Fixed an issue which caused Legendary perks to not equip correctly for human players.
Fixed an issue which allowed Ghoul disguises to be traded or sold.
Fixed an issue which could cause an infinite load upon launching the game.
Miscellaneous Fixes
Defender's armor and Cavalier's weapons should now correctly reduce damage while blocking.
Miner Note: The bugfix from 1/17 got reverted
Vault Boy will no longer lose his head on the Status tab in certain situations.
Rad Reaver will now give the proper amount of Rads (15) to the player.
Various polish updates to the Ghoul Questline and Ghoulification process.
Ghoul
Chems will now display "Feral" instead of "Food" for Ghouls.
Added a visual to the Pip-Boy for any quests that would require Ghoul players to be disguised.
Rad Specialist should now correctly remove 50% of your armors radiation resistance when wearing a full set.
Updated the "Cons" section of the Disguises description.
Miner Note: Debuffs were removed
Ranking up Ghoul perk cards should now count towards the "Fully Rank up Perk Cards" challenge.
Updated the icon for the Feral Strength effect.
Updated some dialogue for Vault 63 NPC to make more sense for Ghoul players.
The Glowing One perk will no longer apply to human teammates.
Hair styles should change as expected for Ghoul characters.
Fixed some instances of clipping during Ghoul character creation.
Fixed some typos in the Player Ghoul help menu.
Fixed some text errors in the Ghoul chem, "The Fix".
Fixed an issue which could cause the Sanity bar to appear on human character's HUD after swapping back from
being a Ghoul.
Magazine
Updated Guns and Bullets 3 description to state that it gives an 100% increase to Ballistic Crit damage.
Miscellaneous Fixes
Fixed mismatched text and voice lines for Maddox Mullen.
Fixed some flickering lighting in Emmet Mountain interiors.
Fixed some instances where the UI would not render completely while moving the camera in Power Armor.
Fixed an issue which would cause the Name and Level text on Vault-Tec ID photo frames to become misaligned.
Perks
Fixed a bug which made Gunslinger Master loses all its stacks on the first shot.
Overeater mod now correctly states that it only works for human characters.
Pharma Farma, Scrounger and Can Do! perks will now scale directly with Luck score.
Radiant Hills
Radiant Hills can now be selected as a nukable location.
Fixed some pathing issues at the Radiant Hills location which could cause unexpected NPC behavior.
UI
Fixed an issue which would cause certain ammo types to sort to the bottom of the window when looting.
The Big Bloom
Legendary Modules will now drop as rewards for completing the Big Bloom event.
Added banner and loading screen images for The Big Bloom.
Fixed an issue which could cause the music for the Big Bloom event to not play.
Fixed an issue where the exclamation point would not appear on the map when the Big Bloom was running.
Flower Crowns and Outfits from The Big Bloom can no longer be sold to vendors or scrapped.
Updated VFX on the Honeybeast Tube.
PTS Update – 1/24
C.A.M.P.
Fixed an issue where Backwoodsman 4 would not work on Pot-o-flower C.A.M.P. flower pot.
Known Issue
Camp-O-Flower items are under construction, and will not function as expected.
Perks
Fixed Onslaught stacks not expiring over time if you unequip the perk.
Onslaught stacks now expire one at a time at a rate of 1 second each. Stacks are no longer
lost when attacking a new target.
Gunslinger Expert
Changed effect to +1% ranged weak spot damage per Onslaught stack, +3 max stacks.
Gunslinger Master
New Effect: Gain Onslaught stacks over time and spend them on
attacks, +10 max stacks.
Gun Runner
Fixed movement speed bonus not applying.
Added a help entry for Small Guns.
Miner Note: "Small Guns refers to weapons tagged as Pistol, Rifle, or Shotgun and excludes weapons tagged as Heavy Gun and Bow."
Player Ghoul
Feral effects will now display correctly in the Pip-Boy
Legendary Mods
Fixed a bug causing Legendary Mod Boxes to drop on death.
Safecrackers
New Effect: +1 Lockpick and +1 Hacking skill
Miner Note: Stacking more than 3 provides no effect
The Big Bloom
Fixed an issue which would cause some fire weapons to not count towards the "Set the Overgrown on fire"
objective.
Fixed an issue causing the duration timer to not display for the Gamma Green Tea.
Turned down Black-eyed Susan's bloodthirst - she should no longer get stuck in combat, preventing the
kickoff of the event.
Fixed an issue causing the unlocked UI to remain on the screen after learning the Hybrid flower - Starlace
recipe.
UI
Fixed buff icons displaying a random number next to the icon.
Ghoul
Fixed an appearance issue with the Blood Eagle Blouse when worn by a Ghoul character.
Feral Meter will now display properly when viewed in the Pip-Boy.
Fixed an issue where the Scout’s Banner did not work in first person while holding a melee weapon or being
unarmed.
Equipping and removing a Ghoul Disguise while in Power Armor will no longer turn your character into an
unspeakable horror.
Fixed an issue where emotes could continue looping for other players.
Fixed an issue where Ghouls could equip Human Perks through the punch card machines.
Perks
Starting loadouts have been adjusted.
Gunslinger
Lowered weak spot bonus damage from 10/15/20 to 6/9/12.
Gunslinger Master
Removed the weak spot bonus, which is now found on the expert version.
