(No more getting nocturnal rolling pins from the purveyor, unless you really like RNG.) Luckily, you don't also have to worry about the armor or weapon being random either. There are a bunch of new legendary effects added, so just like the Daily Ops rewards, these new effects will dilute the pool of specific legendary gear you are looking for. Modules are still bought from the purveyor, but public events drop 1-3 legendary cores on average. As such, costs have changed as well.ġ-star: 1 Legendary Module + 1 Legendary CoreĢ-star: 2 Legendary Modules + 3 Legendary Coresģ-star: 3 Legendary Modules + 5 Legendary Coresġ-star: 2 Legendary Module + 1 Legendary CoreĢ-star: 3 Legendary Modules + 3 Legendary Coresģ-star: 4 Legendary Modules + 5 Legendary Cores Legendary cores are no longer rated 1-3, and instead the amount of modules and cores you are willing to spend dictates if you have a one, two, or three star item. Given player feedback, Bethesda has changed legendary crafting on the PTS again. Combined with scattershot x3, skeet shooter x3, tenderizer x2, enforcer x3, gun fu x2, stabilized x3, and bloody mess x3 I'm hoping the Pepper Shaker is worth the wait/grind. I'd rather allocate those perk points to ones that add effects to your weapon, such as crippling, armor piercing, increased reload speed, bloody mess, tenderizer, etc.įrom what I've heard, I'm hoping the Pepper Shaker will let me use all three Shotgunnner perks at rank 1 and the same three Heavy Gunner perks as well, for a total of +60% to damage. Increasing them only gives me a 5% increase per perk point, and using all of the damage perks for a weapon only doubles the bonus at the cost of needing six additional perk points. Shotgunner x1, Expert Shotgunner x1, and Master Shotgunner x1 give me +10% each. Regarding the damage perks, I never max them out. Same would apply to Pepper Shaker ammo after I convert it to shoot laser or plasma rounds. Luckily for me gauss weapons use 2mm EC rounds, which is reduced with an INT perk (Batteries Included) instead of yet-another STR weight reduction perk. Odds are Bear Arms and Sturdy frame are going to be jettisoned for all three of the Heavy Gunner perks once I get the Pepper Shaker. With a 15 STR, I have six remaining points to play with between Bear Arms, Shotgunner (all three), and Sturdy Frame. I'll never remove Travelling Pharmacy x3, Scattershot x3, or Blocker x3 from my STR lineup. In time, I’ll have intelligence ready to go to work with the Pepper Shaker. I have three legendary specials I haven’t raised from a 4 to a 5 yet, so I have six more special points to eventually allocate. Other than adding the heavy damage perks, the main thing that I want to be do before this drops (in July?) is to boost my Intelligence by three so I can have stabilized slotted in. That cuts out a lot of perks besides the ones boosting damage. Both perks do the same thing for their class of weapon and apparently don’t stack (according to Angry Turtle’s tests). Many of my shotgun perks (enforcer, scattershot, and skeet shooter) will work with the Pepper Shaker, but apparently a bunch of perks don’t overlap, like Enforcer and One Gun Army. When I get this gun I’ll drop Sturdy Frame 2 and replace it with Heavy Gunner 1 and Expert Heavy Gunner 1. I typically only use the heavy gun perks during SBQ fights. I always carry both weapons, and I have the perks for both, but always tend to have the shotgun perks slotted in.
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