History GameBreaker / FallOut

4th Dec '17 7:23:49 AM InterLoper
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* Blade of the West is a smaller, cleaner, faster and stronger version of the [[{{BFS}} Bumper Sword]]. While it having the largest base DPS among the bladed melee weapons is offset by massive strength and skill requirements, it still knocks the target down on critical hit and has a 1.5 critical chance multiplier. So, if you have 20% base critical chance, 30% of your hits will result in knockdown. Super Slam perk adds another 30% on top of that, and given how fast the damn thing swings, you can probably knock out cold anything up to and including a Legendary Deathclaw within the first second of spamming attacks and then brutalize it while helpless on the ground, even if you don't quite meet the requirements. When combined with admirable reach, this also makes it excellent for crowd control. And you can easily acquire one in Hopeville base HQ with a tiny bit of SaveScumming before entering - the Marked One inside has about 1/3 chance of spawning equipped with the blade.
16th Nov '17 7:00:10 PM Whyareall
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* Chems have become massively effective in this game thanks to chemistry crafting stations and certain perks. The most noticeable change is with Jet, one of the more common chems. In previous games all it did was boost your AP for a short time. Good, but not great compared to the rarer stuff. Fallout 4 tweaks it so that it now behaves like [[BulletTime Turbo]] (a GameBreaker itself from New Vegas mentioned above) without the rarity to restrict it. Even better, players can now mix it with other potent chems like Psycho and Buffout for a truly devastating cocktail. Still not good enough? Take the second rank of the Chem Resistant perk and you won't even have to worry about addiction, which turns these dangerous drugs into magic potions with no real drawbacks. Aside from a few rare situations (like when an enemy has a Fatman or hostages) a handful of these boosted chems and a gun with a lot of ammo/a large stash of grenades are all you'll need to clear the room.

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* Chems have become massively effective in this game thanks to chemistry crafting stations and certain perks. The most noticeable change is with Jet, one of the more common chems. In previous games all it did was boost your AP for a short time. Good, but not great compared to the rarer stuff. Fallout 4 tweaks it so that it now behaves like [[BulletTime Turbo]] (a GameBreaker itself from New Vegas mentioned above) without the rarity to restrict it.it (technically, this is equivalent to its effect in Fallout 2, where more AP meant you could do more things in the same combat turn, but even then it was extremely addictive). Even better, players can now mix it with other potent chems like Psycho and Buffout for a truly devastating cocktail. Still not good enough? Take the second rank of the Chem Resistant perk and you won't even have to worry about addiction, which turns these dangerous drugs into magic potions with no real drawbacks. Aside from a few rare situations (like when an enemy has a Fatman or hostages) a handful of these boosted chems and a gun with a lot of ammo/a large stash of grenades are all you'll need to clear the room.
22nd Oct '17 4:52:26 AM CynicalBastardo
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* Having a high enough Speech skill is a good way to talk your way out of a ridiculous number of situations. ''[[TalkingTheMonsterToDeath Including getting both the NCR and the Legion to stand down]]''
7th Oct '17 11:02:19 PM ApeAccount
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* The Legion dropbox, while not a weapon, can easily eliminate any limitation on the player resulting from not having enough caps. While you need to start off following the Legion path to get the quest "Caesar's Favour", even if you then side against the Legion the dropboxes will continue to be replenished every three days (you just won't be given the quest to go and find them and so will need to remember where they are). They contain denari (equivalent to 940 caps) and extra goodies as well. It's entirely possible just to fast travel somewhere else "wait" three days and then travel back and get them again over and over again. It quickly becomes trivial to buy anything for sale/get any equipment repaired to full strength.
17th Sep '17 11:36:18 AM thatother1dude
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* The title you gain after becoming the New Reno boxing champion reduces normal damage (anything except laser, plasma, fire, explosives, electrical and EMP) by 12 points, which adds to any armor you wear. The calculation is made for each bullet (you can get hit without armor by a minigun blast ''for no damage''), and the only endgame enemies who use laser or plasma are non-military personnel (low HP and no armor) and the end boss.
25th Aug '17 10:51:19 PM ABNDT
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\n* The Robes of Atom's Devoted, which you receive just for joining the Children of Atom and going on a short hike, at first glance appear to be little more than a recolor of the basic Children of Atom robes, offering modest radiation resistance and little else. What the robes' stats don't mention is that the resistance they offer scales with your current rad accumulation, topping out at a resistance value north of 2,500, which makes you effectively immune to environmental radiation. Unfortunately, your maximum health is reduced by 80% or more at this point, making the protection AwesomeButImpractical. If, however, you push your radiation exposure even further, say, by drinking irradiated water, the robes' true game-breaking ability kicks in: radiation poisoning ceases to reduce your maximum health ''at all.'' A character who wears the Robes of Atom's Devoted at all times can run around with 100% radiation and not a care in the world, apart from the minor InterfaceScrew of having their health bar covered by red. Using the robes in conjunction with Far Harbor's various means of powering oneself up through rads is just gravy.



