User:Xuanlong41470

"Denham's Dentifrice; they toil not, neither do they spin..."

Do we all really need user pages? Oh hell yes!

9/11 - Arggghrgh. I need to reincorporate the cyborg perk. I didnt know that +10% is always 10DR pts. The description for the perk is a bit misleading since... well say you're wearing just a 100% CND leather armor. Your DR would be 24. With the perk, it's 34. If it were a +10% increase, it would be 26 (rounded down). But it's 36 instead. So it's technically a +10DR to your base DR since your DR would be 10 without any armor. Same goes for toughness. I found that the description says +10%. What is is with %s? Like some perks require X%. wtf?

9/11 - Ugh. The second journey's started so there's no go for me. I think ill return to aiding the NPC overhaul when GotY comes out. I can get more sufficient info (from geck, searching files, etc) and get some much needed screenshots. I can then proceed to help with the add-ons NPC since they seem to be neglected more than FO3 NPCs. So oct. 13 (or something), I will return to editing.

Up Your Arsenal? Holy!
On a typical outing, I usually find myself carring:


 * Xuanlong Rifle - It should be called 01 Xuanlong rifle so it'll be at the top
 * 2-3 high condition Chinese Assault Rifles - They are used to repair my primary weapon
 * Col. Autumn's 10mm Pistol or the Zhu-Rong Chinese Pistol - Both have high damage and are good sidearms
 * 6 Frag Grenades - To take down them damn Regulators
 * 6 Pulse Grenades - To take down them damn robots
 * A3-21 Plasma Rifle - To take down them damn Radscorpions
 * 2 Bottlecap Mines - 1-hit kills with Demolition Expert Perks (3)
 * 6 Nuka Grenades - 1-hit kills with the Demolition Expert Perks (3)
 * Dart Gun - Cripple the limbs of faster enemies like Yao Guai, Deathclaws, etc.
 * Blackhawk or Victory Rifle - Something with a scope to kill from afar
 * Perforator - If only PS3s had DLCs
 * Plasma Pistol - When I find myself with 4000+ Energy Cells(they should be ammo for the damn Alien Blaster!)
 * Stabhappy - If I ever had to...

I never carry Melee, Unarmed, or Big Guns weapons. Melee and Unarmed are useless and Big Guns are quite heavy.

This Ain't no Armor of God

 * Ranger Armor - It gives nice bonuses like Vance's Longcoat, but I usually hotkey this item to quickly take it on and off. Most of the time, I'm just running around naked (fast, but naked). Jaime had the right idea...
 * Dirty Business Wear - For those speech challenges you need to pass
 * Lincoln's Hat - Again, for those pesky speech challenges
 * Vault 101 Utility Jumpsuit - For that nice +5 to Repair. Helps in the field, but I leave it at home if my Repair is 100
 * Chinese Stealth Armor - Why does Bethesda have to hate on the PS3? I'd bring it if it was possible.
 * Some random thingamabob - Protect my noggin, like a Power Helmet or the Ranger Helmet so it matches the armor
 * Ledoux's Hockey Mask - When in a pinch, it helps to have a 2nd rank of Action Boi

AID - Better Keep that S Off!

 * 2-3 Stealth Boys - If I need to do a little sneaking around, or if I'm getting destroyed, it helps to be able to stealthboy out of there!
 * All the chems and medicines I have allocated - They're weightless, so why not?
 * Alien Epoxy - Only if DLCs came to PS3
 * Quantum - If I had the Quantum Chemist perk. Oh. That's right. I don't! What a surprise!

Whatever Could be Left? Right?

 * Bring my bag of lotsacaps
 * Those bobby pins for some gangster lock-picking
 * Pre-War Money - It's basically the second Bottle Cap
 * All of my Ammo - It's not misc., but I just wanted to throw it in there

SPECIAL - We all are at Some Point
The goal is to make a really good character. Some people do it some ways, others, other ways. I do it... the right way...

