History Main / MinMaxersDelight

12th Aug '17 7:20:48 PM HighCrate
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*** Ballistic Weave is an armor modification for clothing that gives a ballistic and energy defense boost, with higher levels available the higher your Armorer perk is. It was seemingly included to let players wearing regular clothing instead of armor without being ridiculously fragile. In an apparent oversight, you can apply it to several clothes that are wearable ''with'' armor and even some '''hats''' (which grants the full boost, equal to what's provided by a low-tier '''power armor''' helmet), gifting massive defenses to any build with 3 STR for the Armorer perk. All you need to do to unlock it is a few early quests with the Railroad long before [[PointOfNoReturn being locked into their questline]].

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*** Ballistic Weave is an armor modification for clothing that gives a ballistic and energy defense boost, with higher levels available the higher your Armorer perk is. It was seemingly included to let players wearing regular clothing instead of armor without being ridiculously fragile. In an apparent oversight, you can apply it to several clothes that are wearable ''with'' armor and even some '''hats''' ''hats'' (which grants the full boost, equal to what's provided by a low-tier '''power armor''' ''power armor'' helmet), gifting massive defenses to any build with 3 STR for the Armorer perk. All you need to do to unlock it is a few early quests with the Railroad long before [[PointOfNoReturn being locked into their questline]].
12th Aug '17 4:11:21 PM thatother1dude
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*** Ballistic Weave is an armor modification for clothing that gives a ballistic and energy defense boost, with higher levels available the higher your Armorer perk is. It was seemingly included to let players wearing regular clothing instead of armor without being ridiculously fragile. In an apparent oversight, you can apply it to several clothes that are wearable ''with'' armor and even some '''hats''' (which grants the full boost, equal to what's provided by low-tier '''power armor''' helmet), gifting massive defenses to any build with 3 STR for the Armorer perk. All you need to do to unlock it is a few early quests with the Railroad long before [[PointOfNoReturn being locked into their questline]].

to:

*** Ballistic Weave is an armor modification for clothing that gives a ballistic and energy defense boost, with higher levels available the higher your Armorer perk is. It was seemingly included to let players wearing regular clothing instead of armor without being ridiculously fragile. In an apparent oversight, you can apply it to several clothes that are wearable ''with'' armor and even some '''hats''' (which grants the full boost, equal to what's provided by a low-tier '''power armor''' helmet), gifting massive defenses to any build with 3 STR for the Armorer perk. All you need to do to unlock it is a few early quests with the Railroad long before [[PointOfNoReturn being locked into their questline]].
10th Aug '17 5:33:58 PM thatother1dude
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*** Ballistic Weave is an armor modification that gives a ballistic and energy defense boost, with higher levels available the higher your Armorer perk is. The majority of light clothing and a small handful of hats in the game can be modded with Ballistic Weave, gifting massive defenses to any build with 3 STR for the Armorer perk. All you need to do to unlock it is a few early quests with the Railroad long before [[PointOfNoReturn being locked into their questline]].

to:

*** Ballistic Weave is an armor modification for clothing that gives a ballistic and energy defense boost, with higher levels available the higher your Armorer perk is. The majority of light It was seemingly included to let players wearing regular clothing instead of armor without being ridiculously fragile. In an apparent oversight, you can apply it to several clothes that are wearable ''with'' armor and a small handful of hats in even some '''hats''' (which grants the game can be modded with Ballistic Weave, full boost, equal to what's provided by low-tier '''power armor''' helmet), gifting massive defenses to any build with 3 STR for the Armorer perk. All you need to do to unlock it is a few early quests with the Railroad long before [[PointOfNoReturn being locked into their questline]].
6th Aug '17 10:13:07 AM thatother1dude
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** Mostly a theoretical exercise was [[http://www.dandwiki.com/wiki/Pun-Pun_%283.5e_Optimized_Character_Build%29 Pun-Pun]], a being that started as a lowly Kobold and ends as... well, the most powerful being in the multiverse. Its exploits are based upon the ability "Manipulate Form" that is [[MyRulesAreNotYourRules exclusively posessed]] by a certain NPC species, which allows them to grant ''any'' ability to one of their servant races ("scaled ones" like Kobolds). With feats from some other books, Pun-Pun can assume the form of this species and gain their ability, which he then uses to give his familiar an ability called... Manipulate Form, which the familiar uses to give it back to Pun-Pun after the latter has returned to his original form. From that point, the game becomes a slog through any and all splat books, searching for ever more powerful abilities that can be bestowed. As Pun-Pun's creator mentioned in the page quote, Pun-Pun is a purely theoretical construct, akin to a chess problem ("White to play and achieve omnipotence in five moves") and very much ''not'' meant to be played.
6th Aug '17 8:41:10 AM thatother1dude
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*** The Gifted Trait gave you one point towards each of your SPECIAL stats at a cost of 10 less to all skills at the start and 5 fewer per level. Not only is the actual per-level point penalty only 3 (because you gain 2 per level more from the extra point of Intelligence), but there are far more skillbook powerups throughout the game than PIP-Boy stat powerups.

