Forum:Stacked regeneration rate?

I just reached lvl 20 but was not sure that the Solar powered perk stack with the Phoenix monocyte breeder implant. If anyone already knows whether they do or not, please tell!

Raktskjutarn 18:04, October 6, 2011 (UTC)

Don't bother with the solar powered, unless you need the +2 strength, you regenerate like a snail, the monocyte breeder is 1hp every 5 seconds, so pretty much wait for 4 hours and you'll be at max health. --Felix Brehh User Avatar talk.png 03:03, October 9, 2011 (UTC)

Yep, they stack. It makes the regen noticeably faster during the day. I would disagree with the poster above--Solar Powered is actually useful since it combines two semi-useful bonuses for the cost of one perk. --DeadlyPrey(talk) 23:15, October 9, 2011 (UTC)

Solar powered it is, then! I have used them both in all my runs, I think, but I never knew whether or not they stack, and since I am doing a no-death run now, I want to use perks and the such that are most likely to aid me in surviving. Is Dead Money without the regen implant and solar perk noticeably more difficult, btw?

Raktskjutarn 21:16, October 10, 2011 (UTC)

I've never done Dead Money without either both or just monocyte breeder. If you are playing hardcore, you'll still lose a bit of health when outdoors, but the health regen mostly cancels it out. Regardless, once you have retrieved Christine (i.e., discovered the auto-docs and gotten the codes for stimpaks), I think you're pretty much in the clear as long as you don't get reckless + make sure you don't get buttraped by the holograms. --DeadlyPrey(talk) 01:33, October 11, 2011 (UTC)

well, since i am currently doing a no-death run, i'm going to take the safer way and use both solar powered and monocyte breeder. furthermore, i shall not start dead money until i have reached lvl 32, so i can use the turbo implant to get past the interfering radios easier.

Raktskjutarn 20:29, October 11, 2011 (UTC)


 * Good call. Might wanna take Stonewall and/or Hit the Deck as well. I'm kinda assuming you've already taken Toughness. --DeadlyPrey(talk) 23:10, October 11, 2011 (UTC)

O, aye - I take Toughness as soon as possible; both ranks. Stonewall is indeed a good choice, but I seem to recall spec:ing in a way last run that prevented me from taking it. I shall see what I have to do to be able to choose it. Same goes for Hit the deck, but that one needs a pretty healthy stat in explosives, right? Might be able to afford it later on. O, yeah; and I just died again - didn't even reach lvl 6. Tried to gain the BOS alliance without Veronica and without the speech skill to convince ranger Dobson to get out of the Hidden valley. He sure gets pissed when you try to slip him the ol' Shady Sands Shuffle. ;D I'll start over again tonight. =)

Raktskjutarn 13:49, October 12, 2011 (UTC)


 * Heheh. You might wanna plan out what perks you wanna take beforehand a little bit and make sure you're gonna be able to take 'em. Stonewall will defo be useful moreso for the fact that certain enemies that like to continue to wail on you once you're already down will not be able to do so than for the DT bonus (which is still nice regardless). Stonewall does require a bit of investment in your explosives skill, but I consider it worth it--espesh if you use explosives at medium range yourself--and it could help you out significantly vs. gas bombs and mines (though you could mostly take advantage of God's perk to sidestep mines).


 * Goes without saying that Light Step could really be handy as well. Even if you think you know the location of every mine in the game, they can still clip into the terrain and be impossible to disarm. And them satchel charges can be a proper bitch! --DeadlyPrey(talk) 17:00, October 12, 2011 (UTC)

Yah, I have them written down all the way to lvl 50, more or less. Although, since I have spec:ed a bit different each time (this morning was my third attempt) to see if other tactics work better, I may have to edit the list somewhat. I will go for unarmed this time as well, though. About mines and the such, I'd rather rely on my being cautious than on a perk - in all these three no-death run attempts, I never died from enemy traps. In all three I died out of neglecting danger. This time will be different!! T,T I,,,

Raktskjutarn 22:24, October 12, 2011 (UTC)


