Talk:Implant GRX

A few notes
It appears that the "lasts 2 seconds, lasts 3 seconds" bit is actually from normal time. Turbo time slows this down to be quite a large amount longer. Also, from my testing the chemist perk DOES affect this, so it can be assumed that fast times and day tripper do as well.

However, as it has no addiction affect it doesn't help to build day tripper or fast times.

And yes, it cannot be keyboard bound (yet, hopefully someone will add a mod) but 10 free turbo's a day is quite a nice deal for 2 perk levels, especially if you're like me and enjoy rounding up a large number of enemies to wipe out with one well-timed C4 explosion/Meltdown Laser blast!

Looking at the geck here, the item is classified as a chem, so day tripper, chemist and Logan's Loophole works, bringing it to about 16 seconds of slowdown on rank 2, no addiction chance. Fast Times, however, does not work. Turbo with Fast Times, chemist, day tripper and Logan's Loophole lasts about 21 seconds. Disconsidering Logan's Loophole, the perk is worth it. Turbo is quite rare and has a high addiction rate, and most people prefer not capping at lvl 30.--BSMaker 21:12, July 20, 2011 (UTC)

I went a head and edited the main page to take into accout Fast Times doesn't effect the duration. --LordVukodlak 08:40, July 21, 2011 (UTC)

I was going to say BSMaker, it's impossible to have anything other than Rank 1 of this perk with Logan's Loophole. Afterall, Logan's caps you at 30, the level at which this perk becomes available.

Also, can I have some confirmation that this perk DEFINITELY isn't affected by Fast times? I know it doesn't add to the fast times counter, but it's still listed as a +1 TURBO effect. Doesn't fast times affect anything with TURBO?

Steve

oh, my mistake then. Also, it definitely isn't affected by fast times. In the GECK, the drug turbo lasts 3 seconds, and there's a check to see if the player has fast times. Then, it lasts four seconds. The item given by the implant grx perk does no such check.--BSMaker 17:40, July 21, 2011 (UTC)

Does Turbo and the GRX stack?
Meaning will time be slowed down to 33%, then down to 11% of normal time? AR700SAW 23:17, July 25, 2011 (UTC)

Durations
Just thought I'd post these up:

2 seconds (standard duration at rank one) x 5 (all uses with rank one) = 10 seconds. This is with the game clock, and because the game clock is slowed down to about 0.33, you get 30 real-life seconds.

3 seconds (standard duration at rank two) x 10 (all uses with rank two) = 30 seconds. Once again, pretty much times it by 3 for the real-life time (90 seconds).

Day Tripper: I believe it adds 33%, so:

2 seconds (standard duration at rank one) x 1.33 (Day Tripper) x 5 (all uses with rank one) = 13.3 seconds. Times 3 again for real life time = 39.9 seconds.

3 seconds (standard duration at rank two) x 1.33 (Day Tripper) x 10 (all uses with rank two) = 39.9 seconds. Times 3 again gives you 119.7 seconds.

Now add in Chemist as well as Day Tripper (Chemist doubles the time chems last, so:)

2 seconds (standard duration at rank one) x 2 (Chemist) x 1.33 (Day Tripper) x 5 (all uses with rank one) = 26.6 seconds. Times 3 again gives you 79.8 seconds real time.

3 seconds (standard duration at rank two) x 2 (Chemist) x 1.33 (Day Tripper) x 10 (all uses with rank two) = 79.8 seconds. Times 3 again gives you 239.4 seconds real time. AR700SAW 23:18, July 25, 2011 (UTC)

I am so happy they made this a perk!
This perk was possibly one of the most helpful things i got from this dlc. When there is any situation that i am out numbered and over powered, i just take 3 or 4 of the implant and i cant take out anything easily.

Yeah, seems like a nice perk, though I never got to use it because I didn't see it until I was a level 43...and I had an Endurance of 6...Ezekiel Genzuro 13:42, July 26, 2011 (UTC)

Test results
I've been doing some tests regarding extension of duration with chem related perks, such as chemist, day tripper and the trait logan's loophole.

The results were calculated with ingame minutes time.

Basically using the implant (rank 1) having day tripper, and logan's loophole gives you about 3 minutes of ingame time. Let's consider the fact that logan's loophole will only allow you to get rank 1 of the perk since it locks you on level 30. Using the implant, plus day tripper and plus chemist and having logan's loophole ended up in 5 minutes of ingame time.

Without logan loophole and being able to level up normally, getting chemist, day tripper and rank 2 of the implant gives you 4 minutes of duration of ingame time.

This is basically an exchange on how you want to play: logan's loophole and the related perks will make the implant more efficient per use, but you only get 5 uses of it. In exchange, leveling up normally without logan loophole, getting both ranks of the implant and the chem related perks will last less, but you can use it 10 times a day, which, comparatively, gives you a lot more turbo time/day.

In the end, hardcore-pro players that pick the loophole trait, that don't want the game to become "too easy" and being able to max all skills may find in the implant a good perk overall. But of course for max efficiency if you level up normally using both ranks will give you much more free turbo usage each day.


 * personal opinion: in my playstyle, without logan's loophole I find using both ranks a waste of perks since when you reach level 30 making massed real turbo and removing the addiction is quite easy, specially since getting a high level of science is easier with the extra amount of science books added, and with chemist-day tripper-fast times combo, the duration of each usage is quite long; Also this affects all consumables and not just turbo. But of course this is a personal opinion based on my playstyle, a more grunt and not science based character may find these perk priceless.

Neosym 17:29, August 11, 2011 (UTC)

Activation?
How do you activate the implant? Is it just a bunch of Turbo's in your inventory or is it an item that you have to click on? Captain Bradman 00:05, August 15, 2011 (UTC)
 * Uses of Implant GRX are added to your Aid section. To prevent you from removing them from inventory (which could lead to exploits), they are tagged as quest items. This unfortunately makes it impossible to hotkey them.

Restock
I have had the level 1 perk implant for some time, i think the page information may be wrong, i never get the refill at 12:00, it usually is once a day but i dont know what pattern it uses since the time always changes. Does anyone know about this?


 * Fixed (for now). It seems to vary. Possibly based on the in-game time when you actually take the perk, which may be when the timer starts. --FourWayDiablo 15:08, August 31, 2011 (UTC)

Verification
Technical: Turbo is an actor value in the game that is treated as a Boolean true or false argument for the effect, and works only for the player. When the value is 0 (false), the effect is not active. When the value is any positive integer (true), the effect is triggered and it causes the world to slow to 35% speed while the player's actions remain at normal speed. When used, Turbo (the chem) increases turbo (the value) by 1 for its duration. This is a positive integer, so the effect is triggered. If you were to take Implant GRX and Turbo (chem) at the same time, you'd end up with a turbo (value) score of 2. This is also a positive integer, so the effect is triggered. Any positive value is still true, so the effect of combining them will be the same as if you'd taken only one. They're treated as separate chems, so their durations won't stack and their timers will both run if both are active. Because you won't get doubled slowdown, it would be wasteful to try using both at once.

Non-technical: You can remove the verification tag. The note about Implant GRX and Turbo not stacking is correct.--SushiSquid 21:57, September 12, 2011 (UTC)
 * Uh... wow. Apparently turbo does not work only for the player. Try using the console to give other actors a turbo value and they start moving crazy fast. I guess turbo works on anything. It's still a true/false though.--SushiSquid 22:00, September 12, 2011 (UTC)

Confirmed. Tag removed. I think it raised a flag because the effect is unusual compared to other stacked chem combinations. --FourWayDiablo(talk) 12:38, September 14, 2011 (UTC)