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Standing your ground?[]

What on earth does that mean? Last time I checked, only NPC's had a specific "flee" action. Nitpicker of the Wastes 18:18, 20 June 2009 (UTC)

I think it means when you stand still. Fat Man Spoon 18:19, 20 June 2009 (UTC)
Oh goody. Therefore, it's completly useless. Watch the trailer, and you'll see a Feral Ghoul Reaver. Nobody stands still with one o' those things waltzing around. Nitpicker of the Wastes 18:22, 20 June 2009 (UTC)
Hmm... it could mean you only get the boost when you are attacked first. Like when a deathclaw jumps you. Fat Man Spoon 18:24, 20 June 2009 (UTC)
It does say slightly. No slight amount of points is worth a Deathclaw mauling. New perks = fail. Sigh. Nitpicker of the Wastes 18:26, 20 June 2009 (UTC)
Now, now... it could add 5dr and 20ap for all we know. THAT would make it worthwhile. Fat Man Spoon 18:31, 20 June 2009 (UTC)
But only while standing still. They're gonna screw it up so V.A.T.S. doesn't count... Moving the hype onto Mothership Zeta. Let's hope the Colonel makes a reappearance. Nitpicker of the Wastes 18:34, 20 June 2009 (UTC)
What? He can't be. You would have had to finish the story AND let him live. In this DLC, it can be played at anytime, so he wouldn't be. I think a clone of Dad will be there. Just to screw you up. Fat Man Spoon 18:36, 20 June 2009 (UTC)
Yeah, but still. Every DLC Add-on had something for higher level players. O:A had a crazy hard battle against Jingwei, The Pitt had an army of Protectrons behind a hard locked terminal. Broken Steel has Overlords. And Point Lookout is recommened for after level 17. Maybe Autumn shows up in a holding cell somewhere, like Nathan. Serves as a follower in the Mothership. Nitpicker of the Wastes 18:41, 20 June 2009 (UTC)
Protectrons? Rather the flood of trogs when you shut off the Uptown's floodlights. Kalalokki 21:39, 20 June 2009 (UTC)
Instamash will feature heavily. Fat Man Spoon 18:42, 20 June 2009 (UTC)
<shudders in fear> Ohhh... you had to bring that up. Nitpicker of the Wastes 18:45, 20 June 2009 (UTC)
Yepers. There will be an Instamash follower and an Instamash power armour which dispenses Instamash. Also, you get a perk that makes all Instamash refill your health and ap, cure all rads and addictions. And increase all your stats to 100 (For 1 week). Fat Man Spoon 18:50, 20 June 2009 (UTC)

lmao fat man you seem stress lol instamash lmao!

What the fuck are you trying to say?! That made absolutly no sense! Fat Man Spoon 22:41, 20 June 2009 (UTC)

Sounds like the sequel to Close Encounters of the Third Kind, huh Fat Man Spoon? I'm off to make a Richard Dreyfuss character. LJ Carrion 01:46, 21 June 2009 (UTC)

Anybody with the pc version able to look it up in the GECK and see exactly what difference it makes and confirm if it is only when standing still? --80.5.43.220 19:32, 23 June 2009 (UTC)

From what I can see, both effects (Weapon damage +5 and DR +10) require the subject not to be moving. There's a (subject) IsMoving == 0 for both effects. --Keris Rain 19:36, 24 June 2009 (UTC)

Looks like the damage added is per bullet; PipBoy shows Eugene dealing in excess of 240 damage, and the Xuanlong dealing about 120, while single shot guns like the Blackwater and the Wazer Wifle all have +5 damage... Damn, if you stand still against a Reaver with this, Ghoul Ecology and Vengeance, you think it'll even reach you?--86.149.103.229 21:29, 25 June 2009 (UTC)

Skill?[]

"+5 to their damage skill, and +10 to their armor skill" Neither of these make any sense. I assume it means +5% damage, and +10% DR. Can someone confirm? ShadowRanger 16:37, 23 June 2009 (UTC)

Yep, it's plus 10 to DR, but the damage in PL is completly fucked. I pulled an 84 out of my Chinese Assault Rifle. 84! It can't get that high in the main game! Nitpicker of the Wastes 16:40, 23 June 2009 (UTC)

If the damage is per shot and not a percent then a automatic or burst weapon will feel the kick much more then a single shot weapon. Which is why the chinese assault rifle gets such a big bonus. If you equip say a hunting rifle you'll probably only see a +5 to the damage. --LordVukodlak 19:32, 23 June 2009 (UTC)

