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Finished the Overseer mission and delivered Nuka Cola to Meg and Paige.
Went back to Overseer and got the Overseen Overseer quest. I `ll check that out tomorrow maybe.

Also got the "gain 300 gold buillion "Gold Rush" opened up.
Wonder what that means?


“We are still in the age of legends. You and I will not enter the promised land. We who have begun always perish before Jericho falls.”
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Thats an achievement at least. Maybe its a challenge too? Bullion is good.

It's also the name of an event where your can exchange double the amount of treasury notes for bullion each day.


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If you convert your legandary items instead of scrapping them, will you still keep the plans/mods?

Last edited by Wigean; 10/14/23 12:21 PM.

“We are still in the age of legends. You and I will not enter the promised land. We who have begun always perish before Jericho falls.”
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Yes, you cannot lose plans.

But any mods on the weapons are lost. You can always make more if you know the plan, but if say you feed a legendary rifle in to the machine you don't get back the fancy magazine it had, if that's what you are asking.

Mods cannot be removed or re-used, only built anew or built-over.


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Follow up.

I see some robots pay double caps today and I can tidy up my stash box.

I found a snub nosed Somerset special pistol with an anti-armor lefendary mod.

Do you know if this mod also can be used in the "Fixer" or any other weapon?

I know I may be could try, but maybe best to ask before I try. smile


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Anti-armor can be used with any weapon, and it's my favorite effect coincidentally.

But the one on the pistol has no effect on the Fixer.

To apply anti-armor, you need to 'roll' that effect on a weapons bench. It is random, so you need to keep rolling until it lands on anti-armor. If you choose 'modify' at the weapons bench and select a weapon, the first option that comes up is to apply a legendary effect, and you can choose to roll them as 1-star, 2-star or 3-star, each with increasing costs in legendary modules and cores.

Here are all the possible effects, and broken down by star tier.

FO76 Legendary Weapon Effects


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My ideal weapon, one that I am hunting at the work bench is a Handmade or Fixer with the following effects.

1st Star -- Anti-Armor. +50% armor piercing. Love this one as it works so well against the toughest enemies. Combined with an AP mag you can get near 100% AP which is awesome

2nd Star -- Hitman's. +25% damage when aiming down the sights. I'm a free aim player mostly, so this dovetails perfectly with my play style. Does not work with scopes, but does work with reflex sights or iron sights.

or

2nd Star -- Rapid. +25% weapons speed, which means fire rate. My Fixer is Anti-Armor and Rapid and it is fantastic.

3rd Star -- Steadfast. +50% Damage Resistance while aiming again dovetails perfectly with my style.

I also will take the following 3rd star effects

VATS Enhanced -- 25% less V.A.T.S. Action Point cost. I don't use VATS much, but this means more shots when I do

Lightweight -- 90% weapon weight reduction. Love it.

Rapid -- 15% Faster Reload. Not bad.

So if I were able to choose, or the weapon I would jump for joy to roll, would be

Anti-Armor, Hitman's, Steadfast as a 3-Star weapon. This is the grail.



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Thanks DBond.

Really appreciate the knowledge you are sharing.

I guess it matters to reach level 50 and get a Fixer I can work with..
I am close to level 40 now.
Just finished the Mysteries quest and got another Novice of Mysteries quest back.


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Exactly, and of course that is what I have been advising. If you have the Fixer plan, go wild. No reason not to craft a level 40 Fixer if you can just make another one any time you want.

But that is a very rare plan. So if you do not have the plan I advise to wait to finish the Sheepsquatch quest until you are level 50 so that weapon would remain top tier as long as you play


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Copied.

Still lots to do while waiting for that.


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And by the way, I am very happy to help. I obviously like talking about this stuff and it's nice to have someone who wants to read it. I hope it helps.

If you are starting to think about applying legendary effects to your weapons I have a few pointers, or things to be aware of.

The first and most obvious one is that these effects are random and not selectively so. So what this means is if you roll a 2-star weapon with say anti-armor and Last Shot and decide you don't want Last Shot, if you roll the weapon again both effects are overwritten and you will in all probability lose the anti-armor, unless you get very lucky. You cannot change one effect at a time, you roll all new effects, even if there's a chance you get the same one again.

So this means that when you create a legendary weapon, even if you don't like the result, it is often better to scrip that at the legendary machine so you get some scrip back. If you just roll it again you cannot recoup any investment. The obvious exception here is if you only have one example of that weapon, like a Fixer when you don't also have the plan to just craft another. In that case, you would keep rolling it until you get a combination of effects you like.

