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Author Topic: Perks  (Read 34547 times)

lisac2k

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Perks
« on: January 06, 2012, 09:09:31 pm »

Level Perks

Bonus HtH Attacks
  • Ranks: 1
  • Generic requirements: Level at least 18, Unarmed or Melee Weapons at least 180
  • Description: You have learned the secret arts of the East, or you just punch faster. In any case, your Hand-to-Hand attacks cost 1 AP less to perform.

Bonus HtH Damage
  • Ranks: 1
  • Generic requirements: Level at least 3, Unarmed or Melee Weapons at least 75
  • Generic effects: Melee Damage increased by 7
  • Description: Experience in unarmed combat has given you the edge when it comes to damage. You cause +7 points of damage with hand-to-hand and melee attacks.

Bonus Move
  • Ranks: 1
  • Generic requirements: Level at least 3, Agility at least 6
  • Generic effects: Move Action Points increased by 2
  • Description: For each level of Bonus Move, you get 2 free APs each turn that can only be used for movement. In other words, you can move 2 free hexes each turn for each level of this Perk.

Bonus Ranged Damage
  • Ranks: 2
  • Generic requirements: Level at least 9, Small Guns or Big Guns at least 150 (rank 1); Level at least 12, Small Guns or Big Guns at least 175 (rank 2)
  • Description: Your training in firearms and other ranged weapons has made you more deadly in ranged combat. For each level of this Perk, you do +2 points of damage with ranged weapons.

Bonus Rate of Fire
  • Ranks: 1
  • Generic requirements: Level at least 18, Small Guns, Big Guns, Energy Weapons or Throwing at least 180
  • Description: This Perk allows you to pull the trigger a little faster and still remain as accurate as before. Each ranged weapon attack costs 1 AP less to perform.

Earlier Sequence
  • Ranks: 1
  • Generic requirements: Level at least 3, Perception at least 5
  • Generic effects: Sequence increased by 2
  • Description: You are more likely to move before your opponents in combat, since your Sequence is increased by +2 points.

More Critical
  • Ranks: 1
  • Generic requirements: Level at least 3, Small Guns, Big Guns, Energy Weapons or Throwing at least 100
  • Generic effects: Critical Chance increased by 5
  • Description: You are more likely to cause critical hits in combat if you have this Perk. You get an additional +5% chance to cause a critical hit.

Toughness
  • Ranks: 1
  • Generic requirements: Level at least 6, Endurance at least 4
  • Generic effects: Damage Threshold increased by 2, Damage Resistance increased by 5
  • Description: When you are tough, you take less damage. You gain +5% to your general damage resistance and +2 to your general damage threshold.

Strong Back
  • Ranks: 1
  • Generic requirements: Level at least 6, Endurance at least 6
  • Generic effects: Carry Weight increased by 22650
  • Description: AKA Mule. You can carry an additional 22 kg of equipment.

Sharpshooter
  • Ranks: 1
  • Generic requirements: Level at least 9, Small Guns, Big Guns, Energy Weapons or Throwing at least 150
  • Description: You have a talent for hitting things at longer distances. For each level of this Perk, you get a +2 bonus to Perception for the purposes of determining sight range. You also get a small bonus to chance to hit your opponent with ranged weapon.

Silent Running
  • Ranks: 1
  • Generic requirements: Level at least 6, Sneak at least 100
  • Description: With this Perk, you now have the ability to move quickly and still remain quiet. You can Sneak and run without suffering any penalty.

Healer
  • Ranks: 1
  • Generic requirements: Level at least 3, First aid at least 75
  • Description: The healing of bodies comes easier to you with this Perk. This Perk heals 15-30 additional hit points when using the First Aid.

Better Critical
  • Ranks: 1
  • Generic requirements: Level at least 12, Small Guns, Big Guns, Energy Weapons or Throwing at least 175
  • Description: The critical hits you cause in ranged combat are more devastating. You gain a +20 bonus on the critical hit table, almost ensuring that more damage will be done. This does not affect the chance to cause a critical hit.