 * Whatever works for you. Personally, I'd try to take whatever would give me an edge in minimzing damage or bypassing it completely. It would be devastating to get done in by a mine while you've gt 80 hours in :)


 * I'm gonna try one o' these no-death runs next time I start a new character. I definitely need a way to add some real excitement back into the game, personally. --DeadlyPrey(talk) 04:33, October 13, 2011 (UTC)

You are right, indeed. However, I'd have to invest a rather substantial amount of skill points in Sneak to be able to choose the no-step-on-mines perk (I don't use Sneak very much, so I forgot what it's called). Do tell how you would spec your up-and-coming character if you want!


 * Yeh, 6 0r 7 in both PER and AGL iirc to take Light Step, and it's not especially useful in the core game, only the DLCs. Rank 1 of Animal Friend is another one I like but I can't bring myself to invest that much in Charisma unless I'm feelin' exploity.


 * Not 100% sure what I'm gonna take. I had wanted to take the trait that sets your level cap at 30 next time around so maybe I'll merge these two self-imposed challenges into one and do it in hardcore. I'm having fun with my current explosives-focused character so I will probably take all the expl. perks (minus splash damage which makes the lovable fat man pretty impractical to use since I generally end up killing myself). So for me--two ranks of Toughness, Adamantium Skeleton, Hit the Deck, Stonewall, Grunt, three ranks of Dem. Expert, Heave Ho, Mad Bomber, prolly take Comprehension, & nfi what else. Probably put 1 point in Charisma and put extra points in STR and END, 4s or 6s in everything else. --DeadlyPrey(talk) 17:59, October 13, 2011 (UTC)

Well, 6 in both PER and AG shouldn't constitute a problem, since I started with 5 and 6 in them respectively and will be able to buy the implant for PER. But Animal friend is that useful, you mean? Man, I should really try to play differently sometime. I always seem to spec in rather similar ways. It's kind of hard to digress from what one feels is the more natural way to play. I tend to want to be able to open/hack things as fast as possible, focusing on lockpicking/science/repair/speech. However, I doscovered just a few runs ago, that Survival was surprisingly useful...although I just can't seem to let it take points from aforementioned skills. I am really stuck in my way of playing. XD

Did you ever focus on the AP-enhancing perks? I have been wondering whether they are worth taking for quite some time now...and apparently I am not one to try something new. XD (in this run, however, I deem that a virtue, seeing taking risks takes me all too close to a not only possible but plausible death)

Raktskjutarn 12:10, October 14, 2011 (UTC)

I think rank 1 of Animal Friend is useful just for the fact it includes nightstalkers, and since they're everywhere in OWB it gives you a huge benefit. Rank 2 is far less useful imo since there aren't many occasions where creatures are going to be significant allies, plus it just doesn't seem to work out that there are many animals in close enough proximity to other hostile groups.

I get stuck in my ways, too. I used to always take Jury Rigging but then I realized it was more cost effective to just hoard repair kits and sell off my unneeded weapons. Lockpick is another thing I learned I don't really care to put a lot of points into--just not enough hard and very hard locked containers to make it worthwhile imo. I prefer to put my points into combat skills so I'm not worrying about using skill magazines and other items as soon as a fight breaks out. I agree with you on survival though, especially on hardcore, very useful.

I've tried out all the AP enhancing perks. More AP is certainly useful for everyone at some point, but whether or not its worth spending your perks on depends on your playstyle. If you're primarily a sniper, for instance, I'd consider Action Boy a wasted perk even if you take Sniper and Commando to go with it. Some weapons that you may favor just don't lend themselves to a VATS heavy playing style. If you favor pistols, SMGs, and rifles, I'd say give it a shot and see how you like it. Otherwise, there's so many ways to boost your AP with chems etc. in the chance you need it. --DeadlyPrey(talk) 14:29, October 14, 2011 (UTC)

Aye, the Night Stalkers can indeed be quite bothersome. It was the Legendary Night Stalker's pack that got me on my first no-death run attempt as they rammed the pile of plasma mines I had placed right under my very own feet. ...damn, those fuckers are fast. -______-

Hmm, you might indeed be on to something, there. I have for quite some time now idolized that very perk, but gathering the essential components for weapon repair kits is really not very hard work at all - especially so in OWB, where the components literally cover the ground AND can be traded for junk in the Sink.