RAWR!


 * STRENGTH - You'd be wise to choose 5. If you're a smart scavenger, you won't need a high STR. Most people would say otherwise, but they don't know the pun. As if were all in for it. But we need to keep that shit on the down low. So 5 is right.

I can see you!


 * PERCEPTION - 5 is good though you'll want to get the bobble head fairly early since some perks have requirements. It's a hell of a walk to the Republic of Dave, but you'll get some good exercise. Also, most headgear gives +1 to PER, so if you really need to sight enemies 2000 ft. away, cap your noggin. I'd say 5 PER is good for 20/20 vision.

I've been running for 200 hours!


 * ENDURANCE - END is nothing to lose sleep over. It affects your HP, RAD resistance, and poison(?) resistance. 5, again, is the way to go (so you'll have no weaknesses).

You'll give me your money, and you'll like it!


 * CHARISMA - This is probably the most useless of all attributes. It gives no non-skill bonuses (like carry weight and RAD resistance). It only gives skill puntos to the Barter and Speech skills. I'd suggest leaving it at 5 so once you get the Charisma bobble head, you can get the Animal Friend perk to get them damn 'Guai off your ass.

My IQ makes me better than you!


 * INTELLIGENCE - This is the first skill that will get an extra SPECIAL point. For every point you put into INT, you'll be able to distribute 2 more skill points upon leveling up. This is why you always see so many people bragging about how all their Skills are maxed out to 100. They invest into the INT. Go with 6 on this one. Also, go directly to Rivet City upon exiting the vault. Grab the INT bobble head in the lab so you will have those 2 extra points to give each level.

Can you see me sneaking up on you?!


 * AGILITY - This attribute is the real deal. It's time to seal the deal. Bring AGI up to 9 with the last of your SPECIAL points. You'll get more AP points for extra pwnage in VATS, and a high Small Guns and Sneak skill is never something to cry about. Just make sure you never raise an attribute up to 10 since it will make the corresponding bobble head useless.

''I just won the lottery... again!''


 * LUCK - This attribute is pretty important since it gives 1/2 a skill point to every Skill. With this said, you're going to want to strive for an even-numbered LCK. This is where the bobble head comes in. Also, a good LCK is a requirement for a particular good-ass perk.

Tagging Dem Skillz - The Ghetto Way?
I put the Skills that await to be tagged into three categories:

WEAPONS - Small Guns, Big Guns, Explosives, Energy Weapons, Melee, Unarmed


 * Don't go for Melee or Unarmed. They are quite useless even in the beginning of the game. Paralyzing Palm isn't even that good.
 * Explosives are O.K., but I wouldn't go there. They are generally hard to get in bulk. Shops offer maybe 2, 3 grenades?
 * Big Guns are heavy, so don't walk that route. Energy Weapons are great, but later in the game (when Raven Rock is destroyed).
 * If you haven't figured it out yet, go with Small Guns. You'll thank yourself later.

SUPPORT - Repair, Medicine, Sneak


 * Repair is extremely recommended, but listen to the other two too!
 * You get the Medicine bobble head while still in the vault, so your Medicine will already be pretty high. Don't tag it.
 * I choose Sneak so I can do some pick pocketing before exiting the vault. When you're at the exit, you'll definitely want to switch to Repair (so you can help good ol' Walter).

MISCELLANEOUS - Science, Lock-Pick, Speech, Barter


 * Do NOT choose Barter. Just use the two-items-in-the-vendors-inventory glitch and you'll have lotsacaps in no time. If you have been living in a vault for the past 200 years, see this:

http://www.youtube.com/watch?v=162v07WgkQ0&feature=channel_page

Orcidea is legit, so you can trust him and his videos. He's very smart when it comes to Fallout 3; he knows his shit. Check out his other videos and give him some props for his outstanding efforts.