Often this means you will just use whatever is best until you can afford to try again. Any legendary effect is better than none at all, even if some are very situational, like Assassin's against humans. It won't help at all against super mutants.

So to fuel this you need those cores and modules, and lots of them! So always scrip your legendaries to have what you need to eventually craft your perfect weapons.

Notice I am saying scrip not scrap. Scrip is done at the legendary machine at rail stations, the mall and the Pick. Scrap is done at the weapons bench and will learn plans. Just want to be sure to avoid confusion since these terms are so similar.


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Hey Wigean, good to see you, thanks for dropping by my camp.

The power armor suit maybe you didn't want? It's pretty good though, but level 45. Scrip it if you don't need it. With the recharger you have now through 1st you probably didn't need the cores either!

The Fixer is level 40 which you are now? I failed to notice somehow. It's not modded, and you get those plans from scrapping combat rifles. But it will be on-level for you which should be more effective.


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Good to see you too.

Yeah, I saw you were online and thought I should pay you a visit. smile
Hard to communicate of course and I was looking for signs that could be translated.
But when you bounced up and down and jumped up on the roof I gave up. Haha.

Thank you for the stuff you gave me. Much appriciated. Fusion cores and stimpacs are good to have.
I had 3 fusion cores and had made a routine of returning to camp before they were burned out. Much easier now with more of them.

Many thanks for the Fixer. I am at level 39 now and it will get handy after the next event or so.

And I finally got the Power Armor you have talked about. Great stuff! I wrote down the specs so I don`t confuse them with other stuff in my Stash Box.
I must have done something wrong because I lost all my parts from the previous Power Armor.
May be I should have saved the old one before entering the one I got from you?
The parts are gone. Dissapeared. Lost. They are no more. They seized to exist. biggrin

I searched everywhere for my old armor. Did it end up in your camp?
Some Calibrated Raider armor and a jet pack?

I still have enough in my stash to survive until level 45, so no problemo.






Last edited by Wigean; 10/15/23 10:20 PM.

“We are still in the age of legends. You and I will not enter the promised land. We who have begun always perish before Jericho falls.”
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No problem, happy to pay it forward

You should think of power armor in terms of frames. Each frame can be renamed and that's a really good idea so you can sort them in your stash. Keep each frame full of pieces, and it will only weigh 10 in either your stash or your inventory. In order for you to pick it up I had to 'drop' it, and maybe it loses it's unique name that I had given it when it is dropped (and I relinquish ownership). I believe you could have hit space when acquiring it after I dropped it and then you take it all as a set on a frame.

I keep three power armor sets, now that I've given you the T-45. Each is complete and individually named. Hellcat, Ultracite and Excavator is what I have left. If I acquire a piece for any of them that I like better than what it already has I transfer it in to the frame and then sell or scrip the piece it replaced. I don't want to have a big, heavy pile of power armor pieces in my stash.

The T-45 set I gave you has very high ballistic protection, and a bunch of legendary effects which you can see when inspecting the pieces. But it's fairly low for radiation protection. I used it for a long time and thought it was more than good enough, as long as you pop some Rad-X in the events with high radiation.

Not sure if your PA was left in my camp. I had to go as you saw when my camp disappeared. It won't be there when I return. Unless you choose 'drop' your PA should always automatically be recalled to your inventory after a few minutes.

The Fixer is stock, but that still comes with the special Fixer effects. It could use the rest upgraded if you know the plans. Try rolling a 1-star legendary effect on it and see what you get.



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Yeah, thanks DBond.

Thanks for the PA info. So much details I don`t know. Yet.

My old PA was back when I restarted the game later tonight. So all is well.

I continued the Overseer quest and I am now in Vault Tec Uni.

I have just got the right to enter the secret wing.
It is a robot in there that kills me instantly. I have tried to kill it twice, but that sob takes no prisoners. smile
It`s late her, again, so I have to figure out a way to lure it. Maybe I can manage to throw in a grenade or something.
I`ll make a new try tomorrow.

Logging off.


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Robots can be tough, like level 75 assaultrons. And robots can drop lead so they make good targets smile

If you have the Concentrated Fire perk try targeting the combat inhibitor which can take the robot down quickly, or shoot one of it's legs. Pulse mines/grenades can work too, hell any explosive works!

Set out a couple mines and shoot the robot so he come at you and runs over the mines you set out.

