This Perk also does not benefit from any melee damage boosts. The same is true for level 4 of Hacker, which just prevents a measly 10 second lockout should you fail to guess the password. Gun bashing does 25% more damage. This character was my New Vegas playthrough, and I was originally planning on posting it as a build in the months leading up to Fallout 4, but even though I finished both the playtesting and the writeup I ended up losing interest in the project and shelved it. It helps more with large amounts of Radiation and is based on proportions.
I also wore Sunglasses for the sake of looking cool. It contains thousands of changes, redesigned systems, and new additions to very carefully balance everything together. You can use an automatic weapon, either a 10mm or a Pipe weapon, but you won't recieve any bonus damage from Rifleman. Unfortunately Bethesda always makes the Minigun in particular quite weak. All above mentioned perks have only 2 stars. For the most part, 1 point in Science early in the game will suffice, and only later will you need ranks 2-4 - but then, that's when they're available. For the complete list of perks check out our Guide.
Save your perks as you level if the perks below aren't available. I think that difficulty is where this Perk being at rank 5 is going to help the most, but only as something you take well into the 40-50+ range in order to keep up with enemies' level scaling and higher damage. Deacon - 20% increased sneak attack damage Stacking damage for free is a good thing, and Deacon synergies well with Ninja and Mister Sandman. This perk will help you get back to business more quickly. You should be at full health every time you fast travel. While I already have a few completed Fallout 4 builds under my belt, this project actually predates all of them.
I'd rather just pick up junk, sell my weapons, and buy junk from vendords especially after you build vendors in your settlements with the second level of Local Leader. For Iron Fist and Big Leagues perks you go with high Strenght, maybe 9 Agility for the Blitz perk and some points in Endurance. It's pretty much game breaking if you skip ballistic weave on higher difficulties. Items like Circuitry and Nuclear material can come in such small quantity that it's hard to pass up rank 2 as soon as it's available - and it's when it will really come in handy level 23. Drinking water only heals about 15 life, though early on it gives you 3 rads - costing you 1% of your max life to drink it. Hacker - Level 3 Just like the Locksmith perk, this allows you to play the game.
So I was checking some old builds when I noticed there were few Commando based builds compared to other damage based builds like gunslinger build or melee build. Critical Banker - Level 3 Another perk that makes your crits more useful and the third tier effect is crazy good. Use bobbleheads to increase your other stats. Steady Aim - 2 points Two points to make your hip firing better? Repair: Keeping your weapons in good condition is essential for any character. Armour-wise, the lighter the better while your Sneak perk is low, but you can afford to go a bit heavier as you get harder to detect. The closer you are to death, the higher the chance.
As for the secondary effect of Rank 3 in Concentrated Fire increasing damage, this one does not continually stack up, or else by the 16th shot a Deathclaw I tested it on would've been taking 4x damage from my attacks. Other than that, getting good legendary affixes will carry you into the late game. You must take into account that the grenade won't explode where it lands, but it's an amazing Perk that helps immensely in sneak attacks on groups of enemies, or to flush out an enemy in hiding. I want to do a build that focuses on gun and nothing but guns. It absolutely does work on powerful bots, there just aren't many opportunities to use it to justify a Perk point that could be spent elsewhere to raise your combat effectiveness in all situations. Tip for those upgrades: 1.
The archives should take care of the work. Corey has been playing video games all of his life. While Dogmeat can absolutely bring down Supermutants, there are certain enemy types he can only skirmish with and not grab. The Red Rocket just out of Sanctuary, is an obvious choice, as is Home Plate in Diamond City. Hopefully some of these mechanics help you figure out which Perks you will want to max out in your own build, since there are so many combinations.
I tested this on some opponents, and found Supermutants are not immune if you expected them to be as I did. For your non-humanoid companion, I recommend Rex so Veronica has someone else to help her in melee combat. If you'll ignore chems, I don't need to tell you to skip this Perk. A suppressor comes standard and shall never be removed. There's no max level and it's really hard to screw anything up. They are now even easier to pacify with the Intimidation Perk.