Silent Death
  • Ranks: 1
  • Generic requirements: Level at least 15, Sneak at least 175
  • Description: While Sneaking, if you hit a critter in the back, you will cause and automatic critical hit with +10 on the roll when attacking hand to hand or with a thrown or one handed weapon. Silent Death is that kind of Perk.

Action Boy
  • Ranks: 2
  • Generic requirements: Level at least 12, Agility at least 6 (rank 1); Level at least 15, Agility at least 6 (rank 2)
  • Generic effects: Maximum Action Points increased by 1
  • Description: Each level of Action Boy (insert Girl if you wish) gives you an additional AP to spend every combat turn. You can use these generic APs on any task.

Lifegiver
  • Ranks: 3
  • Generic requirements: Level at least 12, Endurance at least 5 (rank 1); Level at least 15, Endurance at least 6 (rank 2); Level at least 18, Endurance at least 7 (rank 3)
  • Generic effects: Maximum Hit Points increased by 20 (rank 1); Maximum Hit Points increased by 30 (rank 2); Maximum Hit Points increased by 40 (rank 3)
  • Description: With each respective level of this Perk, you gain an additional 20, 30 and 40 Hit Points.  This is in addition to the hit points you already gain per level based off of your Endurance.

Dodger
  • Ranks: 1
  • Generic requirements: Level at least 12, Agility at least 8
  • Generic effects: Armor Class increased by 20
  • Description: You are less likely to be hit in combat if you have this Perk. You gain a +20 to your Armor Class.

Medic
  • Ranks: 1
  • Generic requirements: Level at least 15, First aid at least 175
  • Description: The Medic halves the timeouts for First Aid and Doctor skills.

Heave Ho!
  • Ranks: 1
  • Generic requirements: Level at least 6, Throwing at least 100
  • Generic effects: (rank 1)
  • Description: This perk gives you an additional +1 to Strength (up to 10), for purposes of determining range with thrown weapons only. This Perk will exceed a weapon's maximum range.

Ghost
  • Ranks: 1
  • Generic requirements: Level at least 12, Sneak at least 150
  • Description: When the sun goes down or you are in a poorly lit area, you move like a ghost with this Perk. Your get the bonus for being near walls from 5 hexes away.

Quick Pockets
  • Ranks: 1
  • Generic requirements: Level at least 3, Agility at least 5
  • Description: You have learned to pack your equipment better, your increased dexterity enables you to retrieve and put away items in half the time.

Adrenaline Rush
  • Ranks: 1
  • Generic requirements: Level at least 3, Strength at least 5
  • Description: With this Perk, you gain +10% to your Damage Resistance when you drop below 1/2 of your max hit points.

Gain Strength
  • Ranks: 1
  • Generic requirements: Level at least 12, Strength at most 9
  • Generic effects: Strength increased by 1
  • Description: With this Perk you gain +1 to your Strength.

Gain Perception
  • Ranks: 1
  • Generic requirements: Level at least 12, Perception at most 9
  • Generic effects: Perception increased by 1
  • Description: With this Perk you gain +1 to your Perception.

Gain Endurance
  • Ranks: 1
  • Generic requirements: Level at least 12, Endurance at most 9
  • Generic effects: Endurance increased by 1
  • Description: With this Perk you gain +1 to your Endurance.

Gain Charisma
  • Ranks: 1
  • Generic requirements: Level at least 12, Charisma at most 9
  • Generic effects: Charisma increased by 1
  • Description: With this Perk you gain +1 to your Charisma.

Gain Intelligence
  • Ranks: 1
  • Generic requirements: Level at least 12, Intelligence at most 9
  • Generic effects: Intelligence increased by 1
  • Description: With this Perk you gain +1 to your Intelligence.

Gain Agility
  • Ranks: 1
  • Generic requirements: Level at least 12, Agility at most 9
  • Generic effects: Agility increased by 1
  • Description: With this Perk you gain +1 to your Agility.

Gain Luck
  • Ranks: 1
  • Generic requirements: Level at least 12, Luck at most 9
  • Generic effects: Luck increased by 1
  • Description: With this Perk you gain +1 to your Luck.

HtH Evade
  • Ranks: 1
  • Generic requirements: Level at least 6, Unarmed or Melee Weapons at least 75
  • Description: If both item slots are empty, you get additional 20 points to your AC.