My Mesmetron showed that it was doing 12 damage so I don't think that's it. Plus a .32 showed at half cond. did 13 damage. --GoldGhost 00:24, 24 June 2009 (UTC)


PL damage is severely messed up anyways, you have combat knife tribals dealing 58 dmg per hit... --Attnet 06:17, 24 June 2009 (UTC)

i went to point lookout at level 12 and by the time i left i was at level 22, (about 4-5 hours)on Normal difficulty. PL is a great place just to run around and level up. oh yeah, still dont have bog walker.69.62.220.210 01:36, 25 June 2009 (UTC)

Using the vengeance with this perk does 400 damage per second for me which is basically killing a super mutant overlord in 2 seconds on very hard and for some reason it still works when im running around, anyone confirm this?

(Confirmed?) Same story, more or less. Vengeance was around 350 in-game-dam, and a hit of psycho would push it over 400. I suppose it's +5 damage per single projectile. Awesome. It certainly counters the pre-release grumbling further up the page. It shouldn't be that difficult to face down a reaver with a 400+ gatling laser. 142.161.53.126 22:34, 27 June 2009 (UTC)Scuba Steve

Both of the damage enhancing perks in Point Lookout seem to be extremely buggy. This perk in conjunction with Ghoul Ecology seem to be producing some extreme damage with automatic weapons. Mr. Sully (T·C) 03:57, 27 June 2009 (UTC)

Weapon Damage[]

All my weapons have an increase in damage boost. Eugene does 259 damage and the Xuoluang Rifle does over a hundread. This is a great perk. Makes deathclaws easy to kill frome distance, especially with a minigun. PitifulKnight 05:19, 26 June 2009 (UTC)

I suspect the degree of this perks damage plus is going to be scaled back ina future patch as I doubt this is what they meant by minor combat boost. --LordVukodlak 11:17, 26 June 2009 (UTC)

But I believe the new damage from weapons only apply when standing still and that weapons still do regular damage when moving. And if you don't have fun with superior defender put the game on a higher difficulty. It still takes a while to kill Overlords and Albino Radscorpians. PitifulKnight 19:53, 26 June 2009 (UTC)

Has anyone tried this with Jack (the Ripper, haha). Ghouls just like explode when they get close to it. 66.143.33.75 09:49, 27 June 2009 (UTC)


I was messing with my pip-boy and when I was walking and accessed my weapons locker it showed all my weapons doing standard damage. I did it again but standing still and my weapons did mofified damage. So the weapons only do the extra damage when standing perfectly still.PitifulKnight 20:43, 3 July 2009 (UTC)

This perk is absurd with the Metal Blaster. Stand still, three shots put down a Feral Ghoul Reaver. Sneak attack crits annihilate everything. 72.199.158.45 05:27, 10 July 2009 (UTC)

Does anyone know the damage increase works in vats?

Weapon Damage in Pip-Boy[]

The PipBoy should show the base damage without this perk equipped as generally youre standing still when you access it. If you do have the perk, then maybe the damage should be shown in brackets or an option to turn it on/off. —Preceding unsigned comment added by 90.210.214.205 (talkcontribs). Please sign your posts with ~~~~!

so dose it really do that much damage ? I mean some of my weapon only went up by 5 points but other went up by 50 . like the "ultra SMG" dose 58 damage but after i got that perk it said 92 . so if i am standing still dose is it really doing 98 damage ???

If you read the article, it says "The +5 damage is added to each bullet, making it far more powerful when used with automatic weapons." Does that answer your question? --Macros 18:32, 14 July 2009 (UTC)
This makes a player with high big guns unstoppable. My minigun (at full repair) gained about 50-odd damage, and my gattling laser jumped around 80. Other good guns are shotguns and the metal blaster, assault rifles and the infiltrators, SMG's the auto axe's and rippers, it's pretty much useless with the missile launcher or fatman but with any other gun it's pratically the best perkJordanish 08:00, March 29, 2010 (UTC)
It makes a player with any high weapons skill unstoppable. With the right guns, super mutant behemoths can now be compared to mole rats. Name not required june 28,2010 1635 hrs.