Guerilla Expert
Reduced reload speed bonus from 5% to 1% per stack.
Guerilla Master
Increased ranged damage to close from 3% to 5% per stack and increased stacks from 3 to 5.
Portable Power, Pack Rat, and Arms Keeper
Increased rank 1 bonus from 25% to 50%.
Inspirational
Ranks reduced from 3 to 1.
Removed nearby player effect.
Increased self XP gain per CHA.
Must now be in a team to gain the effect.
Spiritual Healer
Ranks reduced from 3 to 1.
Removed nearby player effect.
Must now be in a team to gain the effect.
The effect now shows up in the Pipboy Effects correctly.
Cap Collector
Reduced chance of extra caps from 100% to a chance based on your LCK that ranges from 20% to 85%.
Miner Note:
Activation rates:
20% chance between 1 and 14 LCK
40% chance between 15 and 29 LCK
60% chance between 30 and 59 LCK
85% chance between 60 and 99 LCK
Can Do!, Farma Pharma, Scrounger
Added an additional chance to occur based on your LCK that ranges from 20% to 85%.
Can now apply to NPC loot.
Increased the amount of loot found per LCK.
Scrounger
No longer increases the quantity of explosives found.
Barbarian
Hazmat Suit no longer grants the unarmored bonus.
Fix some cases where the DR would not update after unequipping armor.
Ironclad
No longer increases stats on Backpacks or Underarmor.
Modern Renegade
Reduced the limb damage bonus at rank 1 from 50% to 25%.
Armor
Hazmat and Chinese Stealth Suit now count as wearing a full matching set of armor.
Miner Note: Does not count as a full set for the purposes of Funky Duds or
Sizzling Style
Hazmat Suit is now in the Armor category in the Pipboy.
Ammo
Fusion Cores now count as in use when in Power Armor and storing unused ammo in the Ammo Box.
UI
Fixed the RAD indicator above the HP bar sometimes showing the incorrect value.
Fixed Power Armor 3D preview not displaying.
The Big Bloom
Removed some of the flowers decorating the area to make finding the event related flowers easier.
Event specific loading screens will now appear when fast travelling to the event.
C.A.M.P.
Fixed an issue where Backwoodsman 4 would not work on Pot-o-flower C.A.M.P. flower pot.
Known Issue
Camp-O-Flower items are under construction, and will not function as expected.
Perks
Fixed Onslaught stacks not expiring over time if you unequip the perk.
Onslaught stacks now expire one at a time at a rate of 1 second each. Stacks are no longer
lost when attacking a new target.
Gunslinger Expert
Changed effect to +1% ranged weak spot damage per Onslaught stack, +3 max stacks.
Gunslinger Master
New Effect: Gain Onslaught stacks over time and spend them on
attacks, +10 max stacks.
Miner Note: Replenishes 1 stack per second Spends 1 stack
per enemy hit Multi-projectile weapons spend stacks per projectile hit, for example, an 8
pellet shotgun would spend 8 stacks if all pellets hit
Gun Runner
Fixed movement speed bonus not applying.
Added a help entry for Small Guns.
Help Entry: Small Guns refers to weapons tagged as Pistol, Rifle, or
Shotgun and excludes weapons tagged as Heavy Gun and Bow.
Player Ghoul
Feral effects will now display correctly in the Pip-Boy
Legendary Mods
Fixed a bug causing Legendary Mod Boxes to drop on death.
Safecrackers
New Effect: +1 Lockpick and +1 Hacking skill
Miner Note: No benefit to stacking more than 3 parts
The Big Bloom
Fixed an issue which would cause some fire weapons to not count towards the "Set the Overgrown on fire"
objective.
Fixed an issue causing the duration timer to not display for the Gamma Green Tea.
Turned down Black-eyed Susan's bloodthirst - she should no longer get stuck in combat, preventing the
kickoff of the event.
Fixed an issue causing the unlocked UI to remain on the screen after learning the Hybrid flower - Starlace
recipe.
UI
Fixed buff icons displaying a random number next to the icon.
Ammo
Fusion Cores assigned to Power Armor cannot be stored in the Ammo Box.
Legendary Mods
Legendary Mod Boxes can now be scrapped for Legendary Modules. You can also learn the plans by scrapping the
mod boxes at the same rate as scrapping an item with the mod attached.
1-Star: 1 Module
2-Star: 3 Module
3-Star: 6 Module
4-Star: 12 Module
Miner Note: As a reminder, the learn chance is 1%
Cavalier's
(Weapon) Fixed a bug causing this mod to increase damage taken instead of reducing it.
(Armor) Now grants -5% Damage Taken while sprinting.
Sentinel's
Now grants -5% Damage Taken while standing still.
Furious
Reworded for Onslaught.
+5% Damage per Onslaught stack, +9 max stacks.
Pounders
Reworded for Onslaught and fixed an issue with the stack limit.
+10% Damage per Onslaught stack, +10 max stacks.
Miscellaneous Fixes
Conductors should now correctly grant 5% AP regen.
Fixed an issue which would incorrectly inform ghoul characters they had acquired a disease from
environmental hazards.
Fixed an issue which would cause the ghoul glow effect on the health bar to appear for non-ghoul player
characters.
Disguised ghouls can no longer wear apparel which could invalidate the disguise.