But I think targeting vulnerable spots with concentrated fire is a good approach. What sort of robot is giving you trouble there?


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I`m not sure which sort it was.
It was just one shot and I was dead, I did it a couple of times before I quit.
I will try again today.

Just checked a YT video and it seems I should not walk in that direction, but go directly to the briefing room were they talk about Vault 79 and the gold.
So may be it is a way to guide the player towards the aim of the quest?

Then perks.

You have written a lot about the perks and how they work. To be honest I should have paid more attention to how they work.
It`s just a part of the game that I know how they work in theory, but when I have tried to find the right ones for the current situation I can`t seem to find the cards that would be useful.

I will look through the cards later today and see if I can do something more smart. smile

Do you use the perk card printer? (or what they are called)
Seems a way to quickly change your attributs.


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The punch card machine is invaluable. I use it every time I log on (and there is one at every train station and one at the mall). But you should build one in your camp next to your crafting benches, or you can use mine when I am on. You are right in that it allows you to change your attributes, and it also allows you to make 'loadouts' so you can quickly swap between presets. I have one loadout for out in the field and one loadout for when I am in camp. When I return to camp I hit the machine and swap to my crafting perks, and then (if I don't forget, which happens too often) I swap back to my field loadout before leaving. You don't want to show up to Eviction Notice or something without any of your combat perks, as I can attest all too well.

Perks are vital, and having good synergy between your choices can make you much more effective. This game is all about the build and the gear, and how they work together.

If you want to post a shot of your loadout (perks) we could maybe make some suggestions, or maybe it's already in a good spot? Hard to know as you don't talk about it, and I still don't know if you've gone commando or rifleman, or both.

This link is really handy to see what perks there are, what they do and when they unlock.

FO76 Build Planner

If I remember I'll post both of my loadouts and talk about the thinking behind it all if you are interested in that.


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I don`t know if there is a better way to show perks than this page.

[Linked Image]


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Perfect.

Each of those attributes with unused points can support more perks. You should fill those out to get stronger and more capable. There's a lot to unpack here.

For example you are running perks for several different weapon types (handguns, heavy weapons, shotguns, semi-auto rifles and automatic rifles), which is OK, but it means that none of them will be optimized. If you're still unsure which weapon to use I get it, but if you can focus on one or two at the most you can tailor the perks to support it. And if you want to switch to other weapons, you can alter the build on the fly to cover it.

But let's say you decide that the automatic Handmades and Fixers are what you want to use. Both of these weapons would be supported by Commando, of which you have just one point, for a 10% boost to damage. When carrying those two weapons, your shotgun and heavy weapons perks will do nothing. So you could look to drop those and go higher rank Commando. At level 25 you can have six points in Commando (3 for Commando and 3 for Expert Commando). That alone would be a +40% boost, which would make these weapons hit much harder and I would advise this. Or if you want to run a different weapon, you do so with those perks. When you turn level 40 you can pick up Master Commando for even more damage boost.

Using the Punch Card Machine you can redistribute those SPECIAL points, and if it were me I'd drop Bullet Shield, Scattershot and Shotgunner which would free up 3 Strength points, plus the four unused, giving you 7 points free. If you focus on automatic rifles, you want to invest instead in Perception in my opinion. Then you can rank up the commando cards and be able to use them.

Of course if you want to use Shotguns you benefit from the perks you have. The problem arises when you want to use different weapons classes, which spreads your build more thinly.

If you want to have a build which is lethal and effective as can be you want to focus on a specific weapons class.

If it were me I'd have less points in to Strength and Intelligence, and more in Perception and Agility. VATS players need to invest in Luck. You can then have a second loadout for camp, where Intelligence is king. There is no wrong build, but this one is not giving you the benefits you could be getting. If you could say what sort of build you want we could make specific recommendations instead of generic ones. Like for example I would describe my build as Stealth Commando Grenadier. So I focus on stealth, automatic ballistic rifles and explosives. And run the perks to maximize the effectiveness of these things.

My build is rather fluid, I alter and change things from time to time. Looking back through this thread I found this shot from August. I've made some changes since then. But you can see how I am using up every possible SPECIAL point with none 'unused'. And many perks are 'ranked up' by combining cards, and so you see all the 3s and the 5 on Demo Expert. I think that identifying your core perks and maxing them out is key to optimizing your effectiveness, especially in combat. There is a lot to this, and I know my posts are long winded and I talk about things you don't know about yet. So I'll stop it here. But we can definitely improve your build if we keep talking about it.

[Linked Image]


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