* The Aeternus Gattling Laser. Normally, Gattling Lasers are the pinnacle of AwesomeYetImpractical due to consuming Fusion Cores. Aeternus, however, is a Gattling Laser with the Never-Ending Legendary effect that, due to how the Gattling Laser works, functions as the name of the effect would imply. While firing the Aeternus for the first time consumes a portion of the Fusion Core's power, that's it. From that point onward, the gun will simply ''[[BottomlessMagazines not consume ammo]]''. Getting it is tricky (completing [[GladiatorSubquest Amoral Combat]] until the Rogue Knight spawns) but once you have it, there isn't much that can stand in your path.

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* The Aeternus Gattling Gatling Laser. Normally, Gattling Gatling Lasers are the pinnacle of AwesomeYetImpractical due to consuming Fusion Cores. Aeternus, however, is a Gattling Gatling Laser with the Never-Ending Legendary effect that, due to how the Gattling Gatling Laser works, functions as the name of the effect would imply. While firing the Aeternus for the first time consumes a portion of the Fusion Core's power, that's it. From that point onward, the gun will simply ''[[BottomlessMagazines not consume ammo]]''. Getting it is tricky (completing [[GladiatorSubquest Amoral Combat]] until the Rogue Knight spawns) but once you have it, there isn't much that can stand in your path.
15th Aug '17 7:00:21 PM VeryMelon
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* The Disciples Blade weapon class is the most powerful "fast" attacking melee weapon in the game. With the right perks, each normal swing will do as much as 450+ damage per hit. This weapon type is what you get when the Super Slegde's damage is combined with the dps of a combat knife.

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* The Disciples Blade weapon class is the most powerful "fast" attacking melee weapon in the game. With the right perks, each normal swing will do as much as 450+ damage per hit. This weapon type is what you get when the Super Slegde's Sledge's damage is combined with the dps of a combat knife.
31st Jul '17 4:21:19 PM TravisTouchdown
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* The Gamma Gun, the WeaponOfChoice of the Children of Atom, trivializes any encounter against any non-radiation resistant enemy. Rather than dealing actual damage, it inflicts the same maximum health penalties that radiation causes to the player, complete with instant death at 1000 Rads. With the Deep Dish weapon mod, it's possible to deal over 150 Rads per shot, making it possible to drop any non-resistant target in just seven shots-- which less than a full magazine's worth of Gamma Rounds, fired from an automatic weapon. With two ranks in the Nuclear Physicist perk (already extremely useful for extending the length that a Fusion Core can be used for Power Armour or a Gatling Laser), it's possible to double the radiation damage, reducing the necessary number of shots to a mere ''4'' with the Deep Dish, regardless of the target's actual total health. Best of all, this bypasses the healing caused by the Mutation of Legendary enemies-- since their maximum health is neutered by the radiation, they can only heal any actual health damage they managed to take in the process (which will almost certainly be minimal at best). While Gamma Rounds are hard to come by in the wild, it's definitely worth buying them from weapon merchants whenever possible.
31st Jul '17 8:27:56 AM Caps-luna
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* The Deliverer is an incredibly powerful unique pistol. The weapon is already the most powerful option for players wishing to use 10mm ammo, but that's not what makes it such a game breaker. No the fact that the weapon has an almost negligible AP cost in VATS is what makes it so overpowered. With the deliered you can easily fire off enough hits to fill the critical meter and have enough left over to switch to a powerful weapon and get a crit shot with that.
30th Jul '17 3:44:05 PM thatother1dude
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* The Automatic Rifle has good reload speed, good damage per shot, and good fire rate for high DPS. Its drawback is its high strength requirement and low accuracy. Its low accuracy doesn't matter at close range, which is what most fights in the DLC are, and enemies attacking in melee (like [[DemonicSpider Deathclaws]]) are ripped to shreds in seconds.

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* The Automatic Rifle has good reload speed, good damage per shot, and good fire rate for high DPS. Its drawback is its low accuracy, which is made even lower if you don't meet its high strength requirement and low accuracy.requirement. Its low accuracy doesn't matter at close range, which is what most fights in the DLC are, and enemies attacking in melee (like [[DemonicSpider Deathclaws]]) are ripped to shreds in seconds.
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