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Barkskin Perk/Spell Still Using DR

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plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Ferocious Loyalty does but

Post by plumjuice » Tue Apr 15, 2014 12:52 am

Ferocious Loyalty does but not to the courier, only companions. Other than that, no, just small amounts on random equipment.


Med-X gives 25% DR. There is at least a precedent for things to give DR that we can be 100% sure arent an oversight.


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TJ
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Joined: Mon Sep 17, 2012 1:06 pm

Honestly I feel it could go

Post by TJ » Tue Apr 15, 2014 12:54 am

Honestly I feel it could go either way. I don't have an issue with it giving DR. Personally I'm toying with the idea of putting DR/DT combo on everything as I feel like that's a massively underutilized element that's sorely lacking from the newer FO games.


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retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

I'm back on the 5 DR for Bark

Post by retlaw83 » Tue Apr 15, 2014 1:00 am

I'm back on the 5 DR for Bark Skin train. I didn't realize DR was so widely used in base NV.


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chasing
Posts: 49
Joined: Mon Feb 24, 2014 5:48 am

The DR/DT combo idea sounds

Post by chasing » Tue Apr 15, 2014 2:32 am

The DR/DT combo idea sounds cool.  Are there any items, spells, etc that do that currently?


I had to look up what the effect would be to combine the two.


[collapsed title=DR/DT Combo]...unlike in Fallouts 1 and 2, DT cannot outright reduce an attack to below 20% of its adjusted, pre-DT damage. This adjusted, pre-DT damage itself depends on any DR a player has, which itself is capped to a DR of 85.

...if a shot of damage 40 is fired against a character with 95 DR and 10 DT, the damage is first reduced to 6 (95 DR is capped down to 85% reduction), and then subtracted by 10. The final result (-4) is less than 20% of the pre-adjusted original (6), so the final damage is instead 1.2.


From http://fallout.wikia.com/wiki/Damage_Threshold[/collapsed]


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Risewild
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Joined: Mon Oct 01, 2012 9:14 am

plumjuice wrote:

Post by Risewild » Tue Apr 15, 2014 11:33 pm

[quote=plumjuice]


 


Ferocious Loyalty does but not to the courier, only companions. Other than that, no, just small amounts on random equipment.


Med-X gives 25% DR. There is at least a precedent for things to give DR that we can be 100% sure arent an oversight.


[/quote]


And Med-X is not the only consumable that increases DR in FNV cool the Slasher and the Battle Brew (from OWB DLC) also give DR (Slasher 25% DR , Battle Brew 35% DR). If all three are taken together, the PC reaches the 85% DR limit that is allowed in game (which makes me think that the battle brew added by the OWB DLC was purposely made to give such a strange amount of DR to allow the PC to be able to reach the limit DR amount one can have in-game, making me believe that DR is indeed intended to exist in FNV and used to it's full extent) wink.


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Shardoom
Posts: 117
Joined: Sat Jun 22, 2013 11:06 am

I've been using a mod that

Post by Shardoom » Tue Apr 22, 2014 5:54 am

I've been using a mod that changes a lot of armours to DT/DR combo since before I even ever heard about TTW. The armours that make sense anyway. It works fantastically well, for the player and the confrontations with enemies too.


 


Certainly makes fighting well equipped enemies a lot more interesting and power armoured foes downright scary.



goremand
Posts: 18
Joined: Thu May 23, 2013 11:50 am

I've played sawyers mod, I

Post by goremand » Mon May 19, 2014 5:29 pm

I've played sawyers mod, I really liked having both DT and DR. But if you can't go all the way like that mod does, I think it would be best to convert all DR perks into DT. Having everything in the game give DT except a few perks just feels half-assed. If the TTW mission is to convert the full game to NV mechanics, you can't have perks giving DR.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

goremand wrote:I've played

Post by TJ » Wed Oct 15, 2014 7:54 pm

[quote=goremand]I've played sawyers mod, I really liked having both DT and DR. But if you can't go all the way like that mod does, I think it would be best to convert all DR perks into DT. Having everything in the game give DT except a few perks just feels half-assed. If the TTW mission is to convert the full game to NV mechanics, you can't have perks giving DR.


[/quote]


Ah, but you can, and it doesn't. Some perks/ effects in FNV give DR so technically we're keeping with the standard FNV set. Thanks for your take though.


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Thenryb
Posts: 144
Joined: Sun Feb 15, 2015 6:47 pm

For me, the barkskin perk

Post by Thenryb » Thu Oct 08, 2015 8:59 pm

For me, the barkskin perk seems pretty lame whether it gives a bit of DR or DT but is the only reason to do that rather tedious and boring quest since I do not need the child's luck token or want the power armor. If there are any other potential perks, I have forgotten them.  


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RoyBatty
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All armor and what not was

Post by RoyBatty » Fri Oct 09, 2015 4:55 am

All armor and what not was changed to the DT system. DT is MUCH more effective than DR for most things, and a mix of the two is my preference.


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