From The Vault - Fallout Wiki
Jump to: navigation, search
This talk page is only for discussing improvements to the page "Lifegiver".
It is not the place for general discussion or sharing stories about the topic of this article. Please use the forums for these purposes.

Who doesn't love free hitpoints?-Accountless Avenger

I don't think I'd consider one perk point "free."
Plus the amount of hitpoints added is lame.--Grandmaster Chen 17:02, September 6, 2009 (UTC)

Is HP like DR?[edit source]

If a character with 10 endurance ends up at level 30 with, I think it was 590 HP, then Life Giver will supplement that by roughly 5%. Someone suggested that boosting HP by 5% was effectively equivalent to an extra 5% DR, but that it worked against damage that didn't factor in DR, and it wouldn't count towards the DR cap. So I ask, is there any difference? PositronicSpleen 02:23, 10 May 2009 (UTC)

An extra 5% HP is actually much, much less useful than an extra 5% DR. Consider a base scenario of 590 HP and 75% DR. As you only take 25% damage, you effectively have 590*4 = 2360 HP. Adding 30HP adds effectively 120 HP to this calculation, giving you an effective total of 2480 HP. If you were to instead add 5% DR, you would have 80% DR and take 20% damage, giving you an effective total of 590*5 = 2950 HP. This is 470 points more than your effective HP with Lifegiver.

This difference is even greater with a base scenario of 590 HP and 80% DR. Lifegiver yields 620*5 = 3100 effective health, whereas getting to 85% DR yields 590*(100/15) = 3933.3 effective health. Only if taken fairly early on will Lifegiver be as good as extra DR. Of course, if you combine Lifegiver with high DR, you do effectively get up to 200 extra HP at 85% DR.

That said, there aren't really any situations I can think of where you have to choose between Lifegiver and DR. Though DR is much more valuable than HP, Lifegiver will add between 5% (at lvl 30) and 9% (with End 6 at lvl 12) to your effective HP. Whether you think this is worth it is up to you.-- 22:17, 17 May 2009 (UTC)

Yes, this is because DR like armor in many games works in inverse, 70% DR means you take 30% damage, an extra 5% here means 25% damage taken. However with lower starting DR an increase wouldn´t be as noticeable percentwise (and with damage that ignores DR). The perk is still useful IMO, at least if you roleplay like me and try really hard not to die. These hitpoints cannot be given by skilling up which many other perks can. 08:40, 1 August 2009 (UTC)