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*** The Gifted Trait gave you one point towards each of your SPECIAL stats at a cost of 10 less to all skills at the start and 5 fewer per level. Not only is the actual per-level point penalty only 3 (because you gain 2 per level more from the extra point of Intelligence), but there are far more skillbook powerups throughout the game than PIP-Boy stat powerups. And since SPECIAL stats use a PointBuildSystem, you can reassign most of those gained stat points to Intelligence to get a net ''increase'' in Skill points.
2nd Aug '17 3:31:33 PM thatother1dude
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** The Gifted Trait in the first two games gave you one point towards each of your SPECIAL stats at a cost of some skill points per level. Not only does a 1 to each stat mitigate some of the skill point loss in and of itself (skill levels are based on stat levels initially, and higher IN gives you more skill points per level on its own), but there are far more skillbook powerups throughout the game than PIP-Boy stat powerups. The opposite Trait, Skilled, gives more skill points per level at a cost of reducing your Perk gain rate to 1 every 4 levels instead of every 3 levels... which is actually a ridiculously huge loss, since Perks provide unique bonuses like healing more HP with medical skills or vastly increasing the chance of getting a critical hit. Some perks gave free skill points, but the special effects were more powerful.
** Not to mention the Fast Shot and Small Frame Traits. Fast Shot makes all weapons (''VideoGame/{{Fallout|1}}'') or all ranged weapons (''VideoGame/{{Fallout 2}}'') fire faster at the expense of being unable to make called shots. Since burst-fire guns can't make called shots anyway, the drawback vanishes around the second town, and at high levels can be used with a few traits to dish out six critical hits each turn (which can very easily make for six kills each turn). Small Frame grants one stat point (which is keyed to Agility, but points can be manually redistributed anywhere) in exchange for reduced carrying capacity. Not so great in ''Fallout'' (followers aren't too bright and can't level up or equip better armor), but in ''Fallout 2'' you can get an NPC/Permanent Companion/pack mule in the very first town you enter.

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** ''[[VideoGame/Fallout1 Fallout 1]]'' and ''[[VideoGame/Fallout2 Fallout 2]]'':
***
The Gifted Trait in the first two games gave you one point towards each of your SPECIAL stats at a cost of some skill points 10 less to all skills at the start and 5 fewer per level. Not only does a 1 to each stat mitigate some of is the skill actual per-level point loss in and of itself (skill levels are based on stat levels initially, and higher IN gives penalty only 3 (because you more skill points gain 2 per level on its own), more from the extra point of Intelligence), but there are far more skillbook powerups throughout the game than PIP-Boy stat powerups. The opposite Trait, Skilled, gives more skill points per level at a cost of reducing your Perk gain rate to 1 every 4 levels instead of every 3 levels... which is actually a ridiculously huge loss, since Perks provide unique bonuses like healing more HP with medical skills or vastly increasing the chance of getting a critical hit. Some perks gave free skill points, but the special effects were more powerful.
** Not to mention the Fast Shot and Small Frame Traits.
powerups.
***
Fast Shot makes all weapons (''VideoGame/{{Fallout|1}}'') (''1'') or all ranged weapons (''VideoGame/{{Fallout 2}}'') (''2'') fire faster at the expense of being unable to make called shots. Since burst-fire guns can't make called shots anyway, the drawback vanishes around the second town, and at high levels can be used with a few traits to dish out six critical hits each turn (which can very easily make for six kills each turn). turn).
***
Small Frame grants one stat point (which is keyed to Agility, but points can be manually redistributed anywhere) in exchange for reduced carrying capacity. Not so great in ''Fallout'' (followers aren't too bright and can't level up or equip better armor), but in ''Fallout 2'' you can get an NPC/Permanent Companion/pack mule in the very first town you enter.enter.
*** Good Natured (which is also in ''New Vegas'') gives boosts to several non-combat skills while reducing all combat skills. The total number lost and gained are equal, so it seems like a fair trade. The thing is, most players specialize in one type of weapon while each non-combat ability has a separate use, thus it's a very significant net increase of the combined level of all the skills most will actually ''use.''



