Fallout 4 Perks Rated: Agility

After Perception and Intelligence, it is time for the Agility perks in the third edition of Fallout 4 Perks Rated. Agility, in general, affects the number of Action Points you got and improves your ability to sneak. So far it turns out the SPECIAL skills are quite balanced, according to my ratings. Perception is rated at 19 stars total, Intelligence at 22 and Agility at 21. That being said, the only SPECIAL so far worth leveling to level 10 for the perks is Agility!

Gunslinger***
Fallout 4 Perk: Gunslinger
I. Channel the spirit of the old west! Non-automatic pistols do 20% more damage.
II. Non-automatic pistols now do 40% more damage and have increased range. (Requires: Level 7)
III. Non-automatic pistols now do 60% more damage and range is increased even further. (Requires: Level 15)
IV. Non-automatic pistols now do 80% more damage and their attacks can disarm opponents. (Requires: Level 27)
V. Non-automatic pistols now do double damage. Their attacks have a much better chance to disarm opponents, and may even cripple a limb. (Requires: Level 42)

Rating: This perk is another must-have if your are using non-automatic pistols as one of your main weapons. However, this specific weapon class is good for every player because in the very beginning of the game you will have more access to pistols than any other ranged weapons.

Commando***
Fallout 4 Perk: Commando
I. Rigorous combat training means automatic weapons do 20% more damage.
II. Attacks with automatic weapons do 40% more damage, with improved hip fire accuracy. (Requires: Level 11)
III. Attacks with automatic weapons do 60% more damage. Hip fire accuracy is improved even more. (Requires: Level 21)
IV. Attacks with automatic weapons do 80% more damage and gain a chance to stagger opponents. (Requires: Level 35)
V. Your automatic weapons now do double damage and have a greater chance to stagger opponents. (Requires: Level 49)

Rating: This (again) is too good to pass up if you are an automatic weapon user. There is not much more to say about these weapon buffing perks!

Sneak**
Fallout 4 Perk: Sneak
I. Become whisper, become shadow. You are 20% harder to detect while sneaking.
II. You are now 30% harder to detect while sneaking, and no longer trigger floor-based traps. (Requires: Level 5)
III. You are now 40% harder to detect while sneaking, and no longer trigger enemy mines. (Requires: Level 12)
IV. You are now 50% harder to detect while sneaking, and running no longer adversely affects stealth. (Requires: Level 23)
V. Engaging stealth causes distant enemies to lose you. (Requires: Level 38)

Rating: Sneak is also a very good perk, but it also depends on your build. If you have low endurance, this will be more useful since you can’t tank traps and mines. Another nice bonus is you can get Sneak criticals while sneaking. This makes it essential for any Sneak build and it will be extra powerful combined with the Ninja perk.

Mister Sandman**
Fallout 4 Perk: Mister Sandman
I. As an agent of death, you can instantly kill a sleeping person. Your silenced weapons do an additional 15% sneak attack damage.
II. Your silenced weapons do an additional 30% sneak attack damage. (Requires: Level 17)
III. Your silenced weapons now do 50% more sneak attack damage. (Requires: Level 30)

Rating: This perk isn’t as important as the main weapon perks, but if you play with silenced weapons in a sneak build 30% and 50% extra sneak attack damage is huge. Otherwise don’t even bother with this perk.

Action Boy/Girl**
Fallout 4 Perk: Action Boy
I. There’s no time to waste! Action Points regenerate 25% faster.
II. Your Action Points now regenerate 50% faster. (Requires: Level 18)

Rating: The Action Boy/Girl perk is very useful if you rely heavily on V.A.T.S. but if you are more into real-time action it isn’t as useful. Do note that the Fallout gamedesign tends to favor V.A.T.S combat.

Moving Target*
Fallout 4 Perk: Moving Target
I. They can’t hurt what they can’t hit! Get 25+ Damage Resistance and 25+ Energy Resistance when you’re sprinting.
II. You now get +50 Damage Resistance and +50 Energy Resistance when you’re sprinting. (Requires: Level 24)
III. Sprinting costs 50% fewer Action Points. (Requires: Level 44)

Rating: I don’t think this perk is very good, there are better ways to increase your resistances. It would be better for a real-time combat build than V.A.T.S. combat.

Ninja***
Fallout 4 Perk: Ninja
I. Trained as a shadow warrior, your ranged sneak attack do 2.5x normal damage and your melee sneak attacks do 4x normal damage.
II. Your ranged sneak attacks do 3x normal damage and your melee sneak attacks do 5x normal damage. (Requires: Level 16)
III. Your ranged sneak attacks do 3.5x normal damage and your melee sneak attacks do 10x normal damage. (Requires: Level 33)

Rating: In combination with the Sneak perk the Ninja perk is nothing short of awesome! For non-sneak build it’s absolutely useless.

Quick Hands*
Fallout 4 Perk: Quick Hands
I. In combat, there’s no time to hesitate. You can reload all guns faster.
II. Reloading guns costs no Action Points in V.A.T.S. (Requires: Level 23)

Rating: One of the worst perks in the game, never had the feeling I needed faster reloading in any of the Fallout games.

Blitz*
Fallout 4 Perk: Blitz
I. Find the gap and make the tackle! V.A.T.S. melee distance is increased significantly.
II. V.A.T.S. melee distance is increased even more, and the farther the Blitz distance, the greater the damage.(Requires: Level 29)

Rating: Good for melee build, but definitely not a top priority in those builds either. Imo not worth leveling Agility to level 9

Gun Fu***
Fallout 4 Perk: Gun Fu
I. You’ve learned to apply ancient martial arts to gunplay! Do 25% more damage to your second V.A.T.S. target and beyond.
II. In V.A.T.S. you do 50% more damage to your third target and beyond. (Requires: Level 26)
III. In V.A.T.S. you instantly do a Critical Hit against your fourth target and beyond. (Requires: Level 50)

Rating:Finally a level 10 Perk that is worth leveling a SPECIAL to 10! This perk is awesome, the fact you need Agility 10 is in line with what the perk does. You definitely need as many AP as you can get, but it’s the cherry on top of V.A.T.S. combat.

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