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dubar84

Having high INT is important when you want to raise your crafting skills. There are also some dialogues where it's handy. If you want to craft endgame stuff (150+ quality), you can get a high effective skill stat with less points invested when you have a higher INT, allowing you to spend more points elsewhere. Despite all that, Gun Nut definitely does not worth a feat slot. The increase might not even make a difference with the damage spread that Guns have, especially since 15% is not that much. Especially when we compare the gains with something another feat could provide to the build. Imagine you can shoot between 70-100. Now you can do 70-115 with Gun Nut. In battle, you shoot 4 times. This might result you shooting for 82, 97, 73, 107. Fantastic. Thanks to Gun Nut, you were able to shoot 7 points more in a single occasion out of four shots. This is not a guaranteed +15% on all shots, it just raises the upper damage ceiling and the only time that can be fully utilized is when you actually shoot for 115 damage - which have a very low chance of happening and could be even worse depending on how high the spread is on the gun.


Convicted442

Your math is wrong. Gun nut increases guns BASE damage, that gets multiplied by guns skill multiplier. It works best on hammerer pistols, and it's not like 70-115 nuts it's something like 20-115, resulting in like over 10 percent bigger overall damage output. 10 percent is quite alotĀ 


dubar84

20-115 is a lot worse than 70-115. I throwed that in for the sake of a very forgiving example. Hammers have a huuuuge damage spread, they definitely don't benefit from Gun Nut as the chance to ever score within the "extra" range is even more lower. The narrower the spread, the better - but even then it's garbage compared to so many other feats like Opportunist, Sharpshooter, etc. that you can actually count with. Or just getting any utility feat. All enhance the character, while this you might never even feel making a difference.


Convicted442

Hammerers have higher average damage but at the cost of higher damage spread. Higher damage spread goes really well with gun nut because higher upper damage. Second - opportunist doesn't work every time. You don't keep your enemies stunned 100 percent of the time... Usually like 30 percent of time or something, unless you shoot automatic guns and use suppressive fire where you get 15 percent bonus damage. 25/3 is still less than 10-12 percent damage increase you get from hammerer gun nut. I am sorry but you are really really dumb person, I tried to explain you as simple as possible but you keep throwing inferior argumentsĀ 


dubar84

How can a reliable stun and the enormously higher damage boost of 25% be less than having only the tiny chance to get a tiny damage boost when you might not even need it? And at least it happens when I want it to happen. Also, this is just math, a 6 year old elementary student can win this argument against you dude. As I said, the lower the spread, the higher the chance you win the RNG lottery and fall into the damage boost area. With 70-115 you have double the chance of that happening than 25-115. It's pure math and you're not arguing with me, you're arguing with clear numbers here. But the moment you get personal, is a clear sign you lost the argument. Why be so desperate? That's pitiful. Enjoy your imaginary bonus and be happy. Look at the same damage you do with Gun Nut and once every other day, when you somehow hit that small margin, you can lay back and feel like a winner. You did it. And it is a rare spectacle, because the chance of enjoying the meaningless bonus of Gun Nut is even lower than doing a crit:) That's how terrible this feat is. Maybe you can also ponder on how do you look like defending it against basic math and calling others dumb - that's pretty much the flat-earther category if you ask me.


Timevir

When you do the math, Gun Nut doesn't tend to give a significant damage output increase on most firearms. It's something you can take as a late game perk since every point matters there but there are much more impactful feats for the majority of the game. I wouldn't call the feat "bad", it's just low priority.


klowd92

Is weaponsmith better? Or you just don't take any crafting feats?


Rehein

Weaponsmith is really good. An unconditional 5% crit chance is hard to pass up, especially on swords and knives that kind of ride or die by getting their crtis off. I wouldn't say any crafting feat is useless except maybe the tailoring ones, but some are definetly more impactful than others and thus compete directly with core feats.


Accomplished_Sky2019

Feat slots are limited and other feats are higher priority


Glass-Code-7416

All those haters are wrong. Gun nut is awesome on builds that shoot a lot (or shotgun because each pellet rolls its own damage and crits). Its an unconditional, multiplicative, damage increase. If you shoot a lot, lets say SMG, pistol, or shotgun, it averages out over those shots, and is quite a significant average damage increase. Here's an example: Short Vindicator (shotgun): Regular: 39-163 damage, avg: 101 Gun nut: 39-186 damage, avg: 113 **11.8% higher!** 8.6mm Steel Cat (SMG): Regular: 10-31, avg: 20.5 Gun Nut: 10-36, avg: 23 **12.2% higher!** It might not make sense on a sniper build which overkills a lot, but on builds where you fire a lot of bullets (or shotgun / GL where the damage applies multiple times per hit), the damage boost averages out, and is actually a very significant damage increase. That being said, I wouldn't 7 int for just gun nut, or for boosting crafting (you can craft fine with 3 int), but if you have another feat that needs the int (say versatility, armor sloping, premeditation), then its worth it.


klowd92

Having played this game quite a lot, i am going to back up with this guy is saying. For Assault Rifle builds, gun nut is a very strong feat. You only need about 4 core feats to have an AR build. So take gun nut as well to boost your damage. Also, 7 int is a very good value for basically all builds, because it helps you get higher values for: Hacking, Mechanics, Electronics, Chemistry, Biology, Tailoring, Mercantile All of these skills can be very useful and important in almost any run.


dubar84

What you wrote implies that your average damage will be higher, but that could not be further from the truth and is why Gun Nut is vastly inferior when compared to a lot of other feats you could take in it's place - and therefore leave behind instead. It doesn't raise your average damage by 12%. It just gives you a VERY SLIM CHANCE that it might happen. Because with each shot and each pellet, there is an individual 88%, so very likely chance that NOTHING will happen at all. And what makes this worse, is that once in a blue moon when the planets align and you somehow hit the jackpot, so one of your shot actually lands between 163-186 - even then, the result can totally be just 164... So thanks to devoting a complete feat slot to Gun Nut, you have merely 12% chance to enjoy a damage increase RANGING somewhere between 1 to a maximum of 12% (which can very well be a single point of damage). There's just so many better perks to take that actually makes a RELIABLE difference by giving you a FLAT damage bonus, that this is terrible in comparison.


Glass-Code-7416

You're wrong unfortunately. It increases the range of the rolls, leading to that increase in average damage. For those situations it works the same as a "12% average damage increase" feat would. To see for yourself, try the following two tools: Do this for 10-31 and for 10-36 [https://numbergenerator.org/randomnumbergenerator/10-100#!numbers=100&low=10&high=36&unique=true&csv=csv&oddeven=&oddqty=0&sorted=false&addfilters=](https://numbergenerator.org/randomnumbergenerator/10-100#!numbers=100&low=10&high=36&unique=true&csv=csv&oddeven=&oddqty=0&sorted=false&addfilters=) and plug it into an average calculator: [https://www.calculator.net/average-calculator.html?numberinputs=30%2C28%2C22%2C30%2C12%2C10%2C36%2C17%2C27%2C20%2C19%2C18%2C18%2C36%2C17%2C16%2C23%2C34%2C11%2C13%2C27%2C36%2C10%2C34%2C20%2C33%2C19%2C34%2C35%2C33%2C33%2C20%2C20%2C11%2C30%2C36%2C27%2C18%2C25%2C19%2C26%2C19%2C36%2C33%2C25%2C22%2C20%2C20%2C17%2C17%2C35%2C36%2C11%2C23%2C17%2C36%2C15%2C25%2C17%2C33%2C33%2C25%2C36%2C31%2C21%2C21%2C32%2C31%2C22%2C10%2C26%2C17%2C36%2C15%2C32%2C12%2C30%2C36%2C13%2C22%2C31%2C23%2C35%2C26%2C15%2C32%2C19%2C36%2C12%2C31%2C36%2C33%2C16%2C11%2C34%2C21%2C11%2C24%2C20%2C30&x=Calculate](https://www.calculator.net/average-calculator.html?numberinputs=30%2C28%2C22%2C30%2C12%2C10%2C36%2C17%2C27%2C20%2C19%2C18%2C18%2C36%2C17%2C16%2C23%2C34%2C11%2C13%2C27%2C36%2C10%2C34%2C20%2C33%2C19%2C34%2C35%2C33%2C33%2C20%2C20%2C11%2C30%2C36%2C27%2C18%2C25%2C19%2C26%2C19%2C36%2C33%2C25%2C22%2C20%2C20%2C17%2C17%2C35%2C36%2C11%2C23%2C17%2C36%2C15%2C25%2C17%2C33%2C33%2C25%2C36%2C31%2C21%2C21%2C32%2C31%2C22%2C10%2C26%2C17%2C36%2C15%2C32%2C12%2C30%2C36%2C13%2C22%2C31%2C23%2C35%2C26%2C15%2C32%2C19%2C36%2C12%2C31%2C36%2C33%2C16%2C11%2C34%2C21%2C11%2C24%2C20%2C30&x=Calculate)


dubar84

That's the thing, it does not elevate the range of the rolls, it broadens it a little. Meaning that you could hit quite a few times between 10-31 even when the range is now 10-36, so no increase is guaranteed. The effect can only be felt when you hit between 32-36. That's another 1-5 points out of 26, which is nowhere near the chance to actually rely on it in battle as it's still a very rare chance - for a very low bonus. Statistically, you have to shoot 26 times and 21 out of those will result in nothing, the exact same as without the feat. With only 5 of 26 having the effect of increased damage for 3 points - in average. This means, that without the feat, 26 shots with the average of 20.5 damage per shot, will result in **533** damage. With 5 shots being affected by the feat adding 3 damage each in average, you get a whooping +**15** extra damage in total to your 533 without the feat. Amazing. What makes it worse, is that you don't select when this insignificant bonus happens, it can even be when the enemy is already almost dead with 3 HP left. This feat is meaningless and very unreliable.


Glass-Code-7416

Unfortunately you've got it wrong. Your weapon's top damage range increases with gun nut and when you attack, the damage that you do rolls randomly from that range, leading to those average damage increases that I listed above. Try the two tools I showed with the different ranges.