Perks
Onslaught now has a HUD indicator.
Fixed Onslaught not respecting the stack limit and stacks now expire correctly, which is after 10 seconds of
not gaining stacks.
A help entry has been added for Onslaught.
Help Entry: Onslaught is a stacking buff found on Perks and items. By
default, attacks against the same target within a short time period generate Onslaught stacks. Waiting too long
or attacking a different target will reset the stack count back to 0. The benefits you gain from each stack
varies by the Perks and items you have equipped. Some Perks can even change how you gain and lose Onslaught
stacks.
Miner Note: As of the 11/24 patch, Onslaught no longer expires upon
attacking a different target
Updated the help entry for V.A.T.S. to include information about Limb Targeting and Weakness/Resistance
being tied to the PER stat.
Added an option to disable the unopened Perk Card Pack prompt.
Miner Note: Thanks Hydra!
Ironclad
Ranks reduced from 5 to 3.
Now increases all resistances.
Demolition Expert
Ranks reduced from 5 to 3.
Rank 2 increased from 20% to 40% Explosive Damage.
Rank 3 increased from 30% to 60% Explosive Damage.
Fixed an issue where Demolition Expert was increasing Turret damage instead of Home Defense.
Demolition Expert is no longer required to craft explosives.
Home Defense
Now correctly increases Turret damage.
Damage bonus is +50/75/100%.
Miner Note: Stacks multiplicatively with Backwoodsman 10
Gun Runner
Now works with any ranged weapon.
Miner Note: Movement speed is capped at +20%
Modern Renegade
Now works with all small guns.
Chance to cripple has been replaced with increased limb damage.
Beezlebub and Beezlebabies should no longer carry diseases.
The event's Overgrown should now properly reload their missile launchers.
Ghoulification
For the first time in Fallout history, YOU will be able to play as a Ghoul. Starting the new
questline “Leap of Faith” will take you into a new section of the Savage Divide. There you will meet characters
who will aid in your transformation. Unlocking the new Ghoul-specific abilities Glow and Feral as well as the
new Ghoul exclusive Perks.
Miner Note: Diehard Fallout: Brotherhood of Steel fans are reminding me
(with a gun to my head) that a Ghoul named Cain was a player
character option in that game
Ghoulities (Abilities)
Feral
Becoming a Ghoul sheds the need to sate your hunger and thirst. Instead, you battle against a
gnawing desire to slip back into your base nature. Abandoning all sanity you might have had.
The new Feral meter drains overtime and can only be filled back up by consuming Chems. You
may not want to keep that meter 100% filled though. Your Feral status provides different bonuses and penalties
depending on how full the meter is.
Above 80%: you gain +3 Strength, +3 Endurance, +30 Max HP
Above 60%: you gain +15 Max HP
Above 40%: you lose -1 Endurance and -5 Max HP
Above 20%: you lose -3 Endurance, -15 Max HP, -10 Max AP
At 0%: you gain +200% Melee Damage, and lose -5 Endurance, -30 Max HP, -20 Max AP, -300% Hip-fire Gun
Accuracy & V.A.T.S. Accuracy (a few people on the team have been known to call it Ghoulzerker or
Ghoularian Mode)
Miner Note: Magnitudes and breakpoints of these effects have changed
As you might expect when living life as a Ghoul, radiation doesn’t have the same effect on
you as it does on the smooth-skinned. You’re immune to diseases and cannot be mutated by nearby radiation. As a
Ghoul, radiation makes you Glow!
This new Glow system increases your maximum health (and heals damage you’ve taken) based on
the amount of radiation that you’ve accumulated. Your Glow can be tracked by the green-striped pattern on your
HP bar.
Miner Note: As of 1/26, your Glow bar is equal in size to your health
bar If you have 307 Max HP, you have 307 Max Glow Previously, Glow was out of 1000, regardless of your Max
HP
Consuming tainted foods, drinks, and exploring irradiated environments all contribute to your
Glow. If you hear that Pip-Boy ticking, the radiation is hitting. While you’re in Power Armor, your radiation
intake can be seen on the “Rads” dial next to your health.
Outside of the max health increase Glow provides, it also contributes to Perks like the
Science Monster and Jaguar Speed Perks mentioned below!
Gherks (Perks)
One benefit of living life as a Ghoul is that you’ll have access to a new suite of Perk cards
that you can use in addition to the normal human cards . There are 28 Perks to choose from and 2 new Legendary
perks for Ghouls.
The new Perk cards can be attained through Perk card packs or by selecting your level-up
Perk. These cards will open new build opportunities and enhance the way you play.
Miner Note: Ghoul perks do not have animated versions
Do note that Perk cards that revolve around Hunger, Thirst, and the Chem Resistant perk will
be locked as Ghouls don’t require the benefits that those cards provide.
Miner Note: Disabled perks include
Chem Resistant
Dromedary
Ghouliish
Hydro Fix
Iron Stomach
Lead Belly
Munchy Resistance
Natural Resistance
Radicool
Rad Resistant
Rejuvinated
Slow Metabolizer
Sun Kissed
Thirst Quencher
Vaccinated
Happy Camper
Overly Generous
Pharmacist
Mystery Meat
Quick Hands
What Rads?
