Fallout 76

Fallout 76

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Stacking regular, expert, master cards
Getting back into the game after a few years away and trying to work through perk cards. I'm wondering specifically about the progression cards like this. Do these all stack? I have a regular card for two handed melee bonus maxed, and the expert version maxed, but the master version isn't maxed yet. Thanks for any info on how these interact. Trying to figure out what to change with level ups. :)
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Yes the cards stack.

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.
So it is beneficial to carry all three cards maxed though?
Anethin Jan 20 @ 8:22am 
Depends 90% content you will kill with hands so if you rly want big numbers then yes, if you want just play you can skip all perks and legendary effect ;) its fun rly running with 10mm pistol less lvl = better
Last edited by Anethin; Jan 20 @ 8:22am
dbond1 Jan 20 @ 8:47am 
Originally posted by Your English Teacher:
So it is beneficial to carry all three cards maxed though?


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
I'm going to check this out just on the off chance there is a build that allows you to plant and harvest ballistic fiber.
Stacking cards is essential for damage builds to work. If you just want to solo/farm you can get away with spreading things out a bit. Some 2h melee + some shotgun perks mix well together. Shoot their legs out then go Gallagher on their noggin.
Mooman Jan 20 @ 10:41am 
For melee builds it can be difficult to use 9 points of strength just on a weapon increase.

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.
Last edited by Mooman; Jan 20 @ 10:42am
Phantom Jan 20 @ 1:09pm 
it should note that these are additive bonuses and stack on each other

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
This is all good info. Can anyone remind me about perk packs??? I know I have a pool of perk cards to choose from. Are there 'rares' in perk packs or anything?

Thanks.
One more perk question. Do you have perk cards you don't wander with, but use in certain situations? I am currently maxing out an armor repair card. I don't know if I should have that on me all of the time. Can I just swap cards at any time for free? Can I have a set of cards for wandering and then just swap in a card to repair armor quick and then swap it back out etc.?
Originally posted by Your English Teacher:
This is all good info. Can anyone remind me about perk packs??? I know I have a pool of perk cards to choose from. Are there 'rares' in perk packs or anything?

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.

Originally posted by Your English Teacher:
One more perk question. Do you have perk cards you don't wander with, but use in certain situations? I am currently maxing out an armor repair card. I don't know if I should have that on me all of the time. Can I just swap cards at any time for free? Can I have a set of cards for wandering and then just swap in a card to repair armor quick and then swap it back out etc.?

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.
Last edited by insert food here; Jan 20 @ 3:22pm
spoggie Jan 20 @ 3:37pm 
Originally posted by Your English Teacher:
This is all good info. Can anyone remind me about perk packs??? I know I have a pool of perk cards to choose from. Are there 'rares' in perk packs or anything?

Thanks.
Just the animated ones which some players like.
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
Phantom Jan 20 @ 4:29pm 
Originally posted by Your English Teacher:
This is all good info. Can anyone remind me about perk packs??? I know I have a pool of perk cards to choose from. Are there 'rares' in perk packs or anything?

Thanks.

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
Originally posted by Mooman:
For melee builds it can be difficult to use 9 points of strength just on a weapon increase.

You have 3 points for Martial Artist, 3 points for incisor. That leaves only 9 points. These are essential 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.
Last edited by lockwoodx; Jan 21 @ 5:53am
Originally posted by Your English Teacher:
This is all good info. Can anyone remind me about perk packs??? I know I have a pool of perk cards to choose from. Are there 'rares' in perk packs or anything?

Thanks.
Just the animated cards, but even if you scrap one sooner or later you will get another.
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Date Posted: Jan 20 @ 7:34am
Posts: 20