Living Anatomy
  • Ranks: 1
  • Generic requirements: Level at least 12, First aid at least 150
  • Description: You have a better understanding of living creatures and their strengths and weaknesses. You get more critical successes and fewer critical failures when you are healing, and you do +2 damage per attack to living creatures.

Pack Rat
  • Ranks: 1
  • Generic requirements: Level at least 3, Intelligence at least 6
  • Description: You are efficient at arranging your inventory in general. This makes it much easier to carry that little extra you've always needed.

Pyromaniac
  • Ranks: 2
  • Generic requirements: Level at least 9, Big Guns at least 100 (rank 1); Level at least 15, Big Guns at least 150 (rank 2)
  • Description: You do 20 extra damage with fire-based weapons, and enemies always seem to die in the most painful fiery fashion.

Quick Recovery
  • Ranks: 1
  • Generic requirements: Level at least 3, Agility at least 6
  • Description: You are quick at recovering from being knocked down.

Stonewall
  • Ranks: 1
  • Generic requirements: Level at least 9, Strength at least 6
  • Description: You are much less likely to be knocked down in combat.

Weapon Handling
  • Ranks: 1
  • Generic requirements: Level at least 3, Small Guns, Big Guns, Energy Weapons or Throwing at least 100
  • Description: You can wield weapons much larger than normally allowed. You gain a +2 to your strength for the purposes of Strength checks when trying to wield weaponry.

Tree Trunk Thighs
  • Ranks: 1
  • Generic requirements: Level at least 6, Endurance at least 6
  • Description: You have large legs, you are able to shrug off leg shots that would floor others.

Iron Grip
  • Ranks: 1
  • Generic requirements: Level at least 12, Strength at least 8
  • Description: They will have to pry your gun from your cold dead hands. You suffer fewer weapon drops and arm cripples.

Man of Steel
  • Ranks: 1
  • Generic requirements: Level at least 15, Endurance at least 8
  • Description: You are as tough as they come. Critical hits just don’t seem to affect you as much as they do others.

Even More Criticals
  • Ranks: 1
  • Generic requirements: Level at least 6, Small Guns, Big Guns, Energy Weapons or Throwing at least 125
  • Generic effects: Critical Chance increased by 10
  • Description: You are able to spot the vulnerable points in enemies. You gain 10% critical chance.

Right Between the Eyes
  • Ranks: 1
  • Generic requirements: Level at least 15, Small Guns, Big Guns, Energy Weapons or Throwing at least 200
  • Description: You are able to hit your target with unerring accuracy. Helmets are no protection against you!

Fast Reload
  • Ranks: 1
  • Generic requirements: Level at least 6, Small Guns, Big Guns or Energy Weapons at least 125
  • Description: You are able to reload your weapon very quickly. It only takes you 1 AP.

Spray and Pray
  • Ranks: 1
  • Generic requirements: Level at least 6, Small Guns, Big Guns, Energy Weapons or Throwing at least 125
  • Description: You cover your target in bullets... one of them is bound to find a hole. You ignore armour’s Critical Modifier.

More Ranged Damage
  • Ranks: 1
  • Generic requirements: Level at least 15, Small Guns, Big Guns, Energy Weapons or Throwing at least 200
  • Description: Your advanced training in firearms and other ranged weapons has made you even more deadly in ranged combat than those with a basic training. You do +3 points of damage with ranged weapons.

Livewire
  • Ranks: 1
  • Generic requirements: Level at least 3, Agility at least 6
  • Description: You have learnt to harness your extra energy and in battle you are a blur. You double your bonus AC gained from your AG.

HtH Evade+
  • Ranks: 1
  • Generic requirements: Level at least 9, Unarmed or Melee Weapons at least 150
  • Description: If both of your item slots are empty, you get a +40 bonus to your Armor Class.

Dodger+
  • Ranks: 1
  • Generic requirements: Level at least 15, Agility at least 10
  • Generic effects: Armor Class increased by 40
  • Description: You are even less likely to be hit in combat if you have this Perk. You gain a +40 to your Armor Class.

