Effects[edit | edit source]
|1||LCK 7||You're a patient battlefield tactician, and can save a Critical Hit, to be used in V.A.T.S. when you need it most.||0004C91F|
|2||LCK 7, LVL 17||You can now save 2 Critical Hits, to be used in V.A.T.S. when you need them the most.||0004C920|
|3||LCK 7, LVL 43||You can now save 3 Critical Hits, to be used in V.A.T.S. when you need them the most. Banking a Critical has a chance to save an additional Critical.||0004C921|
|4||LCK 7, LVL 50||You can now save 4 Critical Hits, to be used in V.A.T.S. when you need them the most.||034e81|
While Fallout 4 does allow the Sole Survivor to "bank" a single critical by letting them activate it whenever they choose, taking ranks in Critical banker allows the Sole Survivor to store the first critical and fill up the meter additional times.
At rank 1, a star now appears to the right of the critical meter. When the meter is filled up the first time, the star becomes solid indicating there is one banked critical and the meter begins filling up again until the 2nd critical is gained.
Additional ranks in Critical Banker allow the Sole Survivor to bank additional criticals by adding extra stars to the right of the critical meter. The maximum saved criticals that the perk allows for the base game is 4; 3 stars for stored criticals, plus the base critical allowed by a full meter. With Far Harbor installed, this number is increased to 5.