Critical Chance Perks (Fallout 2)

beverageleverage

It Wandered In From the Wastes
I have a question about the slayer and sniper perks, and whether or not the more criticals perk would compliment them.

The descriptions say that you will cause a critical hit on a successful luck roll, does this mean that now critical chance wont have any effect on whether you cause a critical? If having high luck score is the only determining factor with those perks, then I will bypass the more criticals perk and choose something else instead.
 
I was thinking of trying to make a mass critical guy in my game. If you plan on using anything that steps out of the boundaries of slayer or sniper, then more criticals would probably appreciated. Sadly, in the applications of slayer...I'm noticing that more criticals was just a waste of a perk.
 
Both checks are made. Once you have sniper, More Criticals doesn't make much difference for high-luck characters, but is still significant if you have low luck. For example, consider a character with luck 7, Sniper, and three ranks of More Criticals. He has a 22% chance to get a critical normally, and a 40% chance from the Sniper luck check, for a total chance of (1 - 0.78*0.3 = ) 76%. Without More Criticals, it would be 72%. Not much of a difference. Now consider a character with luck 1 and Sniper; he has a 10% critical chance. Add one rank of More Criticals, and it increases to 15%. If your luck is over three or four, More Criticals will eventally become irrelevant. However, it takes a while to reach level 24, and making more critical hits now may be more useful than having the 'best' set of perks at the end of the game.
 
Thankyou for the info, now I know not to bother with high luck or more criticals for my unarmed character, it will be more difficult until I get slayer but I think it will be worth it.

The wikia also says that 10 luck + sniper=always critical, so I will do that and avoid more criticals with that character as well.
 
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