Even Tougher
  • Ranks: 1
  • Generic requirements: Level at least 9, Endurance at least 6
  • Generic effects: Damage Threshold increased by 3, Damage Resistance increased by 10
  • Description: When you are even tougher, you take even less damage. You gain +10% to your Damage Resistance and +3 to your Damage Threshold.

Healer+
  • Ranks: 1
  • Generic requirements: Level at least 6, First aid at least 100
  • Description: The healing of bodies comes easier to you with this Perk. This Perk heals 20-40 additional hit points when using the First Aid.

Blessed are the Weak
  • Ranks: 1
  • Generic requirements: Level at least 9, First aid at least 125
  • Description: You are able to bring people back from the brink of death. You can heal people even when they are Weakened.

Bonus HtH Damage+
  • Ranks: 1
  • Generic requirements: Level at least 6, Unarmed or Melee Weapons at least 100
  • Description: Mastery in unarmed combat has given you the edge when it comes to damage. You cause +15% critical chance with hand-to-hand and melee attacks.

In Your Face!
  • Ranks: 1
  • Generic requirements: Level at least 9, Unarmed or Melee Weapons at least 125
  • Description: You cut an intimidating figure and people cower when you are near. Opponents have a 50% chance of missing you when in an adjacent square.

Hit the Gaps
  • Ranks: 1
  • Generic requirements: Level at least 12, Unarmed or Melee Weapons at least 150
  • Description: You are an expert at punching through the weak spots in armor. The Critical Modifier value of any armor is reduced by 25%.

HtH Criticals
  • Ranks: 1
  • Generic requirements: Level at least 15, Unarmed or Melee Weapons at least 175
  • Description: You are much more likely to cause a critical hit, but only when using Hand to Hand or Melee.

Heave Ho!!
  • Ranks: 1
  • Generic requirements: Level at least 9, Throwing at least 150
  • Description: This perk gives you an additional +1 to Strength (up to 10) for purposes of determining range with thrown weapons only. This Perk will exceed a weapon's maximum range.
« Last Edit: January 23, 2012, 11:08:22 pm by Atom »
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lisac2k

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Re: Perks
« Reply #1 on: January 06, 2012, 09:09:44 pm »

Support Perks

Awareness
  • Ranks: 1
  • Generic requirements: Perception at least 6 or Unarmed at least 100 or Melee Weapons at least 100
  • With Awareness, you are given detailed information about any critter you examine. You see their exact hit points and information about any weapon they are equipped with.

Faster Healing
  • Ranks: 1
  • Generic requirements: Intelligence at least 6, Doctor at least 75
  • Generic effects: Healing Rate increased by 5
  • With this Perk, you get a +5 bonus to your Healing Rate. This is in addition to your normal healing rate, thus you heal faster.

Rad Resistance
  • Ranks: 1
  • Generic requirements: Intelligence at least 7, Doctor at least 100
  • Generic effects: Poison Resistance increased by 20, Radiation Resistance increased by 30
  • You are able to avoid radiation and its bad effects more effectively. Each level of this Perk improves your Radiation Resistance by 30% and your Poison Resistance by 20%.

Educated
  • Ranks: 1
  • Generic requirements: Intelligence at least 8, Science at least 100
  • Each level of Educated adds +2 skill points when you gain a new experience level. This Perk works best when purchased early in your adventure.

Snakeater
  • Ranks: 1
  • Generic requirements: Endurance at least 6, Outdoorsman at least 75
  • Generic effects: Poison Resistance increased by 30, Radiation Resistance increased by 20
  • Yum! Tastes like chicken. For each level of this Perk, you gain +25% to your Poison Resistance.

Mr. Fixit
  • Ranks: 1
  • Generic requirements: Repair at least 150
  • Mr Fixit is able to repair items to a higher standard than his peers.

Master Thief
  • Ranks: 1
  • Generic requirements: Steal at least 150
  • A Master Thief is proficient at stealing and picking locks. He is able to attempt his thievery twice as often.

Speaker
  • Ranks: 1
  • Generic requirements: Speech at least 125
  • Being a Speaker means your follower’s loyalty decreases at half the normal rate.

