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EDIT: spelling [[User:Jojobobo|Jojobobo]] 12:11, May 2, 2012 (UTC)
 
EDIT: spelling [[User:Jojobobo|Jojobobo]] 12:11, May 2, 2012 (UTC)
   
On my second play-thru, after implants I had a Agility of 10. After playing thru Dead Money my Agility became 10+ because I sold casual wear I had equiped to a holo-Vender. A code glitch allows the player to keep the +1 Agility if this happens. Later in the game if something like starvation happened and I should have lost 1 Agility, I still had 10. To answer your question, all modifiers both + and - are applied to the base SPECIAL and the result is capped at 10. Plusses and minuses are used to denote modifiers. So Jojobobo, what has the math told you would be a good SPECIAL for this new character ? Also, key perks and basic load-out ?
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On my second play-thru, after implants I had a Agility of 10. After playing thru Dead Money my Agility became 10+ because I sold casual wear I had equiped to a holo-Vender. A code glitch allows the player to keep the +1 Agility if this happens. Later in the game if something like starvation happened and I should have lost 1 Agility, I still had 10. To answer your question, all modifiers both + and - are applied to the base SPECIAL and the result is capped at 10. Plusses and minuses are used to denote modifiers. So Jojobobo, what has the math told you would be a good SPECIAL for this new character ? Also, key perks and basic load-out ? [[User:Squalor|Squalor]] 17:25, May 2, 2012 (UTC)

Revision as of 17:25, 2 May 2012

Forums: Index > Fallout: New Vegas gameplay help > Primary Statistic Maximums and Modifiers

So I want to make a character who uses the Rad Child Perk and has the maximum radiation level. My question is are the negative SPECIAL modifiers from radiation (-3 END, -2 AGL, -2 STR at deadly radiation poisoning) applied before or after (or at the same time) as beneficial modifiers (e.g. +1 ST from Remnants Power Armour, +2 ST from Reinforced Spine). To illustrate what I mean:

Say a character has strength 10 but is suffering from deadly radiation poisoning. He also has the Reinforced Spine Perk. If negative effects are applied before positive ones, strength is reduced to 8 but then increased back up to 10. If they are applied after, the +2 increase has no effect and then the -2 decrease reduces strength to 8. If they are applied at the same time, the net benefit is zero so strength remains at 10.

I know in Fallout 3 though the benefits were capped at 10, there was an invisible maximum applied by the positive modifiers (so if you had say the strength bobble head and originally had strength 10, modifiers would reduce the strength from 11 not 10) - but I can't find anywhere that says this is the case for FO: NV. I'm sorry if this has already been covered somewhere, I ran a search but couldn't turn up a response to this question. Thanks in advance for responses.

Jojobobo 12:10, May 2, 2012 (UTC) EDIT: spelling Jojobobo 12:11, May 2, 2012 (UTC)

On my second play-thru, after implants I had a Agility of 10. After playing thru Dead Money my Agility became 10+ because I sold casual wear I had equiped to a holo-Vender. A code glitch allows the player to keep the +1 Agility if this happens. Later in the game if something like starvation happened and I should have lost 1 Agility, I still had 10. To answer your question, all modifiers both + and - are applied to the base SPECIAL and the result is capped at 10. Plusses and minuses are used to denote modifiers. So Jojobobo, what has the math told you would be a good SPECIAL for this new character ? Also, key perks and basic load-out ? Squalor 17:25, May 2, 2012 (UTC)