Crafting: Difference between revisions
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Three examples of actual distribution of crafting bonus stats: | Three examples of actual distribution of crafting bonus stats: | ||
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!colspan="13"|This is how often you might expect bonuses... | |||
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!rowspan="2"|Quantity Crafted | !rowspan="2"|Quantity Crafted |
Revision as of 03:42, 14 January 2022
Crafting allows players to create brand new Items out of raw materials. To craft an item you may need to have the necessary crafting profession, the required resources, sometimes a specific tool, and in many cases the appropriate Blueprints. You can craft some:
- Armor, including Combat Armor
- Weapons, and Ammo
- Explosives like various grenades, Dynamite, and Plastic Explosives
- Drugs, including Buffout, Nuka-Cola, Psycho, Super Stimpaks and the rest
- ...and a limited selection of Food items
Crafted Items and Chance for Bonus Stats
Possible buffs for Armors
- + (max 5) Normal/Laser/Fire/Plasma/Explode Thresholds
- + (max 10) Normal/Laser/Fire/Plasma/Explode Resistance
- + 1 SPECIAL stats (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck)
- + 1 Action Point
- + (max 30) Radiation Resistance
- + (max 30) Poison Resistance
- + (max 20) Carry Weight
- + (max 5) Healing Rate
- - (max 5) Crit chance mod
- - (max 5) Crit power mod
Possible buffs for Helmets
- + (max 5) Normal/Laser/Fire/Plasma Thresholds
- + (max 10) Normal/Laser/Fire/Plasma Resistance
- - (max 5) Crit chance mod
- - (max 10?) Crit power mod
Possible buffs for Weapons
- + (max 5) Crit chance mod
- + (max 10) Crit power mod
- + (max 25) Min Damage
- + (max 25) Max Damage
- + (max 25) Accuracy
- + (max 2) Range
Each item with buffs has a prefix, based on the number of buffs
- 1 - Quality (25% chance)
- 2 - Improved (12% chance)
- 3 - Superior (7% chance)
- 4 - Advanced (3% chance)
- 5 - Unique (1% chance)
There is almost 50% chance that a crafted item will have at least 1 bonus stat.
Moreover, all bonuses other than Normal/Laser/Fire/Plasma/Electrical Resistance/Threshold (and possibly -critical chance/power) will still apply even if the equipped armor is fully broken.
Three examples of actual distribution of crafting bonus stats:
This is how often you might expect bonuses... | ||||||||||||
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Quantity Crafted | Quality | Improved | Superior | Advanced | Unique | Total | ||||||
Quantity | % | Quantity | % | Quantity | % | Quantity | % | Quantity | % | Quantity | % | |
Sample Size: 300 | 73 | 24.33% | 32 | 10.67% | 24 | 8.00% | 6 | 2.00% | 1 | 0.33% | 136 | 45.33% |
Sample Size: 300 | 62 | 20.67% | 36 | 12.00% | 20 | 6.67% | 10 | 3.33% | 5 | 1.67% | 133 | 44.33% |
Sample Size: 400 | 88 | 22.00% | 46 | 11.50% | 28 | 7.00% | 13 | 3.25% | 5 | 1.25% | 180 | 45.00% |
Item Enchanting
Player can improve his Weapon/Armor with crafting bonuses in following NPCs:
* Flick in Den - Small Guns * Marcus in Broken Hills - Big Guns * Skeeter in Gecko - Energy Weapons * Sulik in Klamath - Melee and Throwing weapons * Balthas in Modoc - Armors
It costs 10k Caps and you have to keep an item you want to enchant in main hand slot.
Possible results:
* 25% - adding 1 additional crafting bonus (can be added to items that already have them but won't go over max number of bonuses) * 35% - item will be destroyed, player will get some junk depending on item type * 10% - item will be fixed - current and maximum condition will be increased by 10 (won't go over 100) * 30% - nothing happens
See Also
Craftable Items | Professions | Resources | Mines |
And also... | Blueprints | · | Books | · | Crafting tools | · | Gathering Cooldown | · | Workbench | · | Fixboy |
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