Well, I tend to favour Unarmed and Energy weapons (mostly because of the unique Gauss rifle, which kills off more or less everything in two rounds), but I remember now my most experimental run (in which I actually discovered how good the Unarmed skill is), where I focused, weapon-wise, on Unarmed and Explosives, which proved to be quite lethal...I should really put more points into Expl, I think. My reluctance to do so this far is mostly due to the relative danger to hurt oneself, I guess - and in a no-death run, one doesn't want to take any unnecessary risks.

Raktskjutarn 20:39, October 15, 2011 (UTC)

I don't think one rank of animal friend is worth spending 6 points in charisma, points that could go to endurance. Even nerd rage would be better than that. I like unarmed/melee because it is fun, not because it is safe. Explosives are not the safest thing to use either, as you have learned. For a no-death run, I would want to kill everything from a distance. Silently if possible. You should tag repair and try to get Light Touch for level 2, Comprehension for level 4 and Hand loader for level 6. Get the sniper rifle from McCarron asap. With that rifle, Vance's 9mm and Chance's knife your pretty much set for a fight at any distance and all can be had early as you know. I had a Guns skill of 70 by level 8. Go on a book hunt as soon as you get done with Sunny; I got almost all of them by level 8. Hit some of the sacked caravans for loot to sell and gamble at the Wrangler so you can get your implants and the .308 supressor fast. I LOVE silent running, it makes sneaking not such a nusiance and helps in getting sneak criticals or just avoiding trouble. Check my profile page for my build and see if any of it works for what your trying to do. STAY ALIVE Squalor 01:27, October 16, 2011 (UTC)

DeadlyPrey; NOW I remember why I like Jury rigger so much - it's more or less crucial when you use the Remnant power armor; and this aforementioned armor I always use!

Squalor; Those were indeed interesting suggestions - I shall investigate them. But yes, I agree in the folly of putting points in Charisma, when they could be used for Endurance. END is imo the most important attribute of them all. Unarmed can be relatively safe, though; you just have to make the enemy come to you (which they tend to do) and hide behind something as they approach. As soon as they are within fists range, they have no chance if you have spent a sufficiently healthy amount of skill points and perks into this rather amusing skill. ;)

Raktskjutarn 21:39, October 16, 2011 (UTC):quote "As soon as they are within fists range, they have no chance" unless your facing a half dozen Nightstalkers, then it's Turbo time. Seems like doing Old World Blues early could help your goal. There are all those science-boosting items and sensor modules that can help you build Auto-Inject stimpacks. You don't have to do all quests, just get the books, some good stuff and have the stats to get out. Squalor 23:36, October 16, 2011 (UTC)

@Raktskjutarn Aye, Jury Rigging has its advantages, but with all the money you can make fixing up pricey weapons with your cheapo repair kits, you can afford to have your swanky armor patched up professionally should the need arise.

I'd say unarmed and melee are pretty safe, as the brainless enemy AI always comes to you as you said. If you're quick, you can just whack away without taking much if any damage just circling around 'em. Just as long as you don't bring a knife to a gunfight so to speak.

I'd have to say Silent Running seems pretty much broken to me in NV, moreso in the DLCs than in the vanilla game.

I tried my first no-death run and got killed at level 5 when I was stuck in a VATS animation where nothing happened... by Geckos! --DeadlyPrey(talk) 14:00, October 17, 2011 (UTC)

XD XD XD They are indeed fools, those npc:s! I would welcome an upgraded AI in the manner that npc:s with firearms hold their positions and/or run for cover from where they can shoot bullets or other appropriate inanimate things. I'm no wizard, but that shouldn't really be much harder to program, right? On knives to gunfights - I have now the Ballistic fist, which more or less is the best Unarmed weapon in the game (although, I haven't compared it to GRA or LR weapons yet). I just love how it makes even the Deathclaws fly high in the air. =D

How do you mean they brokeded* the Silent Running perk? I didn't use it in Fallout3 much and don't think I ever tried it in NV.

