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Anyone able to confirm if this perk's Sneak Attack bonus applies to all weapons? Not that I'm going to take it, but just curiosity Goekhan 20:01, 8 November 2008 (UTC)

I have only anectdotal proof. I've gotten a lot more Sneak Attack Criticals with ALL weapons after taking Ninja. 67.172.16.255 15:46, 4 April 2009 (UTC)

This perk is unusual in that it's useful for melee-brawlers AND snipers. Snipers get the sneak attack bonus, melee brawlers get a standard bonus. Good for both, if you're somewhere between them, even better.-Accountless avenger

It irritates me to no end that this perk will not accept 80 melee OR unarmed. Unarmed specialists get dunked in the toilet on this one. - Agent_137

I agree. Ninjas are elite martial artists (Unarmed) who use weapons (Melee), so the requirement should be 80 in EITHER Melee or Unarmed..

ARE YOU JOKING!?!?! Who's ever heard of a ninja that didn't know how to use a sword (melee) and do kung-fu (Unarmed), sorry losers but you have to be good at both to be a Ninja.--75.33.69.149 00:33, 30 April 2009 (UTC)

Umm ok i was just reading this and I would like to point that Ninja's dont use kung-fu. In reality they rarely ever used hand to hand combat since they would stealthily assassinate people or get information (so in this game "Sneak") They were more likey to use blowguns or shuriken as weapons than a sword. You need not confuse the images of over powered ninjas of today (Umm Ninja Gaiden is a nice example. just saying) with the actual thing. so HA to all of you ^_^ --69Crew ~Blaze~ 23:34, 8 August 2009 (UTC)

Wrong picture? The current picture is Night Person.--ManMadeGod 19:05, 28 December 2008 (UTC)

I wish Ninja was more useful, I agree that the sneak critical thing should apply to all weapons

Does this perk even work? It doesn't seem to. Player.getav critchance shows no increase with ninja even though similar perks survival guru and finesse do (and yes, I have a melee weapon equipped). And just to make sure it's not a hidden bonus, I beat on something with critchance set to 0 and sure enough, no criticals (if ninja silently added +15% I'd still be critting). What gives?

I just tested for whether the +25% sneak crit damage affects all weapons. It doesn't. I noticed that shooting at a Mirelurk Hunter with my Perforator in VATS while sneaking got him down to exactly one column of health. On level up shortly after, I took the Ninja perk, found another Mirelurk Hunter, and shot him the same way. Still one column of health. I made sure the weapon's condition wasn't affecting the damage, either; it was the same damage both times. I had not put any points into Small Guns on level up, which is the only other thing I could think that would have affected it.
This was all tested on an Xbox 360, so there were no mods affecting anything. It seems pretty conclusive, in my eyes, that the Ninja perk is entirely worthless to a character that doesn't use melee or unarmed. I'm going to add that to the article. Also, I'm going to take out the ", such as snipers." line from the article. First of all, sniping in Fallout 3 is better done outside of VATS. Secondly, it associates this perk with a "sniper" fighting style, for which this perk is absolutely worthless. --Honeybunch 08:29, 6 May 2009 (UTC)

Fixing the criticals?[]

How can I fix my crits? 78.150.76.226 12:39, 1 March 2009 (UTC)

I've added a fix at http://www.fallout3nexus.com/downloads/file.php?id=4481. Instead of checking for weapon skill type (the isWeapSkillType function is broken) it checks for animation type (unarmed, one handed melee, two handed melee). Athenau 12:29, 1 March 2009 (UTC)
Thank you! 78.150.76.226 12:39, 1 March 2009 (UTC)
I made a silly mistake when uploading the file. An updated version is available at the same link, but it's best to just download the latest version of the Unofficial FO3 Patch as it fixes this as well. Athenau 00:04, 17 April 2009 (UTC)

Is it still broken in the Xbox 360 version as of patch 1.5? --67.171.46.168 21:57, 7 May 2009 (UTC)

Reverts[]

Will whoever is editing the page to revert the "critical chance bonus broken" note please stop? This has been confirmed by multiple sources (take a look at the Fallout 3 Unofficial Patch release notes) and by myself, and one can easily verify it in-game by bringing up the console. Athenau 00:52, 2 April 2009 (UTC)