Pickpocket
  • Ranks: 1
  • Generic requirements: Steal at least 175
  • You are much more adept at stealing than a normal crook. You can steal with the best of them, because with this Perk, you halve the size and facing modifiers when stealing from a person.

Explorer
  • Ranks: 1
  • Generic requirements: Outdoorsman at least 150
  • The mark of the Explorer is to search out new and interesting locations. With this Perk, you ignore speed penalties for terrain on the world map.

Pathfinder
  • Ranks: 1
  • Generic requirements: Outdoorsman at least 175
  • The Pathfinder is able to find the shortest route available. With this Perk, your travel speed on the World Map is increased by 15%.

Scout
  • Ranks: 1
  • Generic requirements: Outdoorsman at least 150
  • You have improved your ability to see and recognize distant locations and events, increasing the size of explorations on the World Map by one square in each direction.

Ranger
  • Ranks: 1
  • Generic requirements: Outdoorsman at least 100
  • Due to the extensive amount of time spent in the wilderness, you have learned to create the right items and tools necessary for survival. When you make a tent, it is automatically upgraded to an Outdoorsman’s Camp.

Swift Learner
  • Ranks: 1
  • Generic requirements: Intelligence at least 6, Science at least 50
  • You are indeed a Swift Learner with this Perk, as each level gives you an additional +10% bonus whenever you earn experience points. This is best taken early.

Profession: Armorer
  • Ranks: 2
  • Generic requirements: Repair at least 50 (rank 1); Repair at least 100 (rank 2)
  • Your everyday outfit just don't cut it. Making your personal, straight-from-the-workbench protective gear is something you live for.

Profession: Gunsmith (Small Guns)
  • Ranks: 2
  • Generic requirements: Repair at least 50 (rank 1); Repair at least 100 (rank 2)
  • You feel like your life would make no sense without pistols, rifles and ammo. You use each and every chance to make something that can shoot or be shot at.

Profession: Gunsmith (Big Guns)
  • Ranks: 2
  • Generic requirements: Repair at least 50 (rank 1); Repair at least 100 (rank 2)
  • You feel like your life would make no sense without big guns and ammo. You use each and every chance to make something that can make a big boom.

Profession: Energy Expert
  • Ranks: 2
  • Generic requirements: Science at least 50 (rank 1); Science at least 100 (rank 2)
  • Your life has one purpose only: to master the energy flows and storages. Good thing you can use your experience even when fiddling with the energy weapons.

Profession: Demolition Expert
  • Ranks: 2
  • Generic requirements: Traps at least 50 (rank 1); Traps at least 100 (rank 2)
  • If it ain't go boom, it has no meaning to you. You're obsessed with explosions, really.

Profession: Doctor
  • Ranks: 2
  • Generic requirements: Doctor at least 50 (rank 1); Doctor at least 100 (rank 2)
  • Helping people when they are injured or ill is all you care about. Noble profession, indeed.

Cautious Nature
  • Ranks: 1
  • Generic requirements: Perception at least 6, Outdoorsman at least 100
  • You are more alert outdoors and enemies are less likely to sneak up on you. With this Perk you get a +3 to your perception in random encounters when determining placement.

Demolition Expert
  • Ranks: 1
  • Generic requirements: Traps at least 125
  • You are an expert when it comes to the fine art of handling explosives. They always go off when they're supposed to and inflict some extra damage.

Harmless
  • Ranks: 1
  • Generic requirements: Charisma at least 6, Steal at least 125
  • Your innocent demeanor makes stealing from people a little easier. You lose only half the reputation when stealing.

Light Step
  • Ranks: 1
  • Generic requirements: Traps at least 50
  • You are agile, lucky and always careful. This perk halves your chances for setting off a trap.

Magnetic Personality
  • Ranks: 1
  • Generic requirements: Speech at least 100
  • People just love to be around you! You gain additional 50 points to your follower limit.

Negotiator
  • Ranks: 1
  • Generic requirements: Barter at least 150
  • You are a notorious negotiator. Not only can you barter with the best of them, you can also talk your way into or out of nearly anything.  With this Perk your worst reputation counts as neutral.