But hey, if you die from a bug-thingy you shouldn't really consider it a death. Prolonged VATS mode happens to me sometimes as well. Should I die in such a situation, where I'd be able to make it had one only been released from VATS, it is MADNESS to consider it a death! Keep playing, mate! O,o I,,,

I am now lvl 19 and have bought all implants from Usanagi except CHR, since my END is not high enough for that last one. I am trying to finish Veronica's mission and then I shall complete BOS mission to be able to wear power armor, and as soon as I feel ready, I'll go to the Deathclaw promontory for the Remnant PA.

Raktskjutarn 20:56, October 17, 2011 (UTC)

I'm hoping they tweak the enemy behavior a little bit for Fallout 4. Occasionally that one guy with just the pool cue will run away from ye when ye kill all his raider friends, but other times he's just as happy to run straight into your light machine gun fire, no problem :D Sorta stupid. They should be utilizing cover.

My experience with silent running is that enemies seem to have pretty high perception with or without, even if your sneak skill is maxed out and you use a stealth boy. Your icon changes to [CAUTION] even if you're not directly in anyone's line of sight making it impossible to get sneak crits, although it doesn't necessarily turn to [DANGER]. Seems like this is especially a problem with the DLCs because you have baddies randomly spawning around you in certain locations or you're in tight corridors or whatnot. Haven't actually tried it in Lonesome Road yet but my guess is it's about the same even though the spawns aren't random, enemies still seemingly appear out of nowhere once you enter their cell.

Heh, I just ignored that glitchy death and continued on. It's rough though! Even pissy weapons like 9mm pistols and varmint rifles take off a considerable amount of your HP at low levels. I don't think I gave myself quite enough endurance to get the charisma implant either. I let my guns do the talking anyway. --DeadlyPrey(talk) 17:06, October 19, 2011 (UTC)

He's not stupid - he's brave!! XD But yes, a tweaked AI would very much enhance the fallout experience. Think about it - you're traversing the wasteland, minding your own business, and suddenly you're under sniper fire...by a sniper who, seemingly ivisible (since he's a sniper), actually stays in one place. =D

Aye, if you can't inflict sneak induced crit hits, much of the meaning of sneaking is lost, I guess.

Ah, yes - one should never neglect END (imo). Especially since it dictates how many implants you can buy...and I don't like to waste perks on Intensive training. So, how far have you come now?

Raktskjutarn 21:49, October 19, 2011 (UTC)

Yeh, I usually set endurance to 9, but since I'm doing the Logan's Loophole run, I decided to max out intelligence from the start, so I went with 8 endurance. Still enough to get all the other implants, but Charisma isn't gonna do much for me so that'll probably be the last thing I buy. I also decided to skip Comprehension, which I've never done. I dunno how wise that was in the long run but it's gonna force me to be more judicious with skill point allocation. Pretty sure I got double the bonus from "Skilled" though cuz I selected it in the beginning and when I left Goodsprings.

Haven't really accomplished much further this week since I've been all wrapped up in BATMENG! After that I'll prolly go back to NV, letcha know how that turns out. --DeadlyPrey(talk) 15:55, October 22, 2011 (UTC)

Wow, is this an attempt to make it hard as hell? It sure seems so. Did you calculate how many skills you will be able to max out? But yah, CHR is more of a luxury - not a necessity. I really should start taking points away from it when I create a character. I guess I'm reluctant because I still think it's better to be a good person (Speech), even though it's just a game. I mean, I even turn off radios I find in the wasteland if no one is there to listen to them, since one shouldn't waste energy. ^^ What is you plan with this Logan's Loophole run, btw? Why are you doing it, I mean?

Raktskjutarn 21:51, October 22, 2011 (UTC)