Re: bugged Ninja perk: The text in both the main article and on this Talk page is very hard to follow [as of May 2009]. It should be cleaned up to reflect both the version and platform of FO3 being discussed. For ex., on the XBox 360 does the "+15% critical chance modifier for melee and unarmed attacks" actually WORK... or does it *NOT* WORK? Am I to assume this bug is a PC-only issue replated to gameplay prior to the Fallout 3 version 1.5 patch on PC?? Theicla 17:21, 8 May 2009 (UTC)

No, I play on PS3 and the Ninja perk is not giving me sneak attack critical damage bonuses either. And while I am using the Deathclaw Gauntlet at full condition it is not giving me criticals all the time like it should if I have the Ninja perk plus my initial critical chance, it seems to only be giving me as much criticals as my initial critical chance times 5 (18 x 5= 90) .

Has anyone tested the Ninja's bonuses on the 360 (Unarmed and Melee)?[]

With a deathclaw gauntlet at 100% condition, and the proper perks, the +33% critical chance and the x5 of the gauntlet is 165%, meaning a critical hit every time. Also, Stabhappy has a critical multiplier of x4, meaning 132% chance of a critical hit (at 100% condition). I may be able to test this next weekend. However, I can't really test the sneak attack critical's damage bonus, but if someone else could test this (on the 360), it could finally be put to rest whether or not this perk actually works on the Xbox 360.--AwNNeR 5 01:29, 3 August 2009 (UTC)

I can confirm the +15% critical chance bonus for melee weapons does NOT work. I am playing through backwards compatibility on Xbox One, patch 1.5.0.23. I have 10 luck and Finesse perk for 15% critical chance, I do NOT have the 3% critical chance bonus from the Survival Expert perk. I used a nearly full condition (around 95% condition) Stabhappy against Fawkes. Without Ninja, I would have a 60% (15*4=60) chance for a critical hit, and with Ninja I would have a 120% (30*4=120) chance for a critical hit. Even after selecting Ninja, I was not always scoring critical hits against Fawkes. What a lame glitch. I'm not sure about unarmed critical chance or the sneak attack bonus damage, I could probably test that tomorrow. 209.193.54.115 04:00, March 29, 2019 (UTC)

15% before or after critical multipler?[]

My character has 6 LK and ninja, so with a DCG I should critical 100% of the time ( (6+15)*5 > 100 ). But I dont. So is it 6*5+15? I'm on PS3, if that makes a difference. 68.192.9.90 00:22, September 27, 2009 (UTC)

I'm thinking after; on my character I seem to hit criticals 100% off the time with the DCG, but I have 10 Luck, Finesse, and I took the snide Survival Guru, so [(10+5+3)*5]+15 = 105%, which would account for my 100% criticals as well as your sub-100% criticals. I'm also using the PS3. Keemonto 21:18, September 27, 2009 (UTC)

According to the GECK Wiki, critical chance is modified by weapon condition. So, if your weapon is in 50% condition,
\begin{array}{lcl}

\mbox{Critical Chance} & = & \mbox{Base Chance} \times \mbox{Critical Multiplier} \times \mbox{Condition\%} \\ & = & (0.06 + 0.15) \times 5 \times 0.50 \\ & = & 0.525 \end{array}

or 52.5% chance to score a critical hit.--Ehplee 00:08, November 25, 2009 (UTC)

Xbox 360 Functionality Confirmed[]

13 January, 2010 - I have just performed an experiment, slaughtering the entire population of Megaton, which confirms that this perk's critical chance bonus still works on Xbox 360. My character had Luck 7, Finesse, and snide Survival Guru - giving a critical chance of 15%. With a Deathclaw Gauntlet (5x critical multiplier), I attacked everyone in Megaton. Of the 30 VATS attacks, every single one resulted in a critical strike. Without Ninja, the chance of one hit being a critical would be 90%. The chance of 30 consecutive 90% chances happening is less than 5%. Thus, there is a 95% certainty that this perk does work correctly on Xbox 360. 68.144.1.163 05:45, January 14, 2010 (UTC)

Yeah, I got the same results, this perk evidently works on the x-box 360

"I have only anectdotal proof. I've gotten a lot more Sneak Attack Criticals with ALL weapons after taking Ninja."

You can't be serious.