*** Skilled. Instead of reducing perk rate (very bad) as in the first two games, it reduces your XP gain, which doesn't matter in a game where you hit the level cap far before end-game. As there are far fewer ways to raise skill points than in ''3'', those extra skill points go a ways.
*** Likewise, "Built to Destroy" gives you an increased chance to score critical hits (not many other ways to improve that stat) at the expense of your guns wearing out more rapidly. Mitigated easily if you use slow-firing, high-damage weapons like sniper rifles and get most of your kills in one or two shots, and you should be able to find plenty of spare weapons and repair kits to offset the damage to your own guns.
*** The "Jury Rigging" perk allows you to repair just about any weapon or armor with another weapon or armor that's vaguely similar to it (rather than needing an exact copy of the item to take parts from). That means you can repair things like an incredibly powerful and expensive anti-tank sniper rifle with parts from a BB gun. It also means that if you have one or two very valuable guns in very poor condition, you can buy a couple of cheap garbage guns and repair your best guns to full condition and make their value go through the roof. Sell one and keep the other, and you'll be rolling in cash for the whole game. This is why Jury Rigging is [[BoringButPractical probably the best perk in the game]].
*** Old World Blues introduces "[[Film/LogansRun Logan's]] Loophole", which lets you take chems with zero chance of addiction and doubled duration (very powerful if you can find a good supply), but fixes the level cap at 30 (as you'll likely have all the DLC if you have one of them, the limit will probably be 50 otherwise). The thing is, Old World Blues ''also'' adds a one-time ability to change which trait you have, so you can just have Logan's Loophole until you reach level 30, then get rid of it.
*** Good Natured in ''1'', ''2'', and ''New Vegas''. In all three games it gives boosts to several non-combat skills while reducing all combat skill by the same amount or slightly less. The thing is, most players specialize in one type of weapon while each non-combat ability has a separate use, thus giving a significant net increase of the combined level of all the skills you actually ''use.''

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*** Skilled. Instead Skilled, instead of reducing perk rate (very bad) as in the first two games, it reduces your XP gain, which doesn't matter in a game where you hit the level cap far before end-game. As there are far fewer ways to raise skill points than in ''3'', those extra skill points go a ways.
*** Likewise, "Built Built to Destroy" Destroy gives you an increased chance to score critical hits (not many other ways to improve that stat) at the expense of your guns wearing out more rapidly. Mitigated easily if you use slow-firing, high-damage weapons like sniper rifles and get most of your kills in one or two shots, and you should be able to find plenty of spare weapons and repair kits to offset the damage to your own guns.
*** The "Jury Rigging" Jury Rigging perk allows you to repair just about any weapon or armor with another weapon or armor that's vaguely similar to it (rather than needing an exact copy of the item to take parts from). That means you can repair things like an incredibly powerful and expensive anti-tank sniper rifle with parts from a BB gun. It also means that if you have one or two very valuable guns in very poor condition, you can buy a couple of cheap garbage guns and repair your best guns to full condition and make their value go through the roof. Sell one and keep the other, and you'll be rolling in cash for the whole game. This is why Jury Rigging is [[BoringButPractical probably the best perk in the game]].
*** Old World Blues introduces "[[Film/LogansRun [[Film/LogansRun Logan's]] Loophole", Loophole, which lets you take chems with zero chance of addiction and doubled duration (very powerful if you can find a good supply), but fixes the level cap at 30 (as you'll likely have all the DLC if you have one of them, the limit will probably be 50 otherwise). The thing is, Old World Blues ''also'' adds a one-time ability to change which trait you have, so you can just have Logan's Loophole until you reach level 30, then get rid of it.
*** Good Natured in ''1'', ''2'', and ''New Vegas''. In all three games it gives boosts to several non-combat skills while reducing all combat skill by the same amount or slightly less. The thing is, most players specialize in one type of weapon while each non-combat ability has a separate use, thus giving a significant net increase of the combined level of all the skills you actually ''use.''
it.
28th Jul '17 5:36:47 PM Winter
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** Ditto Attacker. Giving a 1.2x multiplier to damage dealt when above a certain morale threshold makes it mandatory for any boss-slayer and arguably just any unit in general. Attacker is meant to match abilities like [[Anime/MazingerZ Mazin Power]] or [[Anime/{{Dancouga}} Aggressive Beast]] that have similar effects, but it just translates into everyone getting the skill instead of it being someone's signature trait.

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** Ditto Attacker. Giving a 1.2x multiplier to damage dealt when above a certain morale threshold makes it mandatory for any boss-slayer and arguably just any unit in general. Attacker is meant to match abilities like [[Anime/MazingerZ Mazin Power]] or [[Anime/{{Dancouga}} [[Anime/{{Dancougar}} Aggressive Beast]] that have similar effects, but it just translates into everyone getting the skill instead of it being someone's signature trait.
28th Jul '17 5:35:42 PM Winter
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* SP Regen in ''VideoGame/SuperRobotWarsOriginalGeneration''. [[CallAHitPointASmeerp SP]], the SRW series equivalent of {{Mana}}, is the most limited resource in the games and the hardest to replenish. In most games, you must equip a consumable item at the expense of mech parts or use very expensive support spells. SP Regen gives 10 SP per turn and many characters get very useful spells that only cost 10-15 SP.
** Ditto Attacker. Giving a 1.2x multiplier to damage dealt when above a certain morale threshold makes it mandatory for any boss-slayer and arguably just any unit in general. Attacker is meant to make up for the lack among the Original Generation cast of abilities like Mazin Power which do the same thing, but it just translates into everyone getting the skill instead of it being someone's signature trait.

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* The ''VideoGame/SuperRobotWars'' series has a number of skills that are seen as must-takes when available for purchase:
**
SP Regen in ''VideoGame/SuperRobotWarsOriginalGeneration''. [[CallAHitPointASmeerp Regen:[[CallAHitPointASmeerp SP]], the SRW series equivalent of {{Mana}}, is the most limited resource in the games and the hardest to replenish. In most games, you must equip a consumable item items at the expense of mech stat-boosting parts or use very expensive support spells. SP Regen gives 10 SP per turn and many characters get very useful spells that only cost 10-15 SP.
** Ditto Attacker. Giving a 1.2x multiplier to damage dealt when above a certain morale threshold makes it mandatory for any boss-slayer and arguably just any unit in general. Attacker is meant to make up for the lack among the Original Generation cast of match abilities like [[Anime/MazingerZ Mazin Power which do the same thing, Power]] or [[Anime/{{Dancouga}} Aggressive Beast]] that have similar effects, but it just translates into everyone getting the skill instead of it being someone's signature trait.
20th May '17 7:45:38 PM Ramidel
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* "[=SINner=]" in the new version of ''TabletopGame/{{Shadowrun}}''. You have a [=SIN=], an ID number (basically an American Social Security number) that allows the government to track everything you do with it. The catch? There is '''nothing''' preventing you from purchasing and using fake SIN cards (and indeed, one of the sample characters has this combo!) Five free points and legitimacy as a citizen -- not a bad catch. A good GM, however, will make sure that the character ultimately ends up paying for it. If the character has relatives, they'll be threatened. If the character is solitary, they'll find that '''all''' of their resources (home, weapons, fake [=SINs=], etc.) are burned when their real SIN is discovered. In addition, a character with a SIN is -- according to the game system -- not at all trusted by the people running in the shadows. In other words, it's up to the GM to make the player pay for the disadvantage.
16th Apr '17 12:29:01 PM nombretomado
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* The "Applied Research" Tech in [[SpaceEmpires Space Empires V]]. Research that makes all other research go faster? Yes ''please''. Even more effective if acquired in the pre-game, as the player will start with the higher-level Research facilities on their homeworld(s), rather than having to rebuild them.

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* The "Applied Research" Tech in [[SpaceEmpires ''[[VideoGame/SpaceEmpires Space Empires V]].V]]''. Research that makes all other research go faster? Yes ''please''. Even more effective if acquired in the pre-game, as the player will start with the higher-level Research facilities on their homeworld(s), rather than having to rebuild them.
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