Let’s look at one Perk from each S.P.E.C.I.A.L. category (all Perk descriptions are at their
max value):
Strength:
Bone Shatterer – Your melee weapon attacks have a 45% chance to cripple a limb.
Perception:
Eye of The Hunter – Your vision allows you to be more accurate in V.A.T.S. from a very long
distance.
Endurance:
Glowing Gut - Irradiated food and drink grant 300% more rads.
Charisma:
Moral Support – When on a team, you become feral 50% slower.
Intelligence:
Science Monster – While you have Glow, gain 15% bonus damage for 10 seconds upon getting hit.
Agility:
Jaguar Speed – You now sprint 20% faster when your Glow is high (Greater than or equal to 180 Glow).
Luck:
Wild West Hands – 36% chance to instantly reload your entire magazine when empty.
Miner Note: Here's all the Ghoul perks
Strength
Arms of Steel
Your sturdy arms allow you to reduce ranged weapon recoil, increasing accuracy by 15% / 30% at ranks 1 /
2
Increasing accuracy means reduce weapon's cone of fire
Stacks multiplicatively with other sources of cone of fire reduction, like Skeet Shooter, or Stabilized
Does not reduce recoil
Bone shatterer
Your melee weapon attacks have a 15% / 30% / 45% chance to cripple a limb. at ranks 1 / 2 / 3
Gun bashes are not melee weapon attacks, i.e. no minigun shredder
Brick Wall
When your Glow is high, makes you immune to staggering attacks.
Perk is active when Glows are above 180
Radioactive Strength
Expend a Moderate amount of Glow to deal 50% / 100% / 150% more damage with Power Attacks & Bashing at
ranks 1 / 2 / 3
Expends 50 Glows per hit, can be reduced by the Legendary Perk Feral Rage
Does not apply to automatic melee weapons, even when power attacking
Perception
Breathe It In
Rad Resistance is reduced by 50 / 100 / 150 at ranks 1 / 2 / 3
Eye of the Hunter
Your vision allows you to be more accurate in V.A.T.S. from a slightly longer distance.
Increases V.A.T.S. accuracy by 20% / 25% / 30% at ranks 1 / 2 / 3
Stacks additively with other sources like the V.A.T.S. Enhanced legendary effect, and Awareness
Glowing Hunter
Traces of glowing blood now have a 50% chance to appear on animal corpses.
Spawns 1 glowing blood pack, convienient for gaining Glows and quelling ferality
Rad-Reaver
Dealing non-automatic melee damage provides a small amount of Glow.
Applies 15 rads to the player per enemy hit
Neither Hack n Slash, nor throwing weapons, proc Rad-Reaver:
Endurance
Glowing Gut
Irradiated food and drink grants 100% / 200% / 300% more rads at ranks 1 / 2 / 3
100% / 200% / 300% more rads is the same as 2x / 3x / 4x rads
Radiation Power
Expend a small amount of Glow per hit to deal 10% / 15% / 20% bonus damage to targets at ranks 1 / 2 / 3
Expends 5 Glows per enemy hit, can be reduced by the Legendary Perk Feral Rage
Bonus damage is additive damage, like Junkie's or Adrenal Reaction
Does not apply to power attacks
Thick Skin
You take 3% / 6% / 10% less damage from Ballistic attacks. (No Power Armor) at ranks 1 / 2 / 3
Reduces damage from all ballistic weapons, regardless of damage type
Whether or not a weapon is ballistic can be found in the inspect menu, at the bottom
Charisma
Feral Presence
While Feral, Reduce your target's damage output by 15% / 30% after you attack for 5 seconds at ranks 1 /
2
Stacks additively with the Suppressor's perk, up to -40%
For example, having Suppressor's 1 (-10%) and Feral Presence 2 (-30%) will hit the
cap Suppressor's 3 (-30%) and Feral Presence 2 (-30%) will only offer -40%
Stacks multiplicatively with the Suppressor's legendary effect
For example, the Suppressor's legendary effect (-25%) and Feral Presence 2 (-30%) would reduce 100
damage by 25% to 75 damage, then 75 damage by 30% to 52.5
100 * .75 * .7 = 52.5
Glowing One
Holding Large amounts of Glow provides Glow to nearby ghouls on your team.
The radius of this effect is roughly 1.5 CAMP foundations
Perk is active when Glows are above 180
Teammates inside the radius take 6 / 12 rads/s at ranks 1 / 2, regardless if they are a ghoul
Moral Support
When on a team, you become feral 50% slower.
Does not require teammates to be ghouls
United Ordeal
While in a team with another ghoul, you gain +1 / 2 / 3 to all S.P.E.C.I.A.L. at ranks 1 / 2 / 3
Intelligence
Bomb Scientist
Expending Glow makes your thrown grenades' deal +20% / 35% / 50% damage at ranks 1 / 2 / 3
Expends 50 Glows per enemy hit, can be reduced by the Legendary Perk Feral Rage
Stacks additively with Demo Expert and Explosive Bobbleheads
Does not increase the damage of thrown melee weapons, despite draining glow
Mad Scientist
Energy Weapons expend a small amount of Glow per attack for +10% / 15% / 20% Damage at ranks 1 / 2 / 3
Expends 5 Glows per enemy hit, can be reduced by the Legendary Perk Feral Rage
Bonus damage is additive damage, like Junkie's or Adrenal Reaction
Rad Specialist
Reduce 15% / 20% / 25% Rad Resistance on Armor & Power Armor, Double if wearing a matching set at ranks
1 / 2 / 3
Currently reduces Rad Resist by a flat 15 / 20 / 25 at ranks 1 / 2 / 3, instead of by a percentage
Science Monster
While you have Glow, gain 5% / 10% / 15% bonus damage for 10 seconds upon getting hit at ranks 1 / 2 /
3.
