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Fallout 4 Perks Rated: Luck

Fallout 4 Perks Rated

After a small holiday it’s time to continue rating Fallout 4 perks, we are now ready for the (fifth) SPECIAL tree: Luck. The Luck perks seem really strong in Fallout 4, there is nice synergy between some of the perks. The rest is all based on chance, which is really what Luck is all about, but sometimes the reward doesn’t seem worth the cost of a level in the perk. The total rating is 21 stars which again seems like they did a great job in balancing the trees. The ratings are subjective, so game mechanics could prove otherwise. For more information on the other SPECIAL trees check: Perception (19 stars)Intelligence (23 stars)Agility (21 stars)Charisma (21 stars) and Endurance (13 stars).

Fortune Finder*
Fallout 4 Perk: Fortune Finder
I. You find more bottle caps in containers.
II. You find even more bottle caps in containers. (Requires: Level 5)
III. You find even more bottle caps in containers. (Requires: Level 25)
IV. You find even more bottle caps in containers, and there is a chance of enemies exploding into a shower of caps when you kill them. (Requires: Level 40)

Rating:
For most players this perk is not needed, since you will probably spent a lot of time playing you will get enough caps without having this perk.

Scrounger**
Fallout 4 Perk: Scrounger
I. You find more ammunition in containers.
II. You find even more ammunition in containers. (Requires: Level 7)
III. You find even more ammunition in containers. (Requires: Level 24)
IV. You find even more ammunition in containers. (Requires: Level 37)

Rating:
More ammunition is a lot more useful than bottle caps, this perk is especially nice for finding ammunition which are harder to find.

Bloody Mess***
Fallout 4 Perk: Bloody Mess
I. +5% bonus damage means enemies will sometimes explode into a gory red paste. Watch out for flying eyeballs!
II. You now inflict +10% damage in combat. (Requires: Level 9)
III. You now inflict +15% damage in combat. (Requires: Level 31)
IV. When an enemy explodes, nearby enemies may suffer the same fate. (Requires: Level 47)

Rating:
After upgrading your damage perks focused on your weapons of choice this is definitely something you should get!

Mysterious Stranger**
Fallout 4 Perk: Mysterious Stranger
I. Who is he? Why does he help? Who cares! The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand, with deadly efficiency…
II. The Mysterious Stranger appears more often in V.A.T.S. (Requires: Level 22)
III. The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a chance your Critical meter gets filled. (Requires: Level 41)

Rating:
He does lots of damage, but he is too unpredictable to be a must-have perk.

Idiot Savant**
Fallout 4 Perk: Idiot Savant
I. You’re not stupid! Just… different. Randomly receive 3x XP from any action, and the lower your Intelligence, the greater the chance.
II. You now randomly receive 5x XP from any action. The lower your Intelligence, the greater the chance. (Requires: Level 11)
III. Randomly receiving bonus XP from any action may trigger 3x XP for all kills for a short period of time. The lower your Intelligence, the greater the chance. (Requires: Level 34)

Rating:
The extra experience is good and it also triggers quite a lot if your Intelligence is above average. I’m not sure about the third rank of this perk, but at least take the first two ranks if you have perks to spare in your build! The percentage of extra experience gained will lower for each level INT you have, but at INT 10 and Idiot Savant rank 2 it’s still around 5% extra experience. At level 1 INT, Idiot Savant rank 1 will give you 23.6% bonus and Idiot Savant rank 2 will give you a 44,2% bonus!

Better Criticals**
Fallout 4 Perk: Better Criticals
I. Advanced training for enhanced combat effectiveness! Criticals do 50% more extra damage.
II. Your criticals now do twice as much extra damage. (Requires: Level 15)
III. Your criticals now do 2.5x as much extra damage. (Requires: Level 40)

Rating:
More damage makes this another good perk from the Luck tree, because the damage only increases with crits I advise you to take this after your general damage perks. However, when you crit you will do major damage.

Critical Banker***
Fallout 4 Perk: Critical Banker
I. You’re a patient battlefield tactician, and can save a Critical Hit, to be used in V.A.T.S. when you need it most.
II. You can now save 2 Critical Hits, to be used in V.A.T.S. when you need them the most. (Requires: Level 17)
III. You can now save 3 Critical Hits, to be used in V.A.T.S. when you need them the most. Banking a Critical has a chance to save an additional Critical. (Requires: Level 43)

Rating:
This perk is awesome, you will be able to use your crits in nasty situations and with maxed Better Criticals perk this will get even more powerful!

Grim Reaper’s Sprint***
Fallout 4 Perk:
I. Death becomes you! Any kill in V.A.T.S. has a 15% chance to restore all Action Points.
II. Any kill in V.A.T.S. now has a 25% chance to restore all Action Points. (Requires: Level 19)
III. Any kill in V.A.T.S. has a 35% chance to restore all Action Points and refill your Critical meter. (Requires: Level 46)

Rating:
V.A.T.S. combat has always been the easiest way to go in the Fallout franchise and Action Points are basically the fuel to this type of combat. This perk is useful for any character using V.A.T.S. combat.

Four Leaf Clover**
Fallout 4 Perk: Four Leaf Clover
I. Feeling Lucky? You should! Each hit in V.A.T.S. has a chance of filling your Critical meter.
II. Each hit in V.A.T.S. now has an even better chance of filling your Critical meter. (Requires: Level 13)
III. Each hit in V.A.T.S. now has a very good chance of filling your Critical meter. (Requires: Level 32)
IV. Each hit in V.A.T.S. now has an excellent chance of filling your Critical meter. (Requires: Level 48)

Rating:
This perk is a must-have for the Critical depended builds and can be great in combination with some other Luck perks like Four Leaf Clover, Better Criticals and Critical Banker.

Ricochet*
Fallout 4 Perk: Ricochet
I. What goes around comes around! Any enemy’s ranged attacks will sometimes ricochet back and instantly kill them. The closer you are to death, the higher the chance.
II. There’s an increased chance that an enemy’s shot will ricochet back and kill them. (Requires: Level 29)
III. When an enemy’s shot ricochets back and kills them, there is a chance your Critical meter gets filled. (Requires: Level 50)

Rating:
This perk could be good, but I haven’t tested the proc rate. Instant death for an enemy is really helpful, but the fact it’s just a small chance doesn’t seem to be worthwhile…

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