A robot that the Sole Survivor commands with the Rank 3 perk will follow and enter a different cell (i.e.Nearby enemy robots that have been shut down will still prevent sleeping and fast traveling, however commanding them before shutting them down will treat them as friendly and avoid this behavior.Hacked enemy robots will turn hostile towards any friendly settlements when following the Sole Survivor, but any hacked friendly robots will not attack them.Combat sentry prototype MkIV cannot be interacted with this perk until the Combat sentry proto MK IV holotape is used to activate the Sentry Bot.
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(The player character needs rank 3 of this perk to get full access to this.)
Robots such as sentry bots and assaultrons will act like a personal companion until they are killed.Turrets and such cannot be hacked by this perk, and in fact require the appropriate Total Hack perk magazine to do so (via a terminal).Legendary protectrons will explode when killed when combined with the self-destruct explosion, the player character should flee to a safe distance to avoid being killed.It is advised to shut down before initiating self-destruct. The robot will still continue to attack the player even as it begins the countdown to destruction moreover, it will emit a small dosage of radiation. Initiating a self-destruct will take some time.This will not reactivate the robot it will stay where it is until it detonates. When powering off a robot, the player character can still initiate a self-destruct immediately after without having to re-hack it.Hacking a robot can be done in combat, but cannot be done at long distances.With the Automatron DLC installed, ranks 1 and 2 of this perk qualify it as a crafting perk since they are required to gain full access to all available modification options in a robot workbench. When you successfully hack a robot, you can give it specific commands. When you successfully hack a robot, you can incite it to attack. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct. Machines will always serve humans, if you have anything to say about it. Higher ranks grant the ability to incite them to attack other enemies in the vicinity similar to being frenzied as well as give commands akin to a companion. At its base level, Better Criticals increases crit damage by 50 percent, and by its final level, it will increase crit damage to 2.5x.Taking ranks of this perk grants the ability to hack robotic enemies and make them shut down or self-destruct. Pair it with Grim Reaper's Sprint and Critical Banker and you have a source of most of your pistol damage.
In a build that relies heavily on VATS, Better Criticals makes a lot of sense. You can see where we're going with this: plenty of AP, perks that boost your AP, and Grim Reaper's Sprint to make it so you have a virtually full bar by the late game. At its base level, it introduces a 15 percent chance for any kill in VATS to max out your AP level. Grim Reaper's Sprint makes a lot of sense in a VATS-heavy Gunslinger build.
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RELATED: Fallout 4: The Top 15 Weapons Mods So Far Grim Reaper's Sprint, Available at Luck 8 At its max level, you can save an ultra-powerful 4 critical hits. Basically, Critical Banker lets you save a critical shot in VATS, which means you can push out priority damage on stronger enemies rather than wasting an important shot on some sniveling grunt. This perk works brilliantly with Four Leaf Clover, the next perk available in the luck tree at level 9.
This will make it harder for enemies to hide from Vats shots around corners and other obstacles. Penetrator is a great perk to pick up if you're opting for a full Vats build.