 * Do not choose Science. Locks are much more common than terminals (unless you like hacking turrents).
 * I'd narrow it down to Lock pick and Speech, but there are two sides to the coin.

If you go to Rivet City first thing, choose Lock pick. You'll want to stick around and lock-pick the hell out of that place (everyone has a footlocker). This will always yield a level-up. Manage your skill points and carry on.

If you go to Rivet City solely for the bobble head, and then turn back to Megaton to do things in chronological order, you'll want to pick Speech since many speech challenges are present there (Gob, Nova, Moriarty, Leo, Doc Church, Burke, Moira, Simms, Jericho). You will eventually get a level-up with all those speech challenges (just make sure to quick-save!).

Either way, you can invest some skill points into the skill you didn't tag.

Perks: The Dos and Don'ts
I assume we are all good students and know what each perk does in advance, right?


 * Black Widow/Lady Killer - NO! This is a waste of a perk. A +10% DMG is futile, especially when you're limited to the opposite sex. Also, the dialogue choices are not exactly unique. Most yield the same result that passing a speech challenge would.


 * Daddy's Boy/Girl/Gun Nut/Little Leaguer/Thief/Iron Fist/Scoundrel - You can get 100 for every skill across the board without these perks. When you're early on in the game, avoid these perks and maybe get a few ranks of the Intense Training to boost INT for more skill points, or STR for more carry weight.


 * Swift Learner - You can get the same bonus by sleeping in the bed in your house. Don't take this perk, you dum-dum.


 * Child at Heart - It's even more worthless than Black Widow/Lady Killer. You're basically limited to kids. I believe there are only three or four instances where you can get a unique dialogue.


 * Comprehension - The first perk you MUST get. With this, you can max out all skills. Just think about it. There are 25 books for each skill. That's 50 points for each skill with Comprehension. There are 13 bobble heads, one for each skill. That's 60 points to each skill. Then there are 7 SPECIAL bobble heads which give 2 more points to the corresponding skills. So that means, in a nutshell, you will only have to get all your skills up to 38 before LV20, and everything will fall into place. I am aware that some skills have only 21 or 23 books, but level-ups will grant some skill points that can make up for lost skill books.


 * Educated - GET IT! You'll want mucho points to distribute at each level-up. They'll let you max out some skills before using a single skill book!


 * Entomologist - This one's up for debate. It can be useful in taking down radscorpions (and the albino ones with DLC), but I'm pretty sure we can all manage to pass this perk up, no? So don't get it.


 * Bloody Mess - Though quite entertaining, it has little usefulness. The +5% will only be useful to those weapons with high DMG like the MIRV.


 * Demolition Expert - Now were serious. You may not be able to get this perk immediately at LV6, but when you can get it, get all 3 ranks. It basically turns bottlecap mines and nuka grenades into 1-hit kills, even on very hard!.


 * Fortune Finder - It seems promising enough, but if you know about a certain glitch, you can perfectly get by without this perk.


 * Gunslinger - To the inexperienced, it seems pretty damn good. You get better accuracy with handguns, but chances are you'll be using something better than that 10mm Amata gave you by the time you start Take it Back, so pass this one up.


 * Lead Belly - A lame perk at its finest. Who the hell is going to slurp water for hours just to restore half of their HP? Not me, man! Use them stimpacks. There's a reason they're everywhere.


 * Toughness - YES! This is a great perk. It gives a base DR increase of 10. So even if you're butt-naked, you'll still have a DR of 10. Damn good!


 * Commando - We all like to go commando from time to time. This is a great time to do so.


 * Impartial Mediation - You don't need it... You don't need it... Especially since you know how to MAX THEM SKILLZ YHEA!


 * Rad Resistance - Rad-X and RadAway are ever abundant. If you're trying to prove your G-ness by getting to the front door of Vault 87, wear a Radiation Suit. Don't get this perk.


 * Scrounger - Get it. you'll always want more ammo. If you have too much of some ammo (lol, too much ammo?), sell it.


