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This could be one of the best perks in the game. Each shot increases accuracy by 5%. Goekhan 16:04, 13 November 2008 (UTC)

Imho, it's totaly useless, as I try to kill the enemies with the first hit :-)
its more useful than it seems.. especially with weapons like the SMG or the assault rifle.. these guns shoot a burst of 4 and 3 rounds respectively in vats, potentially raising the to hit chance by up to 20%218.186.12.224 16:30, 18 December 2008 (UTC)sir-lance-a-little
In VATS its the only way to get extreme-range shots to land.
It's not the only way. If you're driven enough, you can just save right before a long-range shot and keep reloading until it hits. Chris616263 12:27, 26 December 2008 (UTC)
Thats just for stupid people who dont got anything in theyr life besides that game...

I agree its very useful. The bonus % by the end seems to apply to every shot made, not just the next shot in line. With a laser rifle I can get 6 shots off in VATS, meaning I get a +30% for all six shots. As you can imagine, 6 x 60% to hit and 6 x 90% to hit make a very significant difference!!

So its not just me that's experiencing that? We should add it to the main article. The article doesn't even explain that it's not per/hit its just per/shot lined up in VATS, they don't have to connect with the target. Ash Nuke AshRandom (Talk) 14:02, 12 January 2009 (UTC)
So if I manage to line up 13 shots in VATS(230 AP + Wazer Wifle), every single shot will have a 67% hit bonus, not just the last one? That would make it such a good perk.BSMaker 06:49, 18 January 2009 (UTC)
Yes, however, it should be noted that the VATS total is capped at 95%. Ash Nuke AshRandom
Suddenly, i want to get Concentrated Fire.BSMaker 23:11, 20 January 2009 (UTC)
I don't find this as useful as I thought it would be, I usually don't take the shot unless I have above 70 percent chance anyways, and if I don't I move closer - effectively negating the use of the perk. for me anyways. 76.198.64.241 21:41, September 8, 2011 (UTC)

Is this affected by the Commando bug which doesn't provide accuracy bonuses? --Sigma 7 03:46, 4 April 2009 (UTC)

I have now done some testing, and while this perk does seem to be more powerful than its description would lead one to believe, I'm certain it does not add the final boost to all queued shots.--SushiSquid 21:45, 23 April 2009 (UTC)

As of patch 1.5, the usefulness of this perk is rather questionable (my experience though). When maxing out (near or exactly 100) the required weapon skills for this perk, combined with Sniper and Commando/Gunslinger, most corresponding weapons almost always have a 95% chance to hit, even on the longer ranges (scoped weapons seem to enjoy this patch even more). Although this was not tested on Assault Rifles (since I have the Perforator) it should be noted that other weapons, such as the 10mm Submachinegun, Hunting Rifle and ALL Energy Weapons, seem to max out the accuracy when having these skills (100 preferably) and perks. Since this perk is available at lvl 18 (assuming you have the additional requirements) one could have maxed out at least one skill and obtained at least one of the two perks. It can be said that, since patch 1.5, this perk should have been available at lower lvls while raising the lvl req for the other mentioned perks. -- Radnus 02:08 April4 2009 CET. EDIT: Before I correct myself I'd like to know whether this perk also affects Miniguns and Gatling Lasers. If they do, I can see some value in this perk for those who havent fully maxed out Big Guns. In this case, Concentrated Fire could be considered the Big Guns equivilant of Commando/Gunslinger, although it would have most effect with the before mentioned weapons, which in turn hardly need the use of VATS in the first place. --Radnus 16:20 April 4 2009 CET

Does anyone know if this has an effect on explosives? I was hoping this would increase the power of my grenadier build 75.66.170.185 23:29, 1 July 2009 (UTC) I dunno my ip adress

It does not affect melee, unarmed, or explosives attacks, because these are full body attacks, and therefore Concentrated Fire, which increases the likelihood of hits on the same body part, does not apply by definition. 72.18.122.179 04:46, December 14, 2009 (UTC)

After some testing I found that this perk apears to be exactly what the description says it is. Every shot that hits your target will increase the accuracy of all following attacks in the same V.A.T.S. sequence by 5%. Most useful with submachine guns (4 shots per attack) and miniguns (8 shots per attack). If you take the action boy/girl perk and wear lag-bolt's combat armor with ledoux's hokey mask, with an agility of 5 or more and use jet, ultrajet, and nuka-cola quantum, you can attack 10 times with a submachine gun in a single V.A.T.S. sequence (40 shots). (Tested on Xbox 360) Powlee

The perk works exactly as it shows in-game: Each shot you make on the same body part makes the next shot more accurate by 5%. The final accuracy total does NOT apply to all of the shots made. I recently tested this (June 15, 2011) outside of Camp McCarran by using the solider guarding the front gate as my test target. Basically, I would stand at a distance so that head shots had a base accuracy of 50%. I then had 10 agility, 100 gun, Fast Shot Trait, and the All-American and made 9 shots targeting his head. With a final accuracy total of 95%, none of my shots should have missed. I performed a series of tests, reloading after each volley. In numerous tests, I had a series of 1-3 shots missing. This clearly shows that the final accuracy bonus does not apply to all of the shots. Dragofireheart 14:25, June 15, 2011 (UTC)


So what is it?[]

The article is not clear on this and everybody above says something different... So can someone give GOOD answer with maybe some reasoning to the following question: does the extra percent change add after each shot/que or (as the description reads) after each HIT...? I can't really imagine it is really the second option, because that would make this high level perk quite useless. On the other hand: if it's the first option then it may be overpowered for low AP guns. Maybe worth noting that I'm talking about New Vegas here, but the perk seems to be identical from Fallout 3. Thanks in advance for an answer! --The Bart 23:37, December 5, 2010 (UTC)

This is what I mean: "your accuracy to hit any body part in V.A.T.S. increases slightly with each subsequent hit on that body part. Every time you target the same body part in VATS, your chance-to-hit raises by +5%." Copied directly from article; first it says after each hit, then it says every time you target the body part :S Also when in VATS you can see the 5% added after each target, but the description in-game says after each HIT! !#$@!! I wanna know what it really is :D --The Bart 23:42, December 5, 2010 (UTC)
Unfortunately this is one of those few things that the GECK just can't tell us. The perk is controlled by an entry point, which in turn controls the chance to hit. Entry points can't be viewed aside from being listed, and they can't be edited; they're hardcoded into the game. --Kris User Hola 01:36, December 6, 2010 (UTC)
Aww, ok; I guess we'll never know for sure then. Thanks! --The Bart 06:27, December 6, 2010 (UTC)
From my own recent testing, the actual hits have no effect on the accuracy of shots after it. If you have several shots queued for 95% accuracy that were boosted to that amount from Concentrated Fire, they will hit at that accuracy regardless of whether the previous shots hit or not. What you see is what you get for accuracy when queuing in VATS.Dragofireheart 19:10, June 15, 2011 (UTC)

Mad Max[]

The picture shows the use of a sawn-off double barrel, could this be a nod towards MM? - RASICTalk 01:07, December 6, 2010 (UTC)

How does this perk work with shotguns? Is the accuracy bonus increased by each pellet or each shot? This could turn shotguns, like the Riot Shotgun, into deadly long-range weapons. Waste 2 shots (16 pellets with correct ammunition) on a target, which is far away, and you basically turned your shotgun into a sniper rifle (16x5=80) and still have many AP left, with your Riot Shotgun.

How does it work?[]

If your weapon fire multiple bulets in one V.A.T.S. like Assault Carabine. Then does it calculate that instance separatly ading bonus to each bulet but on next one it only add 5% to start whit. Next question will be, does perks that incrise V.A.T.S. chance to hit are calculated after each bonus is aded after shot? So your base chance to hit is basicly incrised whit 5% flat and then percks like Comando add their bonus or is it mach simpler and direct in that concern?

Example, you got 1% chance in V.A.T.S, queue will look like (1%)(6%)(11%)...(95%) each of them is its own instance. H&H Tools nail gun combined with Fast shot and Math Wrath is devastating with this perk from my personal experience. its try power is on averages, fact that you can hit target even on 1% give more power for number of hits on one queued shot, queued shots number aside of reaching caped hit chance. nEVER_BoRN

Requirements[]

Does the perk require Guns 60 AND Energy Weapons 60 or only one of them?

