Jagged Alliance 3

Jagged Alliance 3

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Personal Perks
Hello. I would like to ask for experience of recent players in terms of what personal perks seem the most usefull. For the created merc.
Tried to look it up on the internet but it is overflown with garbage and speaks mostly about skill perks not personal perks.

What are the most usefull perks for:
1. In general
2. stealth kills
3. sniper/pistol fighter
4. Assault gun wielder all arounder
(or which ones work at least)

Any info you can give would be nice, because I am unsure of what works even - as I created stealthy martial artists and in the first mission he missed 9 out of 12 attacks with knife and missed both stealth kill attempts from the back.
Dude had:
85 agility
85 dexterity
85 strength
85 marksmanship
and was blind as a hole.
Honestly this makes me think that if these stats result in garbage performance, most mercs with lowers stats must be completely useless.
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Showing 1-15 of 18 comments
My martial art guy keep missing his attacks:
Your dex is too low, and you didn't choose the starting trait called Martial Art.

What helps with stealth kill:
The stealth trait. The camouflage vest. The perks that rise stealth kill chance.

In general:
Nothing is good in general imo. Perks from the health tree are nice if you really don't know what you are doing.
Swato85 Mar 27 @ 4:46am 
Would had thought that something improved since I played at the launch, kinda look mediocre as before, kinda shame. I was hoping that by now something would stand out already.
awg Mar 27 @ 4:54am 
1. In general, you would want your mercs survive and perform better. So, for survivability there is a perk that let you dodge a first guarantied hit if the merc lays prone at the end of turn. I believe it even lets him survive the burst or automatic shots. Any other perks for gaining Grit and to lower taking damage are also good.

2. Stealth kills are very powerful in JA3. Use silenced sniper rifles with your high agility and marksmanship mercs, and melee weapons with high dexterity/marksmanship mercs (the best performance starts from 90). Always aim for the head or neck.

3. Sniper rifles are very overpowered compared to other guns. Always mind the weather conditions, they may lower your chances to hit the target. Night vision googles and Thermal scopes will help you to minimize those penalties.

4. Assault rifles are good overall, but they need a lot of parts for modifications to make them useful. I recently discovered that I have only one assault rifle user in my 9 men team, which makes me think that I didn't find a good use for such weapon category right now.

Since there are perks that improve grenades and shotgun usage I build up a grenade psycho with Ma Buxter's Invalidator shotgun for Barry Unger.

My custom IMP merc is support sniper with high Leadership and Wisdom who snipes and boosts the team with additional AP. I also trained Smily, Flay and Larry (made him lift his drugs addiction, but reverted back to previous save to take back the Optimist trait). I hired Shadow to eliminate unaware foes quickly. His traits and perks are very good for melee stealth kills.

Additional info about the melee stealth kills:
It seems that strength only determines the damage, so for more precision always prefer Dexterity since it affects overall aiming for all melee attacks. And keep in mind that the aiming gets lower with each point of enemy Wisdom, this also affects how fast the enemy can detect your stealth killer. This is at least what the game editor says.
Last edited by awg; Mar 27 @ 5:14am
Swato85 Mar 27 @ 5:03am 
Thanks awg for your input. But I am asking only for personal perks, not the skill perks or team strategies.Do you have anything interrsting to say about the choices of personal perks?
Swato85 Mar 27 @ 5:04am 
Thinking about it, is there any site that would provide exact stats for what the personal traits do? Explanations in game just leave you guessing.
awg Mar 27 @ 5:57am 
Originally posted by Swato85:
Thanks awg for your input. But I am asking only for personal perks, not the skill perks or team strategies.Do you have anything interrsting to say about the choices of personal perks?
Personal perks? If you want to have a decent stealth killer in a team take Stealthy and Martial Arts, also give a lot of Dexterity and some Mrksmanship to your custom merc. The second priority is Strength and Agility. Hire Livewire if you want to see enemy positions from the start of the combat in sectors where you have the intel. Fox is also a good candidate for Sniper/Medic merc. Other good low costers to feel up other roles in a team are Barry Unger (explosives), Kalyna (good starter leader for training militia) and Wolf (lowers the time needed for any operations he performs).

But honestly, after i discovered how some of the events can be postponed for a very long time, I started a new game with only one custom merc and rushed my way to Poucher's Camp avoiding doing to much help for Earny village. Then after taking a trip to the hospital, completing some quests on the way I started to notice enemy diamond and weapon shipment convoys movement. It happened about July 27th if I remember correctly, so it gave me a lot of time to train Flay, Larry and Smiley (which I have to free using a grenade to destroy a church wall and hire more men to deal with Boss Blauber). I find Hospital (where the Zombie Virus quest takes its start) a good spot to stalk for those convoys, I didn't care about enemies taking a Refugee Camp and Fleatown back since my main goal was Port Cacao by that time. The battle in Port Cacao was probably the hardest for me, but I had a lot of money after that (more than 130k, by taking down diamond shipment, trading meds and finding other stuff that could be cashed in). I also did the N-Night operation quests with help of those crazy old lady gand and a full pack of trained militia. Now I have a mixed team of 9 mercs. I tried to hire more (up to 12), but I realized that it will cost me too much since I didn't capture any mines yet, because I realized in the first playthrough that capturing outposts and mines may trigger another important time gated quest). This is where I got so far in my second play and this is what my idiotic strategy looks like. :)

I only play JA3 like this because during my first play I didn't like how the game gives fake hints about what's going on in the game world (Hello to fake Major in Camp De Crocodile).
Swato85 Mar 27 @ 6:23am 
Is there any list that would say exactly in percentage or in direct numbers how much STEALTHY add stealth and how big additional percentage for stealth kills it provides? BETTER Automatic fire - hiw much in percentage is the apread reduction and similar. Simply exact data for this.
awg Mar 27 @ 6:30am 
Don't know about such lists and I barely use guides these days, only when I can't resolve something in the game by myself.

But I use a modification which shows the exact percentage of stealth kill probability.

You can try to dig up some information about the Stealthy and other perks in the game Mod Editor.
Last edited by awg; Mar 27 @ 6:35am
No offense, but I have a suspicion that you do not yet know the exact way to do stealth kill in this game op. Because if you do, you would not need the exact number telling you the chance. Okay listen up. If you use any weapon to do stealth kill, just do not use anything that fire 9mm bullets. Just trust me. Now, if you use a silenced shotgun or assault rifle, sneak up to POINT Blank range of the target before clicking on him, and select any burst option with appropriate ammo type. Again, point blank range. If you use any sniper rifle, then any range that gives you 100 percent hit chance to the head is fine. Use a mod to show the exact hit chance to make life easier.
Swato85 Mar 27 @ 6:56am 
Originally posted by bunny de fluff:
No offense, but I have a suspicion that you do not yet know the exact way to do stealth kill in this game op. Because if you do, you would not need the exact number telling you the chance. Okay listen up. If you use any weapon to do stealth kill, just do not use anything that fire 9mm bullets. Just trust me. Now, if you use a silenced shotgun or assault rifle, sneak up to POINT Blank range of the target before clicking on him, and select any burst option with appropriate ammo type. Again, point blank range. If you use any sniper rifle, then any range that gives you 100 percent hit chance to the head is fine. Use a mod to show the exact hit chance to make life easier.

that would be kinda strange since I already finished the game way back when it released 😎😁 I am not asking about mercs, mechanics, skill perks and etc etc etc. I am asking only about the PERSONAL PERKS which you can have max 2. Tbe. : if something changed through the years or if there is anywhere exact stats for those perks. Everything else is known and not subject to the question stated 🙂.
The thing you can have max two, are either Talents or Traits, not perks. Try this site
https://www.videogamer.com/guides/jagged-alliance-3-talents-traits-perks/
Swato85 Mar 27 @ 8:05am 
Originally posted by bunny de fluff:
The thing you can have max two, are either Talents or Traits, not perks. Try this site
https://www.videogamer.com/guides/jagged-alliance-3-talents-traits-perks/

Then why does the IMP label them as "personal perks". Its described so directly in the current build of the game when you are creating a merc.
awg Mar 27 @ 8:14am 
Ah the Personal Perks? Those are only 3 perks and you can choose one of them during custom merc creation. Scoundrel, Negotiator and Psycho. Only Scoundrel is useful in combat in my opinion. The Psycho is quite unpredictable and only serves for a certain dialogue options.

The other perks are Tactical Perks, and as I suggested for a melee stealth killer - Stealthy and Martial Arts.
Last edited by awg; Mar 27 @ 8:16am
Swato85 Mar 27 @ 8:15am 
that site calls them traits although game calls them "personal perks". Unfortunately the description on that site is as unspecific as in the game. Just few words, nothing exact in regards what it does. Like if you take pills with description "helps with stomacache", the key word being "helps" - not cures, not heals, nothing specific and when you analyse the pill you may find out that its "help" is based purely on placebo effect, manipulating your thinking about it while doing nothing in reality.
Same here, better accuracy short range - what does it mean? It can mean +30% or +2%, the words would be the same but I would be interested only in one, the other is too ***. What does short range mean, and decreasing with range. What is short 4m or 2m and how fast does it detoriate, if it becomes useless at 5m it would be very poor, yet the words would be exact in their statement.

I am just trying to figure out the real numbers behind them. 😎
Yeah the game is not descriptive enough about a lot of things. Had to agree with you there. Too much guess work.
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