Talk:Fallout: New Vegas implants
This talk page is only for discussing improvements to the page "Fallout: New Vegas implants".
It is not the place for general discussion or sharing stories about the topic of this article. Please use the forums for these purposes.
- 1 Aftereffects of Implants
- 2 Implants and Perks
- 3 Intense Training
- 4 Verify that the intelligence implant doesn't raise skill points
- 5 I thought this was going to be better
- 6 Moved from main page 11/10/10
- 7 Number of implants
- 8 Huh?
- 9 Optimal Endurance value
- 10 PHOENIX Monocyte Breeder?
- 11 Luck implant
- 12 Do the OWB implants count against the endurance limit for implants?
- 13 GLITCH
- 14 Other Sources of Permanent Increase to SPECIAL
- 15 INT implant glitch
Aftereffects of Implants[edit source]
So, do these things reduce your Endurance stat when you get them, e.g. buy a NEMEAN implant, my Endurance is 10, is it 9 after I get the implant, or is the player merely limited to a total of, say, 10 implants if they have 10 Endurance? -- User:Griever0311 No it does not lower your Endurance Stat.
Implants and Perks[edit source]
Do the implants affect your base stats as far as perks go? IE, with agility 6 starting, if I took the agility implant to bring it to 7 would i be able to take perks like Nerves of Steel? Given than the endurance implant doesnt increase the max implants you can take, it might not affect the base stat for perks, but a test would be nice ^^ Drmuffinz 05:13, October 24, 2010 (UTC)
I've been seeing this question a lot everywhere, and I also wanted to know; so I exploited the experience glitch after I had bought the luck implant. I began the game with 4 luck, with the implant brought it up to 5, and then with Intensive Training raised it to 6. Another two levels later I was able to pick the Better Criticals perk. So the conclusion is: implants do count toward perks. This is test on the Xbox 360 version. (I am also aware of the fact that in the GECKO editor implant appear as effects, which would have suggested that it does not count toward perks. It appears that it does regardless.)
Intense Training[edit source]
If your starting END is 6 but you boost it with the Intense Training perk, can you now get 7 implants? Since this opens access to other stat-limited perks on later leveling events, I would guess the answer is yes, but should be tested. If confirmed, perhaps the wording of the main page could be changed from "starting endurance" to some other term (e.g., "starting + perk-boosted endurance", or ideally something more graceful), to reflect this.
--GryphonQ126.96.36.199 00:04, October 25, 2010 (UTC)
I don't know for certain, but I expect, because of the fact it doesn't boost skill points, but Intense Training does, it does increase the amount available --Vault-BA 20:43, October 25, 2010 (UTC)
Confirmed, Intense Training to boost END does permit an additional implant per level of END boosted.
--GryphonQ 14:43, October 28, 2010 (UTC)
If my starting END is 6 and I buy an implant, and afterwards then use the Intense Training to boost my END up to 7: how many more implants can I then buy? 5 or 6? Specchum 09:55, November 9, 2010 (UTC)
--I tried this myself: by boosting my END up to 7 with Intense Training, after having bought 6 implants, I was then able to buy another one. I think "starting endurance" is misleading. I assume it to mean your endurance at the start of the game. The word "starting" should be removed IMO.Specchum 13:23, November 18, 2010 (UTC)
Verify that the intelligence implant doesn't raise skill points[edit source]
The skill point Formula for New Vegas is: 10 + (0.5 * INT) (Half numbers are rounded up) This means that INT lvl of:
1 & 2 = 11 skill points 3 & 4 = 12 skill points 5 & 6 = 13 skill points 7 & 8 = 14 skill points and 9 & 10 = 15 skill points
so to answer the question, the INT implant will give an extra skill point if your starting INT is 2,4,6, or 8... Default159 09:38, November 4, 2010 (UTC)
Since the skill points gained per level in NV aren't as clear-cut as in FO3, with rounding and carry-over half points and whatever, I think the info on the intelligence implant should be double-checked to see if it's actually correct... if someone has the time and caps (I'm broke and nowhere near levelling up) 188.8.131.52 04:20, October 26, 2010 (UTC)
Oh, before editing i checked effects of INT implant in GECK and it is same type of script as +PER wear (i don't know any +INT wear, but i'm 99.99% sure it will be exactly same).
- I just leveled up having gotten the implant pretty early, started with 8 INT now at 9, +educated perk. My previous level up was 16pts, this one was 17, so it is effectively using the 9INT, right? 14.5 (+2). So I can verify that the implant does raise skill points. Makes sense if they also qualify you for perks. Shinyd00meyes 18:48, October 27, 2010 (UTC)
- I'm just verifying that I've double-checked this myself on the (patched Steam) PC version - with the implant raising my char to an Int of 10, I'm consistently getting 15 skill points per level (regrettably I neglected to get the Educated perk earlier, and by now it isn't worth it) - I'll edit the main page to reflect that the Intelligence implant does, in fact, seem to raise skill points at level-up. 184.108.40.206 06:54, October 31, 2010 (UTC)
- As of 2010-11-16, on the Playstation 3 adding the Int perk appears not to affect the number of skill points you get when leveling up. I started with INT 8 and the educated perk, getting 16 skill points per level, got the implant to take me to INT 9, and when leveling up the next time I was still offered only 16 skill points. I don't know if this is a PS3 bug or a change due to a software update. (And ouch! I'd done several hours of play between getting the implant and finding this out.) Anyway, I've tweaked the page slightly to reference this; please edit further as you see fit. User:cjs
I can confirm that it did indeed raise skill points gained. I did an early run, getting the implant before leveling to 2 so I could make the most use of this, I received 15 skill points each level up to 4 (where I took educated) and gained 17 at every level following that. if you take the perk with an odd INT Score after leveling up, it may still try to carry the .5 over and fail. I am on the PS3 and purchased the implant with 15 exp remaining to achieve level 2. I have a completely unpatched version due to lack of internet, if that changes anything. -Jason (NOV. 23, 2010) 9:37 AM
Strength implant bug
Main page states: "Purchasing the strength implant does not increase strength when at level 7."
Is this on all platforms? Any confirmation? I find the wording a bit vague, is it character level 7, or a strength value of 7? 220.127.116.11 08:53, October 27, 2010 (UTC)
- I had my character at strength level 7 before I got the implant and after it was installed it stayed at 7... At first I thought it was my power armor that was bugged because my strength was up to 8(+) but took the armor off and it went back down to 7. And I'm playing on 360.
- you are right, i tried it and it increase gained sp
-Umm... what platform are you playing on? because I am on the 360 and my starting STR was 7, and it did indeed raise to 8 after the implant Default159 09:25, November 4, 2010 (UTC) edit: I didnt notice that you did say you were on the 360... I verified (on 3 separate characters) that the STR implant does raise it from 7 to 8... so I am changing the main article to say "Sometimes purchasing the strength implant does not increase strength." as this is more accurate.
even though there are 9 implants available, you dont really need to get them all. you could easily skip the charisma, endurance, and intelligence implants. charisma doesnt really do anything, endurance is just redundant, and from what ive read the intelligence implant doesnt give bonus skill points.
that reduces the number of implants to buy to 6, only needing 6 starting endurance.
strength will be needed for carry weight and to equip items, perception to get better criticals perk, agility because agility is just too good now in new vegas, and luck for critical hits. then of course the 2 extra implants for DT and regeneration.
you could really skip the regeneration implant as well if you wanted to shave it down to 5 endurance points needed. while it might seem nice, 1 hp per 10 seconds is such a small amount that its not really going to make a noticeable difference, especially on hardcore mode where waiting to regen health would just mean consuming more food and water(that is probably going to give you rads).
- I disagree on skipping the INT implant. My character has an endurance of six and I too thought about leaving out INT at first. But after reconsidering it was actually the first implant I got, at the fairly high level of 17. Now if you get this implant sooner and consider that it also raises some very popular skills like repair, science and medicine, it'll easily add a level or more in terms of skill points to your character. Well worth taking, imo. PS: I'd leave out charisma, endurance (unlike the description, endurance actually only counts for a static 5HP per level it seems, a higher endurance doesn't change that) and I'd also leave out the HP regeneration implant (unless this also heals limbs in HC, but I'd still prefer the other implants).RadiationStorm 10:32, July 22, 2011 (UTC)
I thought this was going to be better[edit source]
When I first went here and found out I could raise my special abilities I was excited even though she told me I could only do it a limited number of times until I found out I can only pick each special attribute only once each. I was going to spend all 5 (I have 5 END) on Luck so I can win the "Break the bank" trophy. As it turns out I can only pick luck once.
Moved from main page 11/10/10[edit source]
On the PS3, after purchasing the endurance upgrade I was able to get an extra implant. This occurred after I left the clinic and leveled a few times. I have not used Intense Training on my endurance, though I have on my luck. Please confirm.
Number of implants[edit source]
I was able to take 6 of the 9 implants with only 4 points in endurance. Is this a bug or something?--18.104.22.168 23:20, November 14, 2010 (UTC)
There does appear to be a bug where taking the Endurance Implant allows you to take an extra one, perhaps you also used intense training to level your END score as well, that would account for the 6. -Jason hall (NOV. 23, 2010 9:42 AM)
So let me get this straight. As long as my Endurance is at an acceptional level I am able to get one implant for each Endurance point? And are these implants perminant or do they have some sort of side effect like almost everything in this game?
- I'm not sure if 1 endurance = 1 implant because I've always had high endurance and never been told I can't get more implants. Implants are permanent and have no side effects. The only downside to them is how much they cost, but it is one of the few things you have to straight up buy instead of trade for in the game so you should have plenty of caps for it. --Pongsifu 11:41, December 9, 2010 (UTC)
Optimal Endurance value[edit source]
If you're going the low Charisma route, then start like this for optimal point distribution:
- END 7
- CHA 1
- INT 10
- Points remaining: 2
This gives you 7 out of 9 implants and max skills. You don't need INT since you're already at max and you don't need CHA anyway. Aroddo 15:48, December 12, 2010 (UTC)
- Personally, I think 6 END is the optimal value in regards to implants. From what I understand a higher END does not raise your HP above 5 per level, it seems to be a static value. Thus, more or less two added points for survival and 20 HP doesn't cut it, imho. If it's worth that much to the player, Intense Training might be the better route in adding END, since it'll allow an additional implant. The HP regeneration implant seems a little redundant too, unless I'm missing something and it heals limbs in HC mode. But even so, I'd still prefer the other SPECIAL and armour implants over it. Finally, CHA is pointless on a 1 CHA build.RadiationStorm 10:54, July 22, 2011 (UTC)
PHOENIX Monocyte Breeder?[edit source]
The PHEONIX Monocyte Breeder is mentioned twice on the page, once in Special Implants and again in Notes. However, the information for them are different. The first, in the Special Implants, says that the implant regens by 1hp/10sec while the second, in Notes, says that the implant regens at 1hp/5sec.
Could someone clarify which one of these is the correct statement? --CptMuddles 08:00, December 31, 2010 (UTC)
Luck implant[edit source]
So, the Luck implant works exactly as +1 Luck? The "It's not quite the same as making you luckier[...]" phrase of Usanagi kind of confuses me. Any clarification on this? -- ryz (talk) 01:50, February 23, 2011 (UTC)
- It's just fluff, it still gives you +1 LCK. It's just an explanation for how luck isn't a tangible thing, but being more efficient is close enough. Like counting cards at a casino, or that old quote about how luck favors the efficient. 22.214.171.124
Do the OWB implants count against the endurance limit for implants?[edit source]
They don't seem that useful if they do... Dr. Lobotomy 00:36, July 21, 2011 (UTC)
- The only restriction is the insane amount of caps total to purchase them all! Other than that, there are no restrictions.
--DrunkenSushi 10:40, July 22, 2011 (UTC)
- It's not that bad. I'm level 14 now and already have something around 60.000 caps (played alot caravane and traveled alot to sell good things to the right vendors (that's important: don't sell things to neutral vendors)) --126.96.36.199 20:12, August 11, 2011 (UTC)
i do the 1 int thing to get a discount on int implant(lots of booze and dehydration to debuff it(Worked for gannon)) and get the dialogue about plants, but can't find the intelligence implant in the list(make muscles, make see better, tougher, make people like me better, make me faster, make me lucky) it goes s,p,e,c,a,l for some reason...when the alcohol wears off the options change to non stupid i can ask for the intelligence implant but its full price then. this happening to anybody else any way to fix it?
Some things like perks will go by your true BASE value of your SPECIAL rather than your current effected special from chems and what not. For example if your base perception was 4 and you used consumables to get it to 6, you still wouldn't be able to take the perk Better Criticals without having a true base perception of 6. It's likely that implants go by your base SPECIAL value as well based on your anecdote. --an0my(talk) 23:19, September 30, 2011 (UTC)
Other Sources of Permanent Increase to SPECIAL[edit source]
Completion of Lonesome Road allows you to add +1 to the SPECIAL attribute of your choice. The Spineless perk from Old World Blues increases you Strength by +1 and can be upgraded to +2. --an0my(talk) 23:21, September 30, 2011 (UTC)
INT implant glitch[edit source]
My character has an INT of 3 after I used the intense training perk once. I went to get the implant from the clinic but didn't realize I was short a few caps. when I came back to get it later it wasn't available. did anyone else have this have this problem?