Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
However, pay attention to the amount of increase you get with each point invested.
For example, if you have 3 points to spend,
1* card = +10%
2* card = 15%
3* card = 20%
So slotting 3 x 1* cards gives. You 30% bonus, while 1 x 3* card only gives you 20%.
Something to keep in mind.
It's beneficial in an absolute way, yes. But there is a points limit, and this introduces opportunity cost. What that means is considering what you DO NOT get by choosing something else. For example in my build there are some cards not maxed out so that I had the points overhead to bring other cards in to the build.
I suggest working it out first and then building in to it. Use a build planner like Nukes and Dragons, spend all of your points and see which things might need to be below max, in order to fit other things in to your build you might want. It may be worth forgoing that last 5% of rifle damage in order to have points to also have Concentrated Fire, or whatever.
https://nukesdragons.com/fallout-76/character
You have 3 points for Martial Artist, 3 points for incisor. That leaves only 9 points. These are essential perks.
Blocker for 3 points is useful as you'll take melee damage trying to melee yourself. Now you only have 6 points left.
I usually use rank 1 of the 2h/1hander weapon cards for a 30% increase. This is also because the unnamed perk is only a single 3 rank card making them easily interchangeable.
This leaves 3 points of the 15 maximum for something else. You could go rank 2 of the weapon cards but I usually use it for carry weight reduction perks (those are set to change next update and many are moving to strength).
Then there is the hidden boost to melee via strength. Weapons get 5% damage boost per strength point and unarmed gets 10%. Those 3 points are effectively 45% for weapons and 50% for unarmed.
Interestingly melee still holds a lot of consequence. You can go either full damage but miss out on quality of life or compromise. No other weapon has that.
ex.
so a 50 damage weapon with +60% would be doing 80 damage, add in another 50 from a weapon 1* bonus and you are at 105 damage
and not where it would be if multiplicative where it would be 86.4 damage, then 129.6
Most damage effects are additive which means that you do start seeing diminishing returns on them... adding +60 at 0% is pretty good, adding +60 at 300% still helpful but less good
Thanks.
You still choose a perk card every level but you get a perk pack every 5 levels. Plus from personal challenges and season rewards you can choose to buy. No rares but you do get a chance to get an animated version of that perk card. Works the same but it is a thing some go after to make their deck of cards all the animated versions.
You only equip those when you are doing the actual repairing of your armour or guns etc. Your regular "combat" build should not have them in it for obvious reasons. They do nothing. You just need to get use to swapping something out and then back in when repairing or crafting.
Another thing is to always remove the same non-essential perk to allow the crafting or repairing perk to fit. Example, so don't remove Good with salt which prevents food spoilage by 90% to allow Super duper to fit. Remove something that will not give such a negative effect for the time you are crafting or repairing.
The perk cards you get in packs can be candidates for scrapping which gives you perk coins which can then be used to rank up the legendary perk cards that you can place in the legendary perk card slots that open up if you play long enough.
Legendary perk card slots give you an opportunity to run with more maxxed out ordinary perk cards
Yes the animated perks are the true endgame don't scrap them until you've got at least one of each star for the perks
Being forced to take those perks is why I consider 1h melee trash. 2h has enough oomph to punch thru armor thresholds but 1h isn't even viable without stacking every card. I learned the hard way how much 1h melee sucks with a medic's ski sword on caravan runs. Or even worse... if it's an already fast 1h like daggers and you stack attack speed your stabbing animation would lag behind how fast you can actually attack causing glitching.