It requires both skills to be 60. So AND. Jspoel Speech Jspoel 17:08, March 30, 2015 (UTC)

FO4 (You know, having stuff like this share a single page across all the games just because it has the same name is REALLY unhelpful sometimes...)[]

Anyway: one of the stranger benefits of the FO4 behavior is that with rank 2 of the perk, taking a BAD shot can actually be more beneficial than taking a good one. As an example, say you have Gunslinger5 and a silenced 10mm that does 74 damage, along with ConcFire2, Ninja2, and C&D. (Because I do, and the numbers will change depending on the perks you have).

A sneak (non-headshot, for simplicity) on a 600HP super mutant that's been modav damageresisted to 0 DR should leave him with 333.6HP: 74 * 3.0 (Ninja2) * 1.2 (C&D) = 266.4. (I also have Awareness2 and BloodyMess3, but those are already reflected in the base damage).

hit: 356.87, -243.13. Off by about 10%. Even Bethesda surely can't get such simple math so wrong (though they did with C&D + Ninja + Sandman, so...) Anyway, there's obviously Something Strange going on that isn't readily visible in-game.

more testing: hit: 367.10. Even more wrong than last time. hit: 368.xx. Less inconsistent, but still garbage.

There's a broken water cooler sort-of in the way of part of his torso, so maybe that's reducing the damage. Let's try headshots, where that excuse won't fly...

hit: 137.15, -462.85. miss, hit: 67.75, -532.25. Bingo.  :) 532.25/462.85 = 1.1499. The 15% bonus is per shot, not per hit, exactly as the perk states.

So, going back to the original premise: say you have a "bad" shot with only a 42% chance of hitting. If you queue up 6 shots, each one gets a 10% accuracy bonus from ConcFire1, so the last one will be at 92%. However, that final shot will also be at 1.15^5=2.011, i.e. almost exactly DOUBLE damage. Since attacks with silenced weapons generally don't trigger reactions until they DO hit, if you get "lucky" and land the first shot, the enemy will "shout" to everyone nearby and start moving etc (just, very slowly since VATS is active). OTOH, if you miss with the first two shots but land the third, he may not react to the misses at all, and that third shot - now at 132% damage - will kill him outright once the headshot multiplier is applied as well.

ConcFire3 increases the bonuses to 20% to both to-hit and damage, meaning that even if your initial headshot chance is only 1% (and remember that MacReady's perk is a flat +20%, often making headshots the MOST hittable part of an enemy at long range) your 6th shot, at worst, will have a 95% chance of hitting and will do 1.2^5=2.488x damage. On a headshot that does 1.75x damage in its own right, on top of multiple sneak attack bonuses. It really all comes down to just having enough AP to queue up enough shots.

TL;DR - This perk is crazy powerful if used correctly.  :) 66.214.99.253 02:11, May 25, 2020 (UTC)

FO4 - erm, wut?![]

Moved this from the article:

Bugs PCPC Playstation 4Playstation 4 Xbox OneXbox One In Fallout 4, the second rank of this perk does not work, although the first and third ranks do.[verified]

  • This is caused by the second rank incorrectly affecting the V.A.T.S. damage by 15% similar to rank 3 of the perk.

First off, that claim is provably untrue on PC. I just did so earlier today, albeit for unrelated reasons. Secondly, the "explanation" for why it's a bug is literally exactly what the perk description says it does!

The CK also has the right behavior specified for the perk. That certainly doesn't mean it actually WORKS correctly, since this is a Bethesda game, but it's at least not blatantly broken. I can't confirm the console part of it, and maybe it WAS broken at launch, but the only source of the claim in the first place was "I found this on google", supported by no evidence, testing, or discussion at all, and blanket-marked as all platforms. Since we know it's false on at least PC, it's fair to assume it's false outright now even if the original edit was true at some point in the past, and at least no less credible to. If someone thinks it should stet for the consoles though, and is willing to actually test it either way, that'd be helpful.66.214.99.253 03:07, May 25, 2020 (UTC)

  • Oh - I think I get it now. The OP misread the perk as "+15% ACCURACY", not the "+15% damage" it actually is, expecting a continuation of the behavior of earlier installments. That's the only thing I can think of that would prompt such a precise yet wrong "explanation".66.214.99.253 03:17, May 25, 2020 (UTC)
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