Agility
Action Ghoul
The power of Glow makes your AP regenerate 15% / 30% / 45% faster.
Only active while you have Glow
Stacks additively with effects like Action Boy/Girl, Nerd Rage, Well Tuned, and Hydrated
Hyper Reflexes
When your Glow is high, gain a 10% / 15% / 20% evasion chance. (No Power Armor) at ranks 1 / 2 / 3
Perk is active when Glows are above 180
Stacks additively with Evasive
Gun Tricks
Your enhanced reflexes allow you to reload weapons 10% / 20% / 30% faster at ranks 1 / 2 / 3
Stacks additively with other reload perks
Jaguar Speed
You now sprint 10% / 20% faster when your Glow is high at ranks 1 / 2
Perk is active when Glows are above 180
Movement speed is capped at +20%
Luck
Battle-Genes
Gain 2 / 4 HP per second while in combat at ranks 1 / 2
Perk is active when Glows are empty
Faulty Spots
Weak point damage is increased by 15%.
Increase is multiplicative to a limb's weak point multiplier, not additive. For example, a
1.5x weak point mult would be increased as follows with Faulty Spots:
1.5 * 1.15
= 1.725
and NOT
1.5 + 0.15 = 1.65
Glowing Criticals
When your Glow is high, Gain 20% / 35% / 50% bonus Critical damage in V.A.T.S. at rank 1 / 2 / 3
Perk is active when Glows are above 180
Stacks additively with perks like Better Crits
Wild West Hands
12% / 24% / 36% chance to instantly reload your entire magazine when empty.
Stacks concurrently with Quick hands
Both effects can proc simultaneously
This means total proc rate must be calculated by multiplying the fail rates of both perks
For example, Quick Hands 3 (18%) + Wild West Hands 3 (36%) would have a
(1 -
((1 - 0.18) * (1 - 0.36))) * 100% = 47.52%
proc rate, instead of a
18%
+ 36% = 54%
proc rate
Legendary
Action Diet
On kills, heal 2 / 4 / 6 / 8 HP and reduce how feral you are by 2% / 3% / 4% / 5% at ranks 1 / 2 / 3
/ 4
Feral Rage
When feral, all Glow perk abilities cost 20% / 30% / 40% / 50% less Glow at ranks 1 / 2 / 3 / 4
A Ghoul’s Day Out
With all these new benefits that help you explore the wasteland; we would forgive you for
thinking that life as a Ghoul was easy. No matter how well dressed you are, there are still some factions (like
the Brotherhood of Steel) who won’t want to interact with you.
Playing as a Ghoul will make some factions hostile to you which will lock you out of quest
lines. Luckily wearing disguises made by Jaye, a new NPC you’ll meet along the new questline, will allow you to
interact with any blocked content that you may find when living life as a Ghoul.
There are a few trade-offs though:
Sprinting will cost 50% more AP
Feral Meter depletion rate is increased by 30
Movement speed is slightly slower
Super Overencumbrance (drastic AP drain and forced slow-walk)
Don’t worry. If after a short while you find out that being a Ghoul isn’t for you, you can
switch back to being human through your Character Screen. Just know, this is a one-way ticket back. You won’t be
able to complete the questline to become a Ghoul again.
Miner Note: Datamined assets have been found that suggest re-ghoulification can
be purchased for Atoms
The Big Bloom
Spring is coming and we wanted to introduce a new themed event to match.
Introducing Black-Eyed Susan, a new friendly NPC who is sure to remind you of a grandmother.
She loves flowers, floral arrangements, and totally doesn’t have a secret backstory so stop asking. Susan needs
help with her latest project and luckily for her there are a bunch of Vault Dwellers who are ready and willing
to help.
Black-Eyed Susan’s favorite meadow has been overtaken by strange, plant-like beasts called
Overgrown making the area too dangerous for her to pick flowers. So, she needs you to head into the meadow, pick
some flowers, and defeat those monsters.
Do watch out for the mines though. They’re the remnants of a previous attempt to keep those
beasts out of her meadow.
Perks Catalog
The Perks Catalog is a new way of viewing and organizing your Perk card collection. It's
filterable, sortable, has 2 different views, and even lets you tag specific cards for search. Check it out by
opening your loadout and pressing the "All Perks" button on the left-hand side of your screen (LT on controller,
M on mouse & keyboard). Let us know what you think!
Combat Balancing
Many pistols have been modified to incorporate the damage that they’d deal via perks
(pre-update Gunslinger and Guerrilla) into their base damage, since those perks no-longer offer a
pistol-specific increase to damage. In addition, some pistols have received a further increase to their base
damage.
Pipe Gun
Pipe Revolver
Pipe Bolt-Action
Laser Gun
Ultracite Laser Gun
Plasma Gun
Enclave Plasma Gun
Miner Note: This patch note was made in error, only the Pipe Revolver was
buffed
Weapon Damage Changes
The base damage values listed here represent the weapon at its max level (45 or 50). Lower
levels have been adjusted proportionally.
