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Well given how lifegiver has been reworked even without the bug
Lifegiver
Ranks reduced from 3 to 1
New effect: Improves HP gained from END
Costs 2 points now
15 endurance
5 endurance (legendary)
10 endurance (armour)
3 endurance (weapon)
Looking at 410 base health, 435 with well fed, 445 with herd
You are going to not only have a massive defacto pool of health
You will also be getting ~66% more from a 2 perk card thing
So if you stack food and buffs on top of this you can easily break the game
Silt bean soup 455
Psychobuff 470 + 65 = 535
Pumpkin Pie 575 (and a ton of +40 carnivore options)
Herbivore synergy with above food 600 (carnivore can have 607.5)
Not gunna count a bobblehead as they are hard to get
Not gunna count a magazine as they are hard to get and the nerfs to the food synergizes removes the ones people have in abundance
Solar powered is time of day dependent and IIRC daytime ones don't work indoors ever
Nocturnal Fortitude is +40 I'm not 100% sure if it works indoors during the day IIRC the int boost one does so possibly?
Also strange in numbers can increase a little health with 5 more
You can squeek a few more from +4 underarmour but you lose PA -42% so we won't count it
So 605-645-652.5 health in power armour going FULL endurance and buffs
then you stack on lifegiver which at
39 endurance is probably another 300 health (I saw a breakdown of how much it gave but can't find it again)
Probably also a camp item for +2 endurance (IIRC I don't recall top of my head)
So 41 endurance and another 10 base health
Which is a HUGE increase from the current theory max of around 750-800
We will theory max your health at around ~1,000 (guess still not enough to survive a two shot explosive dragon vats critical headshot in PvP... take that cheaters)
But assuming you have 1,000 max health
Union Power Armour - x5 Overeaters, Endurance, Sentinel set (4th star I'll leave out, but probably -25% damage taken for even more tankyness) still leaves you with absolute defense and 50-200 health left depending on how much bloodied damage you want
200 health is pretty massive with that kind of defense in terms of PvE
That said
If your goal is 4* stuff it will be better to do events that drop 4*
4* enemies spawn in the wild, they will probably be added to events
4* daily ops are likely
4* expeditions are likely
4* from mutated packages is almost a given
4* from the upcoming 'supply' packages and possibly script mumbles packages (but I think people might have mistaken the new supply mumbles for our current mumbles)
Rumors are that the cryptid hunter will spawn a 4* when shes upgraded and you use the bait (currently doesn't)
Just more wah wah wah.
Ain't nobody got time for all that. The min maxers will breeze through, the average player will struggle.
Once the experienced players farm to oblivion the raids die, then the difficty is lowered. Same cycle that happens in most online games.
By setting it too hard for the bulk of players BGS have sealed it's fate. It'll be popular early on but in 1-2 months time?
I'm not complaining mind you, I like the difficulty I've seen, but it will cause many to avoid it.
https://www.reddit.com/r/fo76/comments/1g1gl7j/inside_the_vault_gleaming_depths_pts_update_1011/
But being able to have around 20% hp and use bloodied/nerd rage with that kind of damage reduction is quite insane.
Yeah, I gotta say I'm a bit disappointed there isn't more story to it. You go in, fight through 5 rooms. Job done.
If say, comparing them to Destiny 2 Strikes, they have a story from beginning to end. This raid all the elements may have a connecting story but it's in terminals and notes, and who has time during a public run?
Using the audio more to tell that story is missing. Even a boring mechanical fight can be made more interesting if you're hyped from the story elements. Imagine if Dodge or MODUS were calling the shots? Much more 'fun'.
Ah, you must be under the common delusion that anyone at Bethesda actually plays Fallout 76.