 * Size Matters - You don't need a tagging of the Big Guns skill when you already know how to max the skills, yknow?


 * Strong Back - If you seriously don't believe me in saying don't get this perk, I'll tell you how to be a smarter scavenger someday.


 * Animal Friend - Only get the first rank. It's great to get animals to stop raping you every 2 seconds. The second rank is pretty useless since animals tend to have the same enemies as you, so they'll attack regardless.


 * Finesse - YES! Since you're not always going to be sneaking around, you'll be getting this perk.


 * Here and Now - This is a big no-no. Only take it if you're trying to get an achievement or something. I mean... Who would want to lose a whole level of Fallout 3 goodness? Not me, man!


 * Mister Sandman - This pretty much ensures infinite XP. Do the special kill to kids. They won't die, so this process can be repeated, but will take a while...


 * Mysterious Stranger - Don't be a wimp and run from radroaches. Fight your own damn fights!


 * Nerd Rage! - You don't need it. Just use a thing of buffout for the extra STR. And chances are you won't be running around with less than 20% health.


 * Night Person - You can get by with Mentats.


 * Cannibal - Nope. You don't want people riding your ass just because you got the sudden urge of The Hunger.


 * Fast Metabolism - YES! This really helps out on any difficulty!


 * Life Giver - Don't do it. There's only one rank. And 30HP is not that much.


 * Pyromaniac - Do it! Who doesn't want a stronger Shishkebab and Zhu-Rong? Also, this will make the Nuka Grenade much more powerful. Those just caught in the blast radius could die, even on very hard!


 * Robotics Expert - Robots are very annoying. Putting them down is actually easier done than said. You'll find out since I know you'll be taking this perk, right?


 * Silent Running - MAYBE! If you long for unique apparel the humane way, there will be much reverse-pickpocketing. This really much be done quickly, and having a silent step will definitely help. Oh, and that +10 to Sneak is nice, boi!


 * Sniper - I don't even need to say why. It just sounds cool. So get it!


 * Adamantium Skeleton - It's useless. You won't need it unless you use the console to set up a fight with 100,000 Laszlo Radfords. Only then will reinforced limbs come in handy.


 * Chemist - This is really not worth it. Just use a second dose of the drug you were using.


 * Contract Killer - Hate to break it to ya, but there aren't enough good people in the Wasteland.


 * Lawbringer - This one's a maybe. If you accidentally kill all the water beggars and priests, there is no way of gaining karma (except with quests). Also, you can only get Plunkett's Valid Points with this perk.


 * Cyborg -


 * Light Step - Land mines and bear traps are nothing among the other things that will hurt you in the Wastes.


 * Master Trader - You don't need it with that one glitch!


 * Action Boy/Girl - Get it. More AP never hurt no one. Use with Grim Reaper's Sprint and Ledoux's Hockey Mask to maximize pwnage potential.


 * Better Criticals - Remember that good-ass perk I mentioned?


 * Chem Resistant - Pay for your addictions with caps, not perks!


 * Tag! - You won't need it with the maxing out of every skill.


 * Computer Whiz - If you know the terminal trick, you won't need this perk.


 * Concentrated Fire - It's good sometimes to kill from afar.


 * Infiltrator - You don't need it. Just pick your locks, don't force them.


 * Paralyzing Palm - No one in their right mind is going to work up to 70 Unarmed just for this perk. It is quite worthless since you have to be absolutely unarmed.


 * Explorer - If you've read Prima's guide, you'll know that it said you could fast travel to the places that are revealed. That is a big piece of cake. You cannot fast travel to them.


 * Ninja - Why bother? No one cares.


 * Grim Reaper's Sprint - This is the shit! Get it, and decimate the competition all the time, half of the time, all the time, every time.


 * Solar Powered - Quite useless since buffout exists. Also, you won't be in the sun very much.