10mm: 29 -> 45
44 [Revolver]: 72 -> 132
Alien Blaster: 37 -> 59
Black Powder Pistol: 216 -> 347
Crusader Pistol: 35 -> 56
Circuit Breaker: 40 -> 64
Salvaged Assaultron Head: 62 -> 95
Western Revolver: 84 -> 157
Gamma Gun: 60 -> 85
Gauss Pistol: 115 -> 195
Single Action Revolver: 82 -> 184
Pipe Revolver: 70 -> 85
Weapon AP Cost Changes
Pipe Gun: 21 -> 13
Note: This weapon no longer has reduced AP cost from automatic receivers.
10mm: 20 -> 15
Note: This weapon no longer has reduced AP cost from automatic receivers.
Circuit Breaker: 20 -> 16
44 [Revolver]: 35 -> 20
Alien Blaster: 20 -> 17
Crusader Pistol: 20 -> 16
Combat Shotgun: 35 -> 18
Western Revolver: 35 -> 22
Double-Barrel Shotgun: 30 -> 26
Cold Shoulder: 30 -> 28
Gauss Pistol: 35 -> 18
Plasma Gun: 25 -> 16
Enclave Plasma Gun: 25 -> 18
Gamma Gun: 30 -> 18
Pipe Revolver: 25 -> 16
Gunther’s Big Iron: 35 -> 30
Gauss Shotgun: 35 -> 24
Laser Gun: 25 -> 16
Pump-Action Shotgun: 35 -> 20
Single-Action Revolver: 35 -> 24
Ultracite Laser Gun: 25 -> 14
Weapon VATS Critical
Damage Multiplier Changes
These are the base VATS critical damage multipliers for each weapon. Mods, perks, and other
buffs can further increase these values.
10mm: 2.0 -> 2.5
Note: Only while semi-automatic.
Circuit Breaker: 2.0 -> 2.75
44 [Revolver]: 2.0 -> 2.75
Alien Blaster: 2.0 -> 2.25
Black Powder Pistol: 2.0 -> 2.75
Crusader Pistol: 2.0 -> 2.5
Single-Action Revolver: 2.0 -> 2.75
Salvaged Assaultron Head: 2.0 -> 3.0
Western Revolver: 2.0 -> 2.75
Gamma Gun: 2.0 -> 2.75
Gauss Pistol: 2.0 -> 2.75
Pipe Bolt-Action: 2.0 -> 2.75
Pipe Gun: 2.0 -> 2.5
Note: Only while semi-automatic.
Pipe Revolver: 2.0 -> 2.75
Miner Note: Subract 1.0 from the mult and multiply by 100% to get the
damage increase For example, a 2.75 crit mult is equivalent to +175% crit damage
Weapon Sneak Damage
Multiplier Changes
These are the base VATS critical sneak damage multipliers for each weapon. Mods and perks
can
further increase these values.
10mm: 2.0 -> 2.5
Alien Blaster: 2.0 -> 2.25
Crusader Pistol: 2.0 -> 2.5
Pipe Bolt-Action: 2.0 -> 2.75
Pipe Gun: 2.0 -> 2.5
Miner Note: Subract 1.0 from the mult and multiply by 100% to get the
damage increase For example, a 2.75 sneak mult is equivalent to +175% damage while sneaking
Legendary Mods
Arms Keeper's
No longer applies to grenades.
Furious
This effect is now considered Onslaught (+5% damage per stack, +9 max stacks) and stacks with the
new Gunslinger and Guerrilla Perks.
Onslaught description: Each consecutive hit against the same target grants a stack of Onslaught. All stacks
expire once 10 seconds have passed or the player hits a new target. Players have an initial limit of 0 and
can increase this through Perks and Items. The effects granted per stack can also be modified by Perks and
Items.
Miner Note: As of the 11/24 patch, Onslaught no longer expires upon
attacking a different target
Miner Note: Onslaught stacks per projectile, so an 8 pellet shotgun
would generate 8 stacks, if every pellet hit
Power Armor
Now grants +10 STR regardless of your current STR.
Inspecting and previewing Power Armor now correctly shows the parts attached to it. In addition, the inspect
menu now displays the contents of the chassis.
Ammo
Plasma and Ultracite Cores now display their charge value.
Fully charged Fusion, Plasma, and Ultracite Cores can now be placed in the Ammo Box.
Perks
Adjusted some Perk names for better alphabetical sorting.
Arms Keeper
Ranks reduced from 3 to 2.
Rank 2 increased to 75%.
Now applies to all weapons, except grenades.
Awareness
New Effect: Gain more VATS accuracy based on PER.
The effect of seeing weaknesses in VATS is now tied to having at least 10 PER.
Barbarian
Ranks reduced from 3 to 1.
New Effect: Gain Damage Resistance based on your STR. Doubled when not wearing armor.
Miner Note: +18 / 61 / 96 / 131 / 175 Damage resist and Energy
resist at 1 / 15 / 30 / 60 / 100 STR
Bodyguards
Ranks reduced from 4 to 1.
New Effect: Gain Damage & Energy Resistance based on your CHA per teammate.
Miner Note: +4 / 15 / 24 / 32 / 43 Damage resist and Energy resist
at 1 / 15 / 30 / 60 / 100 CHR Magnitude is multipled by x1 / x2 / x3 with 1 / 2 / 3
teammmates Magnitude scales linearly between listed SPECIAL values
Can Do!
Ranks reduced from 3 to 1.
New Effect: Find more packaged food based on LCK.
Miner Note: Applicable containers:
Bear-Proof Trashcans
Coolers
Dumpsters
Trash cans
Refridgerators
Lunch Pails
Activation rates:
20% chance between 1 and 14 LCK
40% chance between 15 and 29 LCK
60% chance between 30 and 59 LCK
85% chance between 60 and 99 LCK
100% chance at 100 LCK
See:
LL_Perk_PharmaFarma [LVLI:0059E85D]
Miner Note: As of the 1/31 Update, applies to enemy corpses
Concentrated Fire
No longer grants limb targeting. This is now acquired by having at least 5 PER.
Help Entry: Targeting Body Parts
Having 5 or more Perception will allow you to select specific body parts.
Use the mouse wheel to select body parts on your current V.A.T.S. target. The bar below the percentage
chance to hit number represents that body part's Health. Once the b ar is empty, that body part will
become crippled.
Weakness and Resistance
Having 10 or more Perception will allow you to see specific weakness and resistances of your target.
Fixed the damage bonus not increasing per shot.
The per shot effects are now limited to 20 stacks.
Miner Note: 5 PER requirement has been lowered to 3 PER, in-game
descriptions haven't been updated
Field Surgeon
Moved to INT.
Miner Note: Description changed from Stimpaks and RadAway
will now work much more quickly. to Stimpaks and RadAway heal 60% faster.
Gun Fu
Fixed an issue where Gun Fu was doing much more damage than intended.
Increased the damage buff from 10, 30, 60 to 30, 60, 90.
Good With Salt
Ranks reduced from 3 to 2.
Rank 1 now reduces spoilage by 45%.
Rank 2 now reduces spoilage by 90%.
Guerrilla
New Effect: Each rank adds ranged damage to close enemies.
Miner Note: "Close" enemies are within 3.25 CAMP foundations
Guerrilla Expert
Ranks reduced from 3 to 1.
Rank 1 now costs 2 Perk Points.
New Effect: Gain +5% reload speed per Onslaught stack with ranged weapons, +3 max stacks.
Guerrilla Master
Ranks reduced from 3 to 1.
Rank 1 now costs 3 Perk Points.
New Effect: Gain +3% damage to close enemies per Onslaught stack with ranged weapons, +3 max stacks.
Miner Note: "Close" enemies are within 3.25 CAMP foundations
Gunslinger
New Effect: Each rank adds ranged damage to weak spots.
Miner Note: +10% / 15% / 20% increase to a limb's weak point
multiplier at ranks 1 / 2 / 3 Increase is multiplicative to a limb's weak point multiplier, not
additive. For example, a 1.5x weak point mult would be increased as follows with Gunslinger 3:
1.5 * 1.2 = 1.8
and NOT
1.5 + 0.2 = 1.7
Gunslinger Expert
Ranks reduced from 3 to 1.
Rank 1 now costs 2 Perk Points.
New Effect: Gain +3% fire rate per Onslaught stack with ranged weapons, +3 max stacks.
Effect changed in 1/24 patch, now +1% weak point damage per stack<. /li>
Gunslinger Master
Ranks reduced from 3 to 1.
Rank 1 now costs 3 Perk Points.
New Effect: Gain +3% damage to weak spots per Onslaught stack with ranged weapons, +3 max stacks.
Effect changed in 1/24 patch, now passively generates Onslaught stacks.
Inspirational
New Effect: You and nearby players gain more XP. This effect scales with CHA. -10 Max AP per Rank.
Dev Note: This new effect applies to all players, not just your teammates.
Miner Note: This perk does not reduce your Max AP The
radius of this effect is roughly 4 / 12.5 / 21 CAMP foundations at ranks 1 / 2 / 3 Your XP bonus is
different from than the XP bonus of nearby players, scaling is listed below
At 1 / 15 / 30 / 60 / 100 CHR You gain 3% / 10% / 15% / 18% / 20% more XP Nearby players
gain 10% / 30% / 45% / 54% / 60% more XP Magnitude scales linearly between listed SPECIAL values
Miner Note: As of the 1/29 update, no longer benefits teammates.
Ironclad
New Effect: Armor provides 5% more protection per rank. Double if wearing a matching set.
Lead Belly
Ranks reduced from 3 to 1.
New Effect: Less Rads from food & drink based on END.
Miner Note: 18 / 61 / 96 / 131 / 175 rad ingestion resisance at 1 /
15 / 30 / 60 / 100 END Magnitude scales linearly between listed SPECIAL values
Mr. Sandman
Removed the “at night” requirement.
Pack Rat
Ranks reduced from 3 to 2.
Rank 2 increased to 75%.
Packin’ Light
Ranks reduced from 3 to 1.
New Effect: Your Action Points regenerate faster when not encumbered.
Pharma Farma
Ranks reduced from 3 to 1.
New Effect: Find more healing chems based on LCK.
Miner Note: Applicable containers:
Government Aid Drops (All types)
Bathroom Mirrors
Chem Coolers/Boxes
Doctor's Bags
First Aid Boxes
Likely will be bugfixed to apply to corpses Activation rates:
20% chance between 1 and 14 LCK
40% chance between 15 and 29 LCK
60% chance between 30 and 59 LCK
90% chance between 60 and 99 LCK
100% chance at 100 LCK
See:
LL_Perk_PharmaFarma [LVLI:0059E85D]
Miner Note: As of the 1/31 Update, applies to enemy corpses
Portable Power
Ranks reduced from 3 to 2.
Moved from INT to STR.
Rank 2 increased to 75%.
Rad Resistant
Ranks reduced from 4 to 1.
Rank 1 now costs 2 points.
New Effect: Gain Radiation Resistance based on your END.
Miner Note: +18 / 61 / 96 / 131 / 175 rad resist at 1 / 15 / 30 /
60 / 100 END Magnitude scales linearly between listed SPECIAL values
Rejuvenated
Increased bonus at Rank 1.
Rank 2 now has an additional bonus while not heavily irradiated.
Miner Note: Rank 2 is only active when a player has
< 100 rads Effects table:
Well Fed
Well Hydrated
Live
STR
HP
Disease Resist
END
AP Regen
Disease Resist
No Perk
1
35
35
1
35
35
Rank 1
1
40
40
1
40
40
Rank 2
1
45
45
1
45
45
PTS
No Perk
1
35
35
1
35
35
Rank 1
2
45
40
2
45
40
Rank 2
4
60
45
4
60
45
Scrounger
Ranks reduced from 3 to 1.
New Effect: Find more ammo based on LCK.
Dev Note: All 3 “searching” Perks have a chance based on LCK to grant a bonus item in certain
contexts, such as a medical box or ammo box. In addition, these Perks increase the quantity found
from all regular loot sources based on LCK.
Miner Note:
Applicable containers:
Ammo Boxes
Duffle Bags
Likely will be bugfixed to apply to corpses Activation rates:
20% chance between 1 and 14 LCK
40% chance between 15 and 29 LCK
60% chance between 30 and 59 LCK
85% chance between 60 and 99 LCK
100% chance at 100 LCK
See:
LL_Perk_Scrounger [LVLI:005A1121]
Miner Note: As of the 1/31 Update, applies to enemy corpses
Spiritual Healer
New Effect: You and nearby players regenerate health. This effect scales with CHA. -10 Max AP per Rank.
Miner Note: This perk does not reduce your Max AP This
perk applies to all players, not just your teammates The radius of this effect is roughly 4 / 12.5
/ 21 CAMP foundations at ranks 1 / 2 / 3 Your self healing is different than the healing of nearby
players, scaling is listed below
At 1 / 15 / 30 / 60 / 100 CHR You restore 0.25 / 0.5 / 0.75 / 0.8 / 1 HP/s Nearby players
restore 1 / 2 / 2.5 / 2.8 / 3 HP/s Magnitude scales linearly between listed SPECIAL values
Miner Note: As of the 1/29 update, no longer benefits teammates.
Strong Back
Ranks reduced from 4 to 1.
Rank 1 now costs 2 Perk Points.
New Effect: Gain more carry weight based on your STR.
New Effect: Each attack makes your target take 0.1% increased damage.
Dev Note: Each player using Tenderizer contributes to a stacking effect that does not expire and
caps out at 100% increased damage. This does not work in PvP.
Traveling Pharmacy
Ranks reduced from 3 to 2.
Rank 1 increased to 45%.
Rank 2 increased to 90%.
Wrecking Ball
Ranks reduced from 3 to 1.
Moved from INT to STR.
New Effect: You deal +100% damage to objects and can damage your own C.A.M.P. objects.
Known Issues
Big Bloom
Fire effects on the following weapons are not counting towards the "Set the Overgrown on fire" objective.
Auto Axe
Laser Gun
Plasma Gun
Regular Bow
Crossbow
Gatling Laser
Gatling Plasma
Anything planted in the ceramic flower pots will not be positioned correctly. expect some floating and
clipping.
Gamma Green Tea duration time is not displaying in the inspect menu.
Some Big Bloom recipes will leave their "Crafting Item Unlocked" message on screen until relog
You may hear music overlapping during the event.
Player Ghoul
The ability to change back to Human from Ghoul is currently disabled.
Debug Text is displayed in Stats window of Pip-Boy for Feral status.
Ghoul face textures may incorrectly load after waking up during character creation.
The "Complexion" setting is currently not changing skin textures as expected.
Relogging may cause issues with Ghoul neck textures.
Human characters will see a Green outline around their health bar.
Misc Changes
The Speed Demon mutation now increases ferality rate
The Cauterizer can be modded with a Dual Bar (texture is still missing at this time)
Tesla Cannon plans have been added to Mortimer (Raider reputation of Ally is required to purchase)
Vulcan Ultracite bracers now additively stack when two are equipped
Glowing Bobbleheads have a chance to be found in the world or rewarded from Mystery Bobblehead Boxes
(Glowing Bobbleheads function identically to normal bobbleheads)
DSJ's P58 PTS ATX/SCORE Datamines
Datamined storefronts for upcoming Scoreboard and Atomic Shop Content: