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Then roll a good legendary and you should be fine.
3 HEAVY GUNNER DAMAGE CARDS (9 points in Strength in total)
STABILIZED [Strength] (armor Penetration requires PA. If you are building non PA heavy can be skipped, just get an AA heavy weapon)
ONE MAN ARMY [Luck] <Optional> (Adds some crippling power 12% chance at max. It doesn't look like a lot but combine with the faster fire rate of heavy weapons it's pretty good)
DEMOLITION EXPERT [Intelligent] <Optional> (Adds good explosive damage if you are using Heavy weapons with explosive roll)
BEAR ARMS [Strength] (Reduces heavy weapons' weight so you can carry more weapon)
BLOCKER (-45% melee damage taken great against fast and burrowed enemies like ghouls or rad scorpions)
BANDOLIER [Strength] (Reduces the weight of ballistic ammo)
BATTERY INCLUDED [Intelligent] (Reduces the weigh of Energy Ammo if you are running Energy heavies)
LOCK AND LOAD [Strength] <Must have> (reduces the reload speed of heavy weapon)
TENDERIZER [Charisma] (Extra damage)
SUPPRESSOR [Charisma] <Optional> (reduces enemies you hit's damage)
NERD RAGE [Intelligent] <Optional> (More damage but only if you are using low hp build)
BLOODY MESS [Luck] <Must have> (15% more damage)
CLASS FREAK [Luck] (reduces the negative effects of mutations)
STARCHED GENES [Luck] (Radaway no longer heals mutation)
POWER ARMOR PERKS <Optional> If you are using PA
SERENDIPITY [Luck] <Optional> (45% to dodge all damage but for low hp build only)
RICOCHET [Luck] <Optional> (18% chance to deflect bullets back to attacker. Very good with Vampire)
QUICK HANDS [Luck] <Optional> (chance of instantly reload when mag is empty)
These are some i can remember, your damage depends on the build you are going with so i can't tell for sure
Me, I run 1 level of each Heavy Gunner, 3 level for Stabilized with the Final Word/MG .50 Cal and wearing a PA.
It's not over powered and I use it for nuke zone, essentially.
Emergency protocols torso mod reduces incoming damage by a further 50% on top of the base 42% that all power armour gets. Multiplicative not additive though, so a 71% reduction in total. Dodgy perk uses your AP bar as an extra hp bar essentially. Ricochet perk if you are holding a vampire weapon it will heal you every time that it procs. With my PA character it is very hard to die in any PvE except for some of the daily ops.
There is basically no reason to not use bloodied build in power armour outside of you not wanting to or not having the correct weapons. However all weapons not just bloodied will get a big damage boost from just being at low hp from the adrenal reaction mutation which is a must have to go along with this build. Only small downside is you will need be more aware to pop radaways more if you are in a nuke zone due to being at much lower hp.
Going for PA legendary effect prefixes that reduce damage from specific enemies you face often is great. Overeaters that reduces all incoming damage is the best prefix but requires you to stay fed and hydrated. Other ones like zealots to reduce damage from scorched are also very strong as SBQ is also a scorched creature. These flat % reductions are always way more powerful than slightly increasing DR or ER via perks due to the way the damage formula works.
I don't bother with bear arms for heavy weapon weight reduction as i have 4 pieces of my PA with weapon weight reduction legendary effect. I find this much better as it affects everything in the weapon tab instead of just heavy guns. Makes it easy to hold more weapons to sell for daily caps or legendary weapons to scrip.
https://steamcommunity.com/sharedfiles/filedetails/?id=2977294108
This'll work. Only thing I'd suggest is to get tenderizer rank 3 in charisma.
It is a debuff to the target that makes them receive more damage from all sources, including other players.
If using tenderizer never use suppressors perk, in fact never use suppressors perk full stop (legendary effect is handled differently). The two perks use the same entry point and interfere with each other.
Everyone should ditch the suppressors perk as just 1 player with it can ruin the tenderizer stacks. Reducing enemy output isn't that useful as tanking and healing are easy.
My bad. I use tenderizer and forgot to put it back for the screenshot. It is the better choice. Was messing around with some perks for team at some events.
I should clarify this a bit as I'm not sure if it still works this way or was patched. This is how I remember it.
Tenderizer and suppressor were applied together. The game would look for 1 of 3 combinations of the cards and apply that effect for 10 seconds. In fights less than 10 seconds it isn't an issue.
If you had a player apply suppressor it would mean tenderizer couldn't be applied for at least 10 seconds, vice versa with suppressor. If using both cards both effects would be applied for the duration.
In the longer boss fights not having that extra damage boost can be noticeable due to their damage reduction spells, 80% for Earle and 70% for SBQ. Trying to tank via suppressor just makes the whole fight longer.
I was wrong in the first comment in that if running suppressor you should ideally run tenderizer at the same time as it isn't an issue then.
But... this could be an older implementation. In a recent update tenderizer was changed to stack to 40%. I think it has been decoupled from suppressor but not entirely sure.