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Fallout 1-When you have a higher intelligence and thus, more skill points, what is the benefit to higher weapon skills ?

From what I can see, weapon skills only give you a 95% chance to hit, but you could do that easily and be able to hit any enemy in the game. Is there a point of even having more than a 5 in intelligence for skills cause it just seems very pointless as weapon skills easily max out and you can hit everything.

Unless there is an extra bonus to weapon skills other than hitting, high weapon skills seem like a waste of time.
INT is for overall skill points (especially those granted on level-up), dialogue options, and it's also tied into some of the skill values (eg for science). It isn't essential for a rambo playthrough.

Most of the time boosting weapon skills past 100 is unnecessary, though it might help with criticals (along with the right perks and high Luck).
Post edited January 19, 2013 by H2IWclassic
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H2IWclassic: INT is for overall skill points (especially those granted on level-up), dialogue options, and it's also tied into some of the skill values (eg for science). It isn't essential for a rambo playthrough.

Most of the time boosting weapon skills past 100 is unnecessary, though it might help with criticals (along with the right perks and high Luck).
Oh so it helps with criticals at the higher levels ? If that is the case then that changes my perspective on it entirely. Can anyone confirm this?
Post edited January 19, 2013 by deathknight1728
Weapons skill does not affect critical chance or damage in any way. Having a 95 in a weapons skill equates to having a 95% chance of hitting a target under perfect conditions. Conditions in Fallout however are not always perfect. There are combat penalties that lower your effective weapons skill. For example a Combat Shotgun has a minimum strength requirement of 5, if you have a character with a strength of 4 they would incur a -20% penalty for using the combat shotgun, that Small Guns skill of 100% would really be only 80%. For a strength of 3 the effective skill would have a -40% penalty. There is also a penalty when shooting in the dark, an example of this can be found by targeting an enemy in a cave, then dropping a lit flare and targeting again. You will notice there is a difference. The distance to a target also affects your chance to hit, try making a long range shot with a short range weapon. All weapons have a maximum range but it is up to your perception stat as to whether or not you can hit something at that range. Low perception adds more penalties. You also have to overcome your opponents armor class. Armor class is the evade/dodge chance of the character, this number is in direct opposition to your weapons skill. There is also cover to consider, like when a target is standing behind a rock. And then there are the aimed shots. Having a Small Guns skill of 100 is fine if you are shooting at unarmored targets 3 hexes away in clear daylight, but if you are in a cave and your target is wearing combat armor behind some rock formations about 22 hexes away and you are aiming for the eyes then you will find that 100 is not enough. Having a combat skill around 120%-130% is definitely not an overkill.
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Stevedog13: Weapons skill does not affect critical chance or damage in any way. Having a 95 in a weapons skill equates to having a 95% chance of hitting a target under perfect conditions. Conditions in Fallout however are not always perfect. There are combat penalties that lower your effective weapons skill. For example a Combat Shotgun has a minimum strength requirement of 5, if you have a character with a strength of 4 they would incur a -20% penalty for using the combat shotgun, that Small Guns skill of 100% would really be only 80%. For a strength of 3 the effective skill would have a -40% penalty. There is also a penalty when shooting in the dark, an example of this can be found by targeting an enemy in a cave, then dropping a lit flare and targeting again. You will notice there is a difference. The distance to a target also affects your chance to hit, try making a long range shot with a short range weapon. All weapons have a maximum range but it is up to your perception stat as to whether or not you can hit something at that range. Low perception adds more penalties. You also have to overcome your opponents armor class. Armor class is the evade/dodge chance of the character, this number is in direct opposition to your weapons skill. There is also cover to consider, like when a target is standing behind a rock. And then there are the aimed shots. Having a Small Guns skill of 100 is fine if you are shooting at unarmored targets 3 hexes away in clear daylight, but if you are in a cave and your target is wearing combat armor behind some rock formations about 22 hexes away and you are aiming for the eyes then you will find that 100 is not enough. Having a combat skill around 120%-130% is definitely not an overkill.
Oh, but Im using melee weapons so some of this applies I guess..
Well, yes and no.

Doing a targeted attack (aiming specifically for the head/eyes/left arm/groin/etc) imposes a penalty to your chance to hit, which varies with the body part (eyes have a huge penalty). Having a weapon skill above 95%, even when all other conditions are perfect, may allow you to target specific body parts while maintaining a high chance to hit.

This indirectly helps you out in terms of criticals since targeted attacks to sensitive areas are more likely to cause criticals and/or produce better critical effects.
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deathknight1728: Oh, but Im using melee weapons so some of this applies I guess..
Well in that case just pump it up to about 115%-120% and you should be fine with targeted shots.
Ok I understand it now.

Thanks a lot you guys, you've been a great help :)