You forgot that VATS adds +15% crit-chance, making your base crit-chance before Ninja 30%, not 15%, which in turn would make your final crit-chance 150% with a perfect-CND DCG. FTR, your math was also wrong in that 15% * 5 = 75%, not 90%.Sigma1932 (talk) 07:44, July 10, 2015 (UTC)

Bugged again in New Vegas[]

Lol, some things never change. The 15% critical chance bonus is multiplicative instead of additive, so if you have a 20% crit chance before Ninja (10 luck + finesse + 1st recon beret) you'll get a whopping 3% increase from Ninja. Note that the text explicitly says +15% and the other two perks which perks which modify your critical chance (Finesse and Laser Commander) correctly add the listed number, so this is indeed a bug. Athenau 02:36, November 1, 2010 (UTC)

  • I knew the amount of critical hits I was dealing was just too low(based on my assumption that I had 53% base crit chance in VATS). Booting up the GECK and making a fix.--BSMaker 04:26, November 1, 2010 (UTC)
Yeah easy fix this time around, since the isWeapSkillType function should work everywhere now (used in a bunch of places). Kinda sucks for console players though, since I don't ever expect this to get patched.Athenau 10:34, November 1, 2010 (UTC)
If it's such an easy fix I'm hoping they do just throw it in with the next patch (X360 player).

ArsVendy 04:05, November 6, 2010 (UTC) I've uploaded a quick fix for this to http://www.newvegasnexus.com/downloads/file.php?id=36638 - hopefully they'll patch this shortly.

Is this STILL bugged in the 360 version? If someone could figure this out for me it would be much appreciated. 86.190.50.128 02:33, August 9, 2011 (UTC)

Indeed, it still is. 70.80.15.119 10:31, September 13, 2012 (UTC)

More reverts[]

Since this page is rapidly becoming the subject of another retarded edit war, I'd like to invite those people who think that the current behavior is not a bug to present their case here first. In particular, I'd like them to explain why the four other perks/traits that modify critical chance (laser commander, set lasers for fun, finesse, built to destroy) do so additively, while ninja does not, despite being worded very similarly. Athenau 20:29, December 25, 2010 (UTC)

Perk tree?[]

Here's an idea. You have three perks, all similair, called Ronin (Apprentice), Ninja, and Grand Master, at levels 10, 20, and 30 respectively. This adds to the RPG element of Fallout. To get the 2nd rank, you have to get the first perk, and the effects stack. Ronin gives you a crit boost of 5% for melee and unarmed weapons, and Crit damage boost of 15%, and since Ninjitsu was mostly focused around survival, espionage, assassination, and sabotage, you get some new recipes and schematics for poisons, potions, weapons, and an armor set. Ninja would give 15% crit chance, 25% crit DMG, and more poisons, weapons, etc. Grand Master would give an extra 25% crit chance, 35% crit DMG, and more recipes and schematics. That stacks to a total of 35% more crit chance, 75% more crit DMG, 3 new poisons, 6 new weapons (3 for melee, 3 for unarmed) and 3 new armor sets. You really would be a Grand Master! These statistics, schematics, and recipes are completely debatable, and if you feel that they may be overpowered, underpowered, or not enough weapons and poisons, they can be adjusted. Kanonamos 06:49, February 13, 2011 (UTC)

Fallout 1&2 are dead, console games are the big money makers your ideas are preposterous, But then again considering skyrim makes you take a skill tree so you cant be good at everything Im probably dead wrong. Toot Toot all aboard the lame train! --Gwyllgi 23:12, October 6, 2011 (UTC)

Multiplier Errors[]

I was checking out this page since I got back into FO4 and I realized the multiplier wasn't working the way I remembered it. I must have been on pre-1.4 because I do remember being able to get 6.3x. But anyway, I checked out the 3 interacting perks and I found that Cloak & Dagger is actually the only one with a multiply. I have no idea if this was done in a later patch than 1.4, but if it was 1.4, then the information isn't correct. Ninja adds .5/1/1.5 and Mister Sandman adds .15/.3/.5. Cloak & Dagger multiplies by 1.2.

So Cloak followed by Ninja and Sandman = 4.4x

Sandman then Cloak then Ninja = 4.5x

Ninja then Cloak then Sandman = 4.7x

Ninja and Sandman then Cloak = 4.8x

As you can see the best multiplier is to wait to max out Deacon's affinity until you've maxed Ninja and Sandman. If they had fixed Cloak & Dagger, the max would have been 4.2x. --I0brendan0 (talk) 04:33, May 26, 2020 (UTC)

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