FANDOM


This talk page is only for discussing improvements to the page "Slayer."
Talkpage
  • It is not the place for general discussion or sharing stories about the topic of this article. Please use our forum for these purposes.
  • Please sign and date your posts by typing four tildes (~~~~) after each of your entries.
  • Put new text under old text. Click here to start a new topic.
  • Do not edit other people's entries.

Fallout New Vegas: This DOES affect VATS, but not AP... Edit

Hey, this is a note for anyone who wants to edit the page. I'd do it, but I'm not looking to start any arguments.  :) See what you guys think about this first: I just ran several tests with and without the Slayer perk, using a stop watch to time the VATS sequence. I can confirm that, while Slayer does not reduce the AP cost of each attack, it DOES make those attacks faster. This may mean that a character with the perk has a better chance of striking an enemy BEFORE that enemy can attack the player or a follower. (Remember that in FNV, VATS does NOT give you any additional protection from damage, as it did in FO3, so striking first - even in VATS - may save the character from injury.) To be specific, I queued up seven attacks with Chance's Knife against poor ED-E, with his health increased so that he wouldn't die from it (4 regular attacks and 3 backslashes). Without the perk, the entire VATS sequence took 20 seconds to execute. WITH the perk, it was closer to 14-15 seconds. This may or may not be worth putting on the main page, as it currently says that this perk has no effect in VATS. It should probably be amended to say something like, "VATS note: This perk does not reduce Action Point costs, but it does cause the player to attack faster in VATS, which may allow the player to kill an enemy before it can counter-attack." Or something like that, I don't know. All I know is, it looks like this perk will help the character to kill enemies faster, even in VATS, which should mean fewer counter-attacks in the long run. The speed difference in VATS is also very noticeable with slower attacks, such as a "Mauler" attack with "Oh, Baby!" You can just tell by watching it that it swings a lot faster with the perk. Anyway, if anyone else wanted to do some tests first, to get independent confirmation before editing the page, that'd be great. Sorry for the long post, just wanted to make sure I was saying everything correctly.68.53.162.70 19:56, November 6, 2010 (UTC)

This is a talk page, do not apologizes for a long message. The perk states that it increases all mellee attack speed by 30%, you were probably reading the perk from Fallout where it decreases the amount of AP an attack uses, allowing for more attacks in a turn. --Saphireking65 20:00, November 6, 2010 (UTC)

Buged perk requirements ? (New Vegas) Edit

I just hit level 24, I have unarmed 92, agility 9, and am unable to select this perk. I read somewhere that strenght should be 7 min. as well for you to be able to get it.My character has 4 strengh and I don't use unarmed but raised the skill for the melee benefit. Is there/will there be a patch that fixes this issue. It's a real pain in the ass, was looking forward to getting this perk since the beggining of the game.--74.198.12.66 06:11, November 14, 2010 (UTC)

Fallout: New Vegas Perk Requirements Edit

First, my version of New Vegas, PC (Steam), also does not mention the Strength requirement.

FONV SlayerPerk PC Steam

Second, a Strength requirement makes sense since it modifies Melee. But why is Agility a requirement when it does nothing for Melee or Unarmed? Why? because before Fallout 3, Agility used to modify Unarmed. That's right folks. This is a copy error. This Perk was simply ported to the new system as is. In New Vegas and FO3, Endurance modifies Unarmed. Mbg1122 23:43, December 9, 2010 (UTC)

there are quite a few perks that require odd stats that don't relate to the ability itself, even new ones. On the other hand it would be kind of boring if the only requirements for any stat were a stat you were pretty much guaranteed to have in the first place... --Pongsifu 13:12, December 8, 2010 (UTC)
The original Slayer perk did in fact require stats that related perfectly to the ability itself in the first two Fallout games, so if there are perks for which your claim is true, then this isn't one of them.
Also, I'm not saying your claim isn't true, but if "there are quite a few perks that require odd stats that don't relate to the ability itself, even new ones", please list them and explain how they require odd stats that don't relate to the ability at all. Otherwise, you're just making an unsupported claim.
Ultimately, the question isn't whether it's boring or not, but does it make sense and support player progression within the game. The bigger question is What other logical basis is there for stat and skill based perks if not to support the character traits you, the player, are choosing? Mbg1122 23:43, December 9, 2010 (UTC)

So i may be WAY off base here, but im pretty sure it Requires Agility because your Character would need to be quick to swing more quicker-like

What I don't get is that it says it doesn't affect completely unarmed attacks, then why is it the unarmed stat and not melee? Is this just to make the unarmed stat seem more useful?
Completely unarmed. As in without an equipped Unarmed weapon. Or did I misread? 81.232.146.163 15:04, August 12, 2011 (UTC)
I guess the confusion is caused by an unfortunate name choice for knuckle-dusters. "Completely unarmed attacks" should be understood "bare-handed", whereas "unarmed weapon" is still a weapon worn on your fists. Crackadial (talk) 19:07, October 14, 2013 (UTC)

DPS bug Edit

There is a bug with this perk, the PipBoy says its DPS is the same as before I took the perk. The perk is definately working though, so this bug only affects the PipBoy menu.

It doesn't actually say anything about a luck roll in fo2 or fot

Community content is available under CC-BY-SA unless otherwise noted.