Btw, in the current state of f:nv, Fixer is currently bugged to where it'll just get rid of your addictions with no downsides. It's not a temporary thing, meaning you can keep a few on you at any time just in case you get addicted to medx or psycho and get rid of your addictions without needing to see a doctor
U stg when i was younger I thought “there’s no way it’s that easy” and I never had to go to a doctor for addiction in my fnv career. Playing fallout 3 threw me for a loop
Do you also find that you get a weird thing when you use Fixer, where the screen goes blurry and funny every 10-15 seconds for the 2 minutes? Super annoying when you're fighting and then the screen blurs.
@@FitzgeraldStanburyWeissV its more annoying if you have a chemist perk and logan loophole. in that case screen will be blurry about 10+ mins lol. But there is no sense using fixer, because you already protected from addictions.
@@FitzgeraldStanburyWeissV One of the basic fixes/utility mods (I think JIP LN, JohnnyGuitar, or YUP?) has a "fixer fix" where the in-game description is made accurate. I find the permanent cure is actually much better for gameplay since the worse addictions are trivial-but-flow breaking to solve (fast travel to doctor). Fixer isn't super common so you definitely still have to manage it if you're using chems a lot (for example, in mod lists designed for difficullty). Temporary fixer just makes it useless and annoying IMO.
8:10 Edit: Fiery purgative does not GIVE you rads, it removes 500 rads(equivalent to TEN Radaway)!! S-tier for sure! Purgative (PURR-guh-tiv): a strong laxative. Fiery purgative is the funniest chem in the game because it implies that all the rads and poisons in your body are blowing out of your back end in a single explosive moment
Steady is incredible. By far S+ tier. The spread reduction makes most long range weapon have 95% chance to hit in VATS no matter what at any range as long as the body part is visible (even if you have fast shot for the AP cost reduction). This means unlimited sneak attack critical headshot if you want to. Plus once your done with Dead Money, you can easily get an unlimited supply of them and always fight with maximum accuracy, making addiction meaningless. It is especially strong paired with the Eye for an Eye perk, strongest combo in the game. Med X + Slasher + Battle Brew will make you have capped damage resistance, which is 85% DR. With Day Tripper and Chemist, it's totally busted and make even a naked character as tanky as possible which is great for any light armor build. It's also very easy to get a huge amount of them with Dead Money and Old World Blues. You can be litterally immortal for a few minutes by stacking those and high HP regen food + Bitter Drink and Healing Powder and be surrounded by deathclaws on very hard. Mentats and rad medicine being S tier, also psycho while Slasher is all around better... More like A-B tier IMO. I also hardly see Hydra as powerful as the other S tiers while it can still be useful in some situations. Turbo is great but rare and hard to make until fairly late once you're strong enough and looted quite a lot. Plus if you care about addiction, it is not as easy to manage as the DR chems or Steady as the effect is very short and can't be as easily crafted.
Exactly!! I was waiting for this comment! Any weapon with less than 0.1 spread has max hit chance on vats at any distance. It works wonders with Paciencia, Gauss Rifle, LAER and Survalist's rifle! Steady is absolutely the best drug in the game. And dead money is super easy at low level and 75 unarmed. So as soon as something like level 6 (for example), you can get an unlimited supply of a drug that makes the entire game a cakewalk. Heck, at long enough range, enemies can't detect you. So one can snipe forever safely. It's broken. It's a shame that the best drug is considered one of the lowest here.
Agreed, and as a pure Hardcore+Very Hard player in New Vegas, I'd say steady is a top-tier chem. It breaks V.A.T.S to the point of abusability. Any sort of line of sight means a direct hit nine times outta ten, which combined with headshots+a high crit build= max DPS. And as you said, dead money gives you a lifetime amount of the drug, and addiction in this game is borderline irrelevant considering the fixer bug+easy access to doctors & caps. Best to view this drug as a roundabout type of psycho.. DPS except mainly for headshots. Obviously guns+energy weapons builds are the only beneficiaries here, but that's 90% of builds in this game, so not considering poisons and weapon binding ritual, steady is absolutely crucial. P.S... its fun af and lets you break the limb targeting system to the point where you can just fuck around and hobble people if you really want to. Basically if you miss Fallout 3 V.A.T.S; steady is the way to replicate that experience.
Steady is good, but generally it makes sense to choose weapons that are accurate enough anyway, making steady rather situational. Also in some situations were steady is usefull, grx is even better.
@@kreativwiebetonblock1327 The point is that steady is useless outside VATS. Personally, I use Steady when sniping from the maximum draw distance. And then i switch to grx/turbo when I'm at short range and don't have AP.
