a guide to damage reduction and health regeneration
Published | Jan. 5, 2020, 3:31 p.m.
Imagine having a nice sports car and challenging a friend for a race. Let's say you tell them to pick up the track and the rules, and he comes up with the race being about trailing trucks through frozen lakes, where your sports car is quite useless, and he arrives at the starting point with a truck designed for that purpose. In such situation, your...Read more
Priorities in practice
Published | Jan. 5, 2020, 3:33 p.m.
The main strategies used for regenerating health in PvP are:Stay away and let Healing Factor do its thingSupplement that by stimpacksSupplement that by AID-spam If you're not engaged in PvP, and you're further than 10 meters from your opponent, your Healing Factor mutation kicks in and starts regenerating your health. On longer distances, quite ...Read more
Chameleon Armor, Mutation, Stealthboys
Published | Jan. 5, 2020, 3:35 p.m.
There are four types of invisibility effects in this game: Chameleon Mutation; Chameleon Armor; Escape Artist Perk Card; Consumable items such as Stealthboys or Phantom Devices; Chameleon Mutation provides magnitude 99 bonus (whatever that is) to your sneak when it triggers. It allows you to be invisible while standing still, but requi...Read more
Perk card sharing guide
Obsoleted | Jan. 5, 2020, 3:36 p.m.
Its assumed in this article that you know the foundations of perk card sharing in Fallout 76. Here you'll instead learn how to maximise your output as a team with practical examples. So if you're after building a team that mathematically outperforms its competition, it's necessary to arrange it well. The first step is to notice how much charism...Read more
Or what does the '110' actually mean
Published | Jan. 5, 2020, 3:36 p.m.
In an attempt to regulate the damages the players did to one another, Bethesda has implemented maximum PvP damage cap. Initially it took value of 190, right now it sits at 110. Players that were used to dealing 500 damage per hit learned that now they can deal maximum 190 per hit, and instantly, lot of them began to think "well its per hit so if...Read more
Negating explosive damage
Published | Jan. 5, 2020, 3:37 p.m.
A significant chunk of the game's greatest dangers are explosive. Starting from universal world destroyers aka. explosive cars, through rockets, grenades and ridiculous explosive turrets, up to scorched beasts ranged attacks and the explosive spam other players will share with you, things that go boom are one of the most potent challenges before yo...Read more
A word on crowd control effects
Published | Jan. 5, 2020, 3:38 p.m.
While the stagger mechanic is barely described, it's one of the most important in the game, and it can be summarised as "stun that also removes protective effects". As such, each time you manage to stagger your opponent, you're being given a short time window where you can fight and they barely. Because of this, Stagger forms the foundation o...Read more
Autoaim in PvP?
Published | Jan. 5, 2020, 3:39 p.m.
This is an RPG game disguised as a shooter. As such, it contains item synergies that allow to take multiple headshots with barely a scratch, which is in no way reasonable for an FPS. The balance mechanic that answers some of these synergies, the great equalizer, is VATS. It creates a division between competition-oriented players, as for some, th...Read more
Maximising the critical hit frequency
Published | Jan. 5, 2020, 3:40 p.m.
If you have around 15 luck, and you shoot some target without any critical frequency perks in your build your critical rate is 1/4 - meaning that you use 3 shots to load the critical bar, then the fourth shot is critical. If you add in Critical Savvy level 3, your critical hit rate will drop to 1/3 - two shots to load, then crit. If you have mo...Read more
Critical info about dealing damage
Published | Jan. 5, 2020, 3:42 p.m.
Curious how to understand the games distances and how ranges work? Looking at the damage numbers dropoff, it seems that whatever the "range" parameter means, is mostly bullshit number just to denote that you gain or you lose. There are four main distances in the game. The minimum - up to 10 meters (check this out if you want to learn how to...Read more
The guide to effective chemical dependency (aka Junkies) playstyle
Published | Jan. 5, 2020, 3:45 p.m.
If you want to benefit from Junkies prefix, you need to suffer withdrawal symptoms. You suffer withdrawal symptoms when you're addicted and not under influence of your preferred substance. This means if you're addicted to psycho, you won't get bonus to Junkies if you're under Psycho. The maximum value of Junkies buff is 50%, and it receives 10% ...Read more
A word about sneaking
Published | Jan. 22, 2020, 11:29 p.m.
Notice: Historically, sneak has been one of the features of the game that we're broken as a side effect of other changes many times. Because of that, how exactly is sneak stuff effective all depends on the patch. There have been ones where sneak stuff gave nothing, there were ones where achieving maximum sneak had no requirements (just crouch), we'...Read more