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In the end, a proper non-pa build will have more survivability and utility than a pa setup ever can. PA is a crutch u can rely on until you got a fair bit of cards saved up, but it is far from 'squishy' compared.
Run and circle strafe. You'll take far less return fire than sitting back at range.
Then, if THAT is not enough… Try Dodgy in Agility, which will lower any damage that does come “through” Ricochet by another 30%. Sure, at the cost of AP, but if you don’t use VATS, you won’t notice it, nor have any troubles.
I never use PA, I have a full set of SS armor paired with a silenced rifle and I rarely die. When I do, it's usually because I was too hasty and not paying attention to my surroundings.
Started off not fully understanding the features of the game.
My character didn't use PA and walked a lot. Essentially became suited to doing the quests and surviving by being careful and methodical.
Once the quests were over I sat down and had a careful look at the perk cards.
I reallocated my SPECIAL and used perk cards that helped defence and attack.
My tip is have a look at perk cards.
After doing that I became lazy and do less avoidance but try and do as much damage to foes in as short a time as possible.
I'm using less Stims and repairing my armour more often.
I use a full health build and mostly die by misjudging heights when i jump or getting burned to death when taken unawares.
Strength:
3 points in blocker - take 45% less melee damage.
Endurance:
2 points Adamantium skeleton - 60% less limb damage (reduces getting crippled)
3 points Fireproof - 45% less flame and explosion damage taken.
2 points Ironclad - 20% resistance to damage and energy, while no PA.
4 points Lifegiver - +45 to max health with a cost.
2 points Rejuvenated - Increased benefits from being fully watered and fed.
Charisma:
2 points Field Surgeon - Stims and Radaway work faster (I don't use Radaway because of mutations)
Points in Suppressor and Tenderizer to reduce foes damage and make them take more damage for a short time.
Intelligence:
3 points in First Aid - Stims restore 45% more lost health.
Agility:
3 points Action Boy - AP regenerates 45% faster.
5 points Adrenaline - adds 10% damage per kill for 30 seconds, capped at 60%
2 points Dodgy - avoids some incoming damage by using some Action Points (which recover quickly due to other card but might not go well with auto melee weapons)
2 points Evasive - adds to damage resistance with no PA dependent on how many AGI points and capped.
Luck:
3 points Bloody Mess - bonus damage dealt out
3 points Ricochet - chance to reflect back some ranged damage which comes with a satisfying sound.
Because i don't use VATS I put a point in Serendipity which gives you a chance to avoid damage when health falls below 35% but that doesn't happen very often.
Edit:
I also saw that there is a trick you can do with PA and blast zones. Apparently by entering the zones border in PA and exiting the PA the game thinks you are still in PA and you get less rads and you can run around in the zone. Not sure if that is still a thing.
I started using mutations and with the Marsupial one I sometimes end up dead from jumping too high.
I still haven't worked out if you can break your fall with a jet pack or if the game ignores it.