The Ninja perk grants you the power of the fabled shadow warriors. When attacking, you gain a +15% critical chance on all Melee and Unarmed attacks. Additionally, Sneak attack criticals do 25% more damage than normal.”— Fallout 3 in-game description
Fallout 3 and Fallout: New VegasEdit
When attacking, you gain a +15% critical chance on all Melee and Unarmed attacks. Also, Sneak attack criticals do 25% more damage than normal.
- To attain this perk, you are only required to have an 80 Melee Weapons skill, even though the perk affects the critical bonus and sneak damage of both Unarmed and Melee Weapons.
- In both games, the extra 25% sneak attack critical damage only applies to melee and unarmed attacks.
Trained as a shadow warrior, your ranged sneak attack do 2.5x normal damage and your melee attacks do 4x normal damage.”— Rank 1 description
|1||AGI 7||Trained as a shadow warrior, your ranged sneak attacks do 2.5x normal damage and your melee attacks do 4x normal damage.||0004d8a6|
|2||AGI 7, LVL 16||Your ranged sneak attacks do 3x normal damage and your melee sneak attacks do 5x normal damage.||000e3704|
|3||AGI 7, LVL 33||Your ranged sneak attacks do 3.5x normal damage and your melee sneak attacks do 10x normal damage.||000e3705|
- pc In Fallout 3, the extra 15% critical chance does not work without the help of the unofficial Fallout 3 patch. [verified]
- pc ps3 xbox360 In Fallout: New Vegas Ninja multiplies your critical chance by 1.15 instead of adding a flat 15%, unlike all other perks/traits that modify critical chance. For example, a character with a critical hit chance of even 25% would have it be increased to only 28.5% rather than to 40% as it should. (25% * 1.15 = 28.75% vs 25% + 15% = 40%) [verified]
- In Fallout 4, the bonus to the actual sneak attack damage multiplier on silenced weapons provided by this perk is known to behave erratically when interacting with Cloak & Dagger and Mister Sandman. Patch 1.4 tried to address this bug, so that you could no longer reach a 6.3x multiplier. However, there was still some variance depending on the order you obtain the three perks. The current multipliers are:
Sandman 3, Ninja 3, Cloak = 4.4x
Ninja 3, Sandman 3, Cloak = 4.7x
Sandman 3, Cloak, Ninja 3 = 4.7x
Ninja 3, Cloak, Sandman 3 = 4.8x
Cloak, Ninja 3, Sandman 3 = 4.8x
Cloak, Sandman 3, Ninja 3 = 4.8x
Right now the only solution for ps4 and xboxone appears to be selecting/receiving these perks in the "correct" order. The reason these differences happen is because, although Cloak & Dagger and Mister Sandman both use multiplication, Ninja is set to use addition. Because order of operations matters when both are mixed, results from having all three perks can vary. [verification overdue]
- In Fallout 4, the Ninja perk works very oddly with melee attacks. One-handed weapons are always treated as melee, and unarmed are always treated as ranged attacks. Rank one doesn't affect two-handed melee weapons at all, rank two treats two-handed weapons as ranged weapons, and rank 3 finally treats two-handed melee weapons as melee weapons. This results in a very bizarre sneak attack damage progression for two-handed melee weapon users, and a very low one for unarmed users. On the pc PC version, a fix for this and the above issue is available here.