Nice combo with Gun Fu and Concentrated Fire, really creative!
You have mentioned BioCommMesh but I did not notice any chems listed other than Orange Mentats. Did you keep the mod solely for that? Because there are is another chem that can benefit greatly from the mod: Calmex
It can't be crafted so maximizing its duration will be a good thing for this build :)
Also, a question about Nocturnal. Have you noticed how high can the damage reach based on different time of the night? I was not able to find that info anywhere.
Nice combo with Gun Fu and Concentrated Fire, really creative!
You have mentioned BioCommMesh but I did not notice any chems listed other than Orange Mentats. Did you keep the mod solely for that? Because there are is another chem that can benefit greatly from the mod: Calmex
It can't be crafted so maximizing its duration will be a good thing for this build :)
Also, a question about Nocturnal. Have you noticed how high can the damage reach based on different time of the night? I was not able to find that info anywhere.
After a quick google search:
6am-9pm = 66%
9pm-12am = 150%
12am-6am = 200%
Source. By the way, the percentages are of your weapon's damage - so only 66% during the day, 150-200% at night.
After a quick google search:
6am-9pm = 66%
9pm-12am = 150%
12am-6am = 200%
Source. By the way, the percentages are of your weapon's damage - so only 66% during the day, 150-200% at night.
Can confirm this after being the very proud owner of a nocturnal missile launcher on this build.
It's potentially one of the best prefix's.
9pm - 12am it's only a little weaker than a Two Shot.
12am - 6am (about 18minutes of real time) it's as strong as an Instigating...
You get almost half hour of play with them and they're really powerful, just keep a back up weapon.
Something to note is that you sometimes have to manually unequip/reequip a nocturnal item in the pip boy to see its true damage.
Edit: Just did some testing, looks like the nocturnal effect on a missile launcher is actually crap, it only increases the damage for the impact of the shell, not the explosion.
Can confirm this after being the very proud owner of a nocturnal missile launcher on this build.
It's potentially one of the best prefix's.
9pm - 12am it's only a little weaker than a Two Shot.
12am - 6am (about 18minutes of real time) it's as strong as an Instigating...
You get almost half hour of play with them and they're really powerful, just keep a back up weapon.
Something to note is that you sometimes have to manually unequip/reequip a nocturnal item in the pip boy to see its true damage.
Edit: Just did some testing, looks like the nocturnal effect on a missile launcher is actually crap, it only increases the damage for the impact of the shell, not the explosion.
@Vaz
Honestly didn't use chems much on this character, not a big variety of them anyway...
Before I had Night Person I'd sometimes take a Bufftats chaser along with my Orange Mentats to get 20 perception, but that was about it. Didn't take much phycho or jet...
Didn't find any Calmex, if there's a spot where it can be found/re-spawns I'd like to know but at the moment it reminds me of the Jzargo Flame Cloak scrolls- not worth building around.
@Vaz
Honestly didn't use chems much on this character, not a big variety of them anyway...
Before I had Night Person I'd sometimes take a Bufftats chaser along with my Orange Mentats to get 20 perception, but that was about it. Didn't take much phycho or jet...
Didn't find any Calmex, if there's a spot where it can be found/re-spawns I'd like to know but at the moment it reminds me of the Jzargo Flame Cloak scrolls- not worth building around.