It works outside of V.A.T.S too. I’ve noticed I would take it and make headshots during normal gun-play even when it seems like I’m off-target. It’s definitely noticable even outside of V.A.T.S and turns pretty decently high spread weapons into near lasers.
@@thatskeletordude5271 I used Logan’s until lvl 20 then I swapped it for built to destroy because by then I had the chemist and daytripper perks and the repair skill to maintain my gear
Fun fact about fixer, not only is it bugged because it actually permanently removes addiction rather than it being temporary, but if you take the chemist perk the nasua you get after using fixer is doubled for no upside which is just reallly funny
Rushing water increases the attack speed for everything, not just melee attacks. Drink it and dump a riot shotgun. Fire your pump shotguns before the pump animation even starts
Datura (Dah-too-rah), Durotar being a desert peninsula in Kalimdor :P. This is a seed pod plant found in the American SW. The seeds of which are psychoactive and used in some medicinal and spiritual practices by natives and others in the areas they grow. I have heard it described as pleasant in small doses and absurdly hellish, bordering on psychosis-inducing in heavy doses. They grow all over the place and surprised me when I learned how potent they are. The game stretches the truth a bit in how effective it is, but it's cool to me that such a substance saw such love in FNV.
8:05 Fiery Purgative (purr-gah-tiv /stress on the first syllable) also reduces your radiation level 50 points a second for 10 seconds. With radiation being fairly rare in FONV it's easy to forget.
@@darkassasin111You can thank the French (Normans in particular) for ruining a perfectly beautiful and coherent Germanic language. Latin and any Latin derived language is garbage and have zero consistency. English made 100% Since before the Latinized murdering of my ancestral tongue. Old English is 100% North Sea Germanic and related to Low German (Saxon) and West Frisian. Fk French people and their prejudice for their weak and feminine Latin language. They are so up their own ass over their wack language, they dint even officially recognize or teach Occitan which about 40% of all French speak, and is the dialect of Southern/Mediterranean France. Such a shtty people, country, and language. Latin is gross.
Hydra is also perfect for obtaining the Tough Guy perk early on, if you have explosives to cripple your limbs. It's especially great if you decide to pick the Small Frame trait as it'll almost negate its downside completely.
Rushing Water also affects gunplay. With automatic weapons it shreds faster and personally i love it on the Riot Shotgun and Red Glare and stacked with steady and turbo minimum you're absolute dps. not to mention adding in MORE chems
15:20 I noticed this as well, in Fallout 4 both radiation chems are kinda sparse but in New Vegas Rad-X is handed out like candy. Its probably because there's not as much constant, consistent radiation in The Mojave compared to The Commonwealth.
I find the exact opposite to be the case. In fallout 4 I find myself offloading the rad chems to venders but in new Vegas I find less and have to rely on doctors to cure me
Ome thing that i cant get over about antivenom especially on hardcore is that COMPANIONS CANT USE IT. So if boone gets stung by 12 cazadores, even if you kill them all you can kiss him goodbye because he'll refuse to take a SIP of any of your 18 antivenoms
another note on ultrajet. ultrajet is horrendous because unlike other chems ultrajet addiction is incurable. if you get addicted youre just fucked permanently for the rest of the game. so no, you do not want to risk permanent addiction for 40 ap.
I think you missed the fact that rushing water actually gives you the 50% attack speed buff on your guns too as long as they aren't automatic. Makes things like revolvers and shotguns WAY stronger.
In defense of Dixon's Jet: It stacks with regular Jet, which in a dedicated *Chem* build using Logan's Loophole, makes for a pretty damn fine buff and with LL it sticks around for a hell of a long time. Jet + Dixon's Jet was a staple combo that I had up basically all the time in my LL Gunslinger character. For this reason, I would argue Dixon's Jet is C tier, as it has an excellent place in at least a couple builds, unlike many of the other D tier perks. Also, Fixer is just a perma addiction cure, it is not temporary like the game says. Honestly, I like this more anyway; it's always made more sense to me that the Followers of the Apocalypse are in such short supply because it's basically a wonder cure against addictions, seems odd to me to fix someone's Addictions for 2 hours and then be like "ite well fuck off now". For this reason, I'd at least put it in A, as it's usually more efficient to use this over going to a doctor to get cured. Steady is another one I think is very valuable especially for VATS builds as it makes your chance to hit essentially guaranteed even with guns that wouldn't normally work well at range. It's also incredible for sneak builds landing the perfect shot every single time, but only losers play sneak builds anyway.
I think it only works temporarily in canon, one of the chem-help quests has you prescribe regular doses of fixer to get the person over their early withