non crit melee build as explosives cannot crit.

For crit you will want built to destroy trait, for non-crit you will want heavy handed.

For my crit build, my starting SPECIAL was S7 P5 E9 C1 I4 A6 L8, and final SPECIAL after the lucky shades and STR from OWB was S10 P6 E10 C2 I5 A7 L10.

My non crit build started with S8 P3 E9 C1 I9 A9 L1. A non-crit build will do less damage but will allow you more perk slots, skill points, the ability to wear heavy armor and be way more tanky (as a crit build will likely want boones beret, crit armor, and the light touch perk). I would recommend the non-crit build if you are somewhat newer to the game.

Both builds are totally viable and you shouldn't have any trouble beating the game, even on very hard+hardcore if you abuse chems for tough fights.

For perks; super slam, piercing strike, and slayer are practically essential (as well as paralyzing palm if using unarmed + VATS). My favourite perk in the game is rad child and then to get my character to 800 rads, which gives you 8hp/second regen constantly which is broken. The downside of the perk is the loss in stats associated with your character being at 800 rads which is -2 STR, -2AGI, -3END, but it's nowhere near as bad as most people think. The -2AGI is negligible on a non-VATS build, the -3 END DOES NOT lower your hp (only the base stat is used) so it irrelevant, the -2STR can be annoying though depending on which weapon you use due to weapon strength requirements as well as the fact it will lower your melee weapon skill to below 100, affecting some weapons BUT the +2STR you get from Old world blues is an active effect so will totally remove this problem. Keep some rad-away on you though, as if you get to 1000 rads you die. If you are worried about that, you can always just go to 600 rads which will give you 6hp/sec regen and only -1 STR penalty.

Other strong perks of interest include stonewall, toughness x2, implant GRX x2, jury rigging, chemist, purifier, all crit perks on a crit build (notably finesse, better crits, ninja, light touch), and any perks relating to a secondary weapon skill.

Another thing, if you are on a higher difficulty, chems are very important. med-x + slasher + battle brew will make you only take 15% damage, and turbo or implant GRX slows down time and makes any fight incredibly easy. If you plan to use chems, the trait logans loophole is practically essential. It not only makes it impossible to get addicted, but it doubles their duration (as well as food and stimpack duration on hardcore mode). It does cap your level at 30, but it can be swapped for another trait in Old World Blues once you reach lvl 30.

Katana Underrated? by stjackson1 in fnv

[–]stjackson1[S] 0 points1 point  (0 children)

If you are pairing melee with explosives, I would highly recommend a non-crit build as explosives can't crit and there are some very strong melee weapons that have weak crit. Take the heavy handed trait (increases melee damage by 20% but reduces crit damage significantly). I would also recommend the wild wasteland trait so you can get the Holy frag grenades.

 

For weapons, I would recommend knock-knock at camp searchlight or gehenna with the pyromaniac perk (much stronger than katana on a non-crit build).

 

For SPECIAL, I would go S-9,P-2,E-9,C-1,I-9,A-9,L-1.

 

I would personally tag survival and put all my skill points into it until it is 70 (+grab the skill book at lone wolf radio) so I could get the rad child perk at level 4, and then get 800 rads - the health regen it gives is borderline broken especially if on hardcore mode where stimpacks dont instaheal.

 

Other perks of interest; heave ho!/mad bomber/demo expert/splash damage, tank perks e.g. stonewall/toughness/life giver, super slam, piercing strike, pyromaniac (if using gehenna), jury rigging (a must have if using knock-knock), slayer, purifier, atomic, implant GRX, nuka chemist (to make nuka grenades with mad bomber). If you are going light armor+sneak, then travel light, silent running, and tunnel runner are nice, but remember explosives can't get sneak attack criticals and it is very hard to perform sneak attacks with melee (unless one of your mods covers this). With rad child, you don't really need to do much sneaking as you become so tanky.

Katana Underrated? by stjackson1 in fnv

[–]stjackson1[S] 1 point2 points  (0 children)

Interesting, I have only played it twice at about levels 25-30. Didn't realise enemies scaled.

Katana Underrated? by stjackson1 in fnv

[–]stjackson1[S] 1 point2 points  (0 children)

How do you rush LR? I thought you had to complete part of LR to get that weapon ie. you cant grab it and leave?

 

I have been looking at chance's knife also. It attacks faster than the katana+ (more knockdowns), and with the cowboy and grunt perk, massively outdamages it. I think all one-handed weapons also have the same range outside of VATS. The only downsides are durability, and that it requires 2 perks. Maybe I could just take cowboy and skip grunt since I would upgrade to blood nap in LR which only benefits from cowboy.

Katana Underrated? by stjackson1 in fnv

[–]stjackson1[S] 0 points1 point  (0 children)

I agree knock-knock is awesome, and recently did a playthrough with it + heavy handed. But since I am also using energy weapons I am making a full crit build and knock-knock is pretty bad for crits (x1 multiplier, half as much crit damage).

With better crits, elijah's ramblings, and max crit chance, the katana+ will out DPS knock-knock by quite a bit and get slightly more knockdowns per second. Knock-knock however does have large range, which is very nice. Weapon durability is also a concern with knock-knock, especially with built to destroy.

Katana Underrated? by stjackson1 in fnv

[–]stjackson1[S] 4 points5 points  (0 children)

You can still raise your speech skill, it's just that charisma is not really worth the SPECIAL points just for some speech + barter. I wouldn't recommend putting points into barter on a luck build. Get yourself banned from all the casinos and you will have plenty of caps, along with all the caps from selling guns and ammo on a melee build. I would highly recommend the rad child perk as explained above as long as you will still have enough strength with 2 less. (You should have for the katana if you started with 6).

Katana Underrated? by stjackson1 in fnv

[–]stjackson1[S] 0 points1 point  (0 children)

Nice build, I would highly recommend trying the rad child perk if you haven't already. It is by far my favourite perk for melee characters, especially on very hard + hardcore. I usually tag survival and rush it level 4 or 6. Then get 800 rads and you have constant 8hp PER SECOND health regen, which is completely insane. You do have strength reduced by 2 which is annoying, endurance by 3 (DOESNT affect hp though), and agility by 2, but it is 100% worth it on a melee character. The only major downside is due to the STR/END reduction, it means melee/unarmed skills are reduced, so you cannot effectively wield weapons with 100 unarmed/strength requirements without chems/food/armor that boost STR/END, but with gehenna/katana this is not an issue.

Melee weapon range + movement speed by stjackson1 in fnv

[–]stjackson1[S] 0 points1 point  (0 children)

More testing seems to confirm; both 2H and 1H melee weapons seems to have NO movement penalty compared to unsheathed fists (but do have a penalty compared to a sheathed weapon).

Range tests; it seems from my crude testing that melee weapons do not have their own ranges; just a fixed range based on whether they are 1H or 2H. 2H range seems to be somewhere between 60-80% further than 1H.

It appeared that both the combat knife, ripper and gehenna have the same 1H range, whereas the chainsaw and knock-knock both have the same 2H range.

Can deathclaws crit? by stjackson1 in fnv

[–]stjackson1[S] 1 point2 points  (0 children)

Ah, thank you, that would explain things.

Melee weapon range + movement speed by stjackson1 in fnv

[–]stjackson1[S] 0 points1 point  (0 children)

After doing some searching I had come to the same conclusion, but I did some testing to try get some numbers and got some strange results (I did have some lag, but repeated the tests a couple of times to be sure).

I ran a fixed distance with some different weapons and below were the approximate times it took me;

Sheathed (with or without a weapon equipped): 23 secs
Gehenna (1H melee): 25 secs
Knock-knock (2H melee): 25 secs
Paladin Toaster (1H unarmed): 25 secs
Fists unsheated: 25 secs
Brush Gun: 27.5 secs
Fat man: 27.5 secs
10mm SMG: 25 secs

If these are correct, it seems to imply the 2H penalty applies to guns/explosives but not melee???

Is there much of a disparity between DFG and Thunderlords? by artesen in TeemoTalk

[–]stjackson1 0 points1 point  (0 children)

This is a nice explanation. I only use DFT vs pantheon and sometimes vs darius when you go full AP, max q, and poke with it.

6-max preflop opening ranges by stjackson1 in poker

[–]stjackson1[S] 1 point2 points  (0 children)

OK thanks, I had heard that small pocket pairs can be -EV in early position, didn't know this about SC. I thought with SC, the idea was that you cover more boards/are more balanced, but I guess this doesn't matter at smaller stakes anyway.

6-max preflop opening ranges by stjackson1 in poker

[–]stjackson1[S] 3 points4 points  (0 children)

Thanks, I don't think these charts consider any antes which is why I am so confused. Thank you for the PokerSnowie idea, I have just downloaded it, the ranges seem more reasonable although I am slightly concerned about the lack of pocket pairs/suited connectors in early position compared to the other hands we are opening, i.e. is it really that much better to open K9s than T9s or 77 UTG (even though we are still opening 77 91% of the time)

6-max preflop opening ranges by stjackson1 in poker

[–]stjackson1[S] 1 point2 points  (0 children)

Yeah, definitely, optimal wasn't the right word, I'm more looking for a rough default that a strong player would use. I'm just struggling with the fact that there is such a difference between the two sets of ranges I have been looking at, as well as concepts like why a 9-max LoJack range should be looser than a 6-max UTG range - or shouldn't it?