Thief
  • Ranks: 1
  • Generic requirements: Steal at least 100
  • The blood of a thief runs through your veins. Luck/50 chance for no timeout when failing to steal. A well rounded thief is alive thief.

Gecko Skinning
  • Ranks: 1
  • Generic requirements: Outdoorsman at least 50
  • You have the knowledge of how to skin geckos properly in order to get their pelts.

Sex Appeal
  • Ranks: 1
  • Generic requirements: Speech at least 75
  • Your raw sexual magnetism affects your relationship with the opposite sex in your favor. All reputations in such relationships are better for 250 points.

Stealth Girl
  • Ranks: 1
  • Generic requirements: Sneak at least 100, Repair at least 100
  • Your intuitive understanding of the inner mechanism of Stealth Boys allows you to use them for twice as long.

Best of a Bad Lot
  • Ranks: 1
  • Generic requirements: Repair at least 75
  • You are an expert at rescuing equipment which is on the verge of falling apart. All items with a condition of below 15% count as 15% when being repaired.

Dismantler
  • Ranks: 1
  • Generic requirements: Science at least 150
  • You're the kind of a person who always finds spare screws after dismantling a clock and putting it back together. You recycle twice the usual number of base resources whenever dismantling an item.

Treasure Hunter
  • Ranks: 1
  • Generic requirements: Lockpick at least 150
  • You are exceptionally skilled when it comes to search for valuables long forgotten. You find more wealth in lockers scattered in the encounters.

Dead Man Walking
  • Ranks: 1
  • Generic requirements: Intelligence at least 5, Doctor at least 50
  • Like Rasputin, it takes a lot to finally finish you off. Your health points can drop to twice the negative value before you finally die.
« Last Edit: January 06, 2012, 09:11:23 pm by lisac »
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lisac2k

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Re: Perks
« Reply #2 on: January 06, 2012, 09:09:59 pm »

Reserved
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lisac2k

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Re: Perks
« Reply #3 on: January 06, 2012, 09:10:21 pm »

Reserved
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lisac2k

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Re: Perks
« Reply #4 on: January 06, 2012, 09:10:44 pm »

Reserved
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jodwig

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Re: Perks
« Reply #5 on: January 07, 2012, 12:09:16 am »

How about Traits?
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Reiniat

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Re: Perks
« Reply #6 on: January 07, 2012, 06:06:22 am »

Since we cant talk about balance yet i like to point that names and descriptions are pretty funny and they totaly match witht the originals  :)
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Current char: Oblivion, Oceansoul, Black Tears

Sorry for my bad english
Quote from: Santa Anna
Any action or inaction in a position of power will always grant you enemies

Biogitanus

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Re: Perks
« Reply #7 on: January 07, 2012, 08:17:27 am »

how you get suport perks? any clue about quest?
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LagMaster

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Re: Perks
« Reply #8 on: January 07, 2012, 08:33:18 am »

yeah, where iare the placew we can take support perks?
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jodwig

  • I'm not always right, but I'm never wrong either
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Re: Perks
« Reply #9 on: January 08, 2012, 04:45:33 am »

yeah, where iare the placew we can take support perks?

Devs won't tell you, because they love surprises, so we need to find them by ourselves, check this thread:
WARNING SPOILERS
http://fodev.net/forum/index.php?topic=20054.0
WARNING SPOILERS
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Re: Perks
« Reply #10 on: January 08, 2012, 04:42:41 pm »

Is there a cap on armor class?
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Solar

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Re: Perks
« Reply #11 on: January 08, 2012, 05:45:08 pm »

Is there a cap on armor class?

There's obviously a max somewhere a long the line, but it's only determined by how many sources of AC you can find, there is no cap in place.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Perks
« Reply #12 on: January 08, 2012, 07:00:55 pm »

Weapon hadling is only for small guns and big guns? No way. Where are my energy weapons?
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Solar

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Re: Perks
« Reply #13 on: January 08, 2012, 07:01:58 pm »

Shouldn't be the case, if it is then its a bug.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

runboy93

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Re: Perks
« Reply #14 on: January 08, 2012, 07:05:01 pm »

So both BROF+HtH attacks stay as 225%?
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