The PipBoy shows the boosted (per shot) damage for all weapons, regardless of whether you're moving when you activate it. The perk works as stated, however. I've confirmed this with extensive testing using GetHealth commands in the console. I've updated the Bugs section updated to reflect this. --LolWutDinosaur 07:39, December 11, 2010 (UTC)

Perk Image reference?[]

Is the perk image not a reference to the 300 movie?--LoneMerc101 19:26, 29 July 2009 (UTC)

You're right, it's not --Macros 15:14, 30 July 2009 (UTC)
Oh ha ha--LoneMerc101 16:04, 6 August 2009 (UTC)
He's being sarcastic, but it really isn't a reference to 300. Both the image and 300 reference the ancient Phalanx formation. If it were referencing 300, PipBoy would be bare chested. :-) ShadowRanger 16:08, 6 August 2009 (UTC)
THIS! IS! POINT LOOKOOOOOOUT!!! Nitty 04:27, 20 August 2009 (UTC)
Make sure to spit on the guy's face when you say that 68.192.9.90 07:04, September 13, 2009 (UTC)

Shotgun bullets[]

If this works by the bullet, then does that mean that every bullet from a combat shotgun gets +5?

Hmm... if it does, that'll make the Terrible Shotgun the most powerful gun ever. Nitty 22:31, 6 August 2009 (UTC)

Someone will need to check the GECK script/effect/whatever to be sure. If it works the way criticals do, then every bullet will get the boost outside of V.A.T.S., but the damage will be spread around within V.A.T.S. On the other hand, since there is no check for the extra damage (the flaw with criticals is due to each bolt independently checking for crit), it's entirely possible that the code paths are disjoint. In that case, spread weapons might spread the damage between all the bullets (and given that the game always rounds up, the Terrible Shotgun would still benefit disproportionately, since that would mean +1 to each bullet). ShadowRanger 22:45, 6 August 2009 (UTC)

Combine with Ghoul Ecology[]

Combining both together results in having a cumulative effect of + 10 damage per shot and + 10 armor, this will greatly assist in cutting those incredibly tough add on opponents down to size like the Overlord, Reaver, Albino Rad Scorpion, and those damn top tier Aliens with energy shields on Very Hard mode. I personally don't know what i would have done if i had to kill the entire crew of Mothership Zeta without these two perks because even with them in place the aforementioned Aliens could soak up nearly a hundred direct hits from Vengeance, twelve headshots with an Alien Blaster and shrug off Nuka Grenades like they were BBs. --BattleBen 05:19, October 19, 2009 (UTC)

Minor edit[]

This article is a touch bare-boned. Even though the info box describes what the perk does, the introductory paragraph should do the same. Otherwise, that line about the +5 damage applying to each bullet is just hanging in space. I will take the initiative.--brian ranzoni http://brianranzoni.com 22:48, October 21, 2009 (UTC)

Which page is right?[]

On the damage resistance page (http://fallout.fandom.com/wiki/Damage_Resistance), under Fallout 3's "Permanently increasing Damage Resistance" section, one of the effects listed is:

"The Superior Defender perk gives +5% damage resistance when moving and +10% when standing still."

However, the description of this perk on this page reads:

"Damage +5 and armor +10 when standing still"

I assume this page is the one that is correct, that the bonus only applies while your standing still, and that you get no bonus at all while moving (regardless of whether or not that would be considered walking/running).--69.204.216.160 06:38, December 22, 2012 (UTC)

changing bug to note[]

I feel like the bug should be changed and put in the notes section. My reasoning behind this is its not a glitch/bug in a visual sense since you have to stop to be able to look at the pip-boy although some people might think it is. It could be changed to something like this "Even though the effects of this perk appear to be constant when viewing the pip-boy, it is only applied when the user is stationary." That's what I would put it as, and if not user then player. I think it should be considered to be a change to this article. 50.83.252.193 00:58, September 5, 2014 (UTC)

I can't even duplicate this bug. I disabled every plugin except Fallout.esm and PointLookout.esm, went to a new game, waited until the Overseer gave me a Pipboy, console-added the perk, and the Pipboy shows my DR just fine while running or standing. The only issue here is the minor lag between moving and the script detecting motion and subsequently disabling the +10 DR. So if you tap forward then instantly hit your Pipboy you won't see it. You have to hold it for like half a second then you'll see it. Same goes for when you stop. If you let go of forward then instantly hit your Pipboy, it still shows the +10. Using the console confirms this latency. I'm on the Steam GOTY edition if that matters. 162.252.201.32 04:32, July 2, 2015 (UTC)
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