zaopatrzeniowiec
First time out of the vault

1. Sniper
You have mastered the firearm as a source of pain. With this Perk, any successful hit in combat with a ranged weapon will be upgraded to a critical hit if you also make a Luck roll.
What it means? Without this perk I`ll also can reach critical if make a Luck roll. So what it changes? How it is better?
2. Slayer
The Slayer walks the earth! In hand-to-hand combat all of your hits are upgraded to critical hits, causing destruction and mayhem.
It means that high Luck, Finesse perk, and more often criticals perk will be useless? Coz i dont need chritical chance for melee if any hit will be a crit.
3. Stonewall
You are much less likely to be knocked down in combat.
What percentage is it that reduce risk of begin knocked?
4. Sharpshooter
You have a talent for hitting things at longer distances. For each level of this Perk, you get a +2 bonus to your Perception for the purposes of determining range modifiers. It's easier than ever to kill at long range!
What distance exackly we are talking about? Half of weapon range?
5. Flower Child
With this Perk, you are less likely to be addicted to chems (50% less likely, actually), and you suffer half the withdrawal time of a normal person.
Chem Resistant
Chems only affect you half as long as normal, but your chance to be addicted is also only 50% of normal.
Are they stack? Resistance will reach 100%?
6. Sequence
How it works in mechanic vs oponents?
High rating of it will be useful in battle? If i choose Kamikaze, hight Perception and Earlier Sequence perk this grant me a additional turn betwen enemy rounds? Will I have my turns betwen rounds of enemies instead to wait for all of them to make rounds of thier own?
7. Critical
From what is born a critical value? It is multiply from weapon damage? x2, x3 or 150%? Various weapons have various criticals?
Is a critical granted for shoots or bullets? Minigun will have critical for all his bullets or it has bigger multiply?
8. Hit chance vs Armor class
How it works? Is there a base value of hit chance that is multiply by for example 160% unarmed skill? Then i have for example 20*160%=32hit vs 40ac? And whats next? How to make a percentage from it?
Or 160%-40ac=120% hit chance that is reduced to 95%?
9. Percepcion
How it make a percepcion tests for various reasons like sneak detection or seeing a hidden spots? If I have 6 PE then i have 60% in evry second to spot something or it is a limit that i cannot see anything that need 7 PE or more?
It is possible to on 300% sneak and appropriate perks to stealth assasinate every single one person in Navarro?
10. Damage reduction
There is two values for damage reduction.
Damage resistance form character window for example 10%
Damage resistance from inventory window for example normal, laser, plasma 15
Is it like that:
From 40 damage a armor will reduce a 15 points and then 10% makes it 40-15=25-10%=22?
Or 40-10%=36-15=21?
Is a phrase 'take no damage' is from 17 dmg - 20% reduction = 13 - 15 reductioni = 0 harm?
You have mastered the firearm as a source of pain. With this Perk, any successful hit in combat with a ranged weapon will be upgraded to a critical hit if you also make a Luck roll.
What it means? Without this perk I`ll also can reach critical if make a Luck roll. So what it changes? How it is better?
2. Slayer
The Slayer walks the earth! In hand-to-hand combat all of your hits are upgraded to critical hits, causing destruction and mayhem.
It means that high Luck, Finesse perk, and more often criticals perk will be useless? Coz i dont need chritical chance for melee if any hit will be a crit.
3. Stonewall
You are much less likely to be knocked down in combat.
What percentage is it that reduce risk of begin knocked?
4. Sharpshooter
You have a talent for hitting things at longer distances. For each level of this Perk, you get a +2 bonus to your Perception for the purposes of determining range modifiers. It's easier than ever to kill at long range!
What distance exackly we are talking about? Half of weapon range?
5. Flower Child
With this Perk, you are less likely to be addicted to chems (50% less likely, actually), and you suffer half the withdrawal time of a normal person.
Chem Resistant
Chems only affect you half as long as normal, but your chance to be addicted is also only 50% of normal.
Are they stack? Resistance will reach 100%?
6. Sequence
How it works in mechanic vs oponents?
High rating of it will be useful in battle? If i choose Kamikaze, hight Perception and Earlier Sequence perk this grant me a additional turn betwen enemy rounds? Will I have my turns betwen rounds of enemies instead to wait for all of them to make rounds of thier own?
7. Critical
From what is born a critical value? It is multiply from weapon damage? x2, x3 or 150%? Various weapons have various criticals?
Is a critical granted for shoots or bullets? Minigun will have critical for all his bullets or it has bigger multiply?
8. Hit chance vs Armor class
How it works? Is there a base value of hit chance that is multiply by for example 160% unarmed skill? Then i have for example 20*160%=32hit vs 40ac? And whats next? How to make a percentage from it?
Or 160%-40ac=120% hit chance that is reduced to 95%?
9. Percepcion
How it make a percepcion tests for various reasons like sneak detection or seeing a hidden spots? If I have 6 PE then i have 60% in evry second to spot something or it is a limit that i cannot see anything that need 7 PE or more?
It is possible to on 300% sneak and appropriate perks to stealth assasinate every single one person in Navarro?
10. Damage reduction
There is two values for damage reduction.
Damage resistance form character window for example 10%
Damage resistance from inventory window for example normal, laser, plasma 15
Is it like that:
From 40 damage a armor will reduce a 15 points and then 10% makes it 40-15=25-10%=22?
Or 40-10%=36-15=21?
Is a phrase 'take no damage' is from 17 dmg - 20% reduction = 13 - 15 reductioni = 0 harm?