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Nerd Rage on the other side was my personal surprise. I chose to go for it after i have maxed out pretty much anything else that gives damage boosts and i did not really expect much from it despite being a rank 10 perk.
The effect however is just cool, i rarely heal myself up during fights and if Nerd Rage triggers it's usually what ends the confrontation i am currently in, giving me back some hp and leaving me with a smile on my face.
http://www.carlsguides.com/fallout4/special/perception/penetrator.php
Since you obviously didn't read the perk tooltip all that well.
Aquaboy is the best perk ever, though. The second rank of solar powered is also pretty sweet. Never worry about rads again.
-affects useless .38 ammo twice
-doesn't affect half of the ammo types
-4th rank does literally nothing
Kind of all of the non-combat ones were underwhelming because of the total lack of unique dialogue for perks
RRRRRRRRRRRRRRRRRRRAAAAAGEEEEEEE
Pack Mule is worth every point spent though.
Gun Nut I left at level 1 and have not felt any need to increase it as all the mods I've wanted I've salvaged from vendor weapons or dropped weapons (perfect modded every legendary weapon I've found except my missile launcher and gauss - which both lack their top end scopes and nothing else). It would be useful for settlement defenses except you only need level 1 for the heavy turret which is the best one if you don't hack build limitaitons.
Ninja is great if you have the supporting sneak skills.
My favourite by far though has been Demolitions Expert. The rank 2 grenade arc makes them very accurate - to the point that I can put a grenade through a distant window and clear out multiple targets inside a room. The blast radius buff at rank 3 makes mines and grenades more efficient by improving the number of targets they hit. The final rank though - double damage when you blow a mine/nade in VATS, is glorious. I play a sabotuer build (sneak + demolitons) so sneaking around an enemy base placing and then disarming mines, then moving to a vantage point and detonating them with a rifle works out pretty well. Those 2k damage bottlecap mines don't mess around. Throwing a nuka nade at a charging deathclaw then popping it in vats will generally kill it. Also, mines tend to do devestating leg damage so what little can survive them is generally crippled after. Demo Expert 10/10 favourite perk would nuke again.
The new version has a terrible range and is a serious PITA to try and activate while something's trying to eat my face and Dogmeat is tackling it, plus critters tend to run in packs, so even if you pacify one, there's still 2 more on top of you.