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{{Infobox perk |
{{Infobox perk |
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+ | |image =HtH Evade.png |
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+ | |games1 =FO2, FOT |
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⚫ | While it states that both item slots must be empty, that is not entirely accurate. It |
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⚫ | While it states that both item slots must be empty, that is not entirely accurate. It really requires not holding a gun or melee weapon (anything that is visible in the character's hands). This perk '''will''' work if wielding unarmed weapons (such as brass knuckles, boxing gloves, power fist), throwables (grenades, rocks), or any non-weapon item. |
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− | * In the unpatched version of ''Fallout 2'' the description of this perk reads: "If both item slots are empty, at the end of a combat turn, your character will gain 3 points of Armor Class for every unused Action Point."{{Verify|01:08, February 28, 2011 (UTC)}} |
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− | * This appears bugged in Fallout Tactics. It gives 1/8th your unarmed skill minus around 60. (probably the base score before points were allocated.){{Verify|01:08, February 28, 2011 (UTC)}} |
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+ | * The usefulness of this perk could be debated, as [[Armor Class]] is considered the weakest form of defense, compared to [[Damage Resistance]] and [[Damage Threshold]]. At a respectable Unarmed skill level of 120%, it would only provide 10 extra AC before factoring in any unused AP for an extra 2 AC each. Unfortunately, this will rarely decide if the character is hit by an attack or not, as by Level 12, many enemies will have high enough combat skills that they are almost guaranteed to hit regardless of Armor Class rating. This is compounded by the fact that as a melee-range character, enemies will have no range penalties to hit. Other than for roleplaying reasons or personal preference, this perk will rarely provide any tangible benefit. SPECIAL stats allowing, perks like [[Toughness]] and [[Lifegiver]] will in almost all cases outperform it. |
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+ | * HtH Evade shares the Vault Boy image with [[Artful Dodger]]. |
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{{Navbox perks FO2}} |
{{Navbox perks FO2}} |
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{{Navbox perks FOT}} |
{{Navbox perks FOT}} |
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− | [[Category:Perks]] |
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[[Category:Fallout 2 perks]] |
[[Category:Fallout 2 perks]] |
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[[Category:Fallout Tactics perks]] |
[[Category:Fallout Tactics perks]] |
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+ | [[ru:Блок удара]] |
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+ | [[de:Nahkampf ausweichen]] |
Revision as of 18:47, 10 January 2020
“If both item slots are empty, each unused action point gives you a +2 instead of +1 towards your Armor Class at the end of your turn, plus 1/12 of your unarmed skill.”— Fallout 2 (patched) In-game description
HtH Evade is a Fallout 2 and Fallout Tactics perk.
While it states that both item slots must be empty, that is not entirely accurate. It really requires not holding a gun or melee weapon (anything that is visible in the character's hands). This perk will work if wielding unarmed weapons (such as brass knuckles, boxing gloves, power fist), throwables (grenades, rocks), or any non-weapon item.
Notes
- The usefulness of this perk could be debated, as Armor Class is considered the weakest form of defense, compared to Damage Resistance and Damage Threshold. At a respectable Unarmed skill level of 120%, it would only provide 10 extra AC before factoring in any unused AP for an extra 2 AC each. Unfortunately, this will rarely decide if the character is hit by an attack or not, as by Level 12, many enemies will have high enough combat skills that they are almost guaranteed to hit regardless of Armor Class rating. This is compounded by the fact that as a melee-range character, enemies will have no range penalties to hit. Other than for roleplaying reasons or personal preference, this perk will rarely provide any tangible benefit. SPECIAL stats allowing, perks like Toughness and Lifegiver will in almost all cases outperform it.
- HtH Evade shares the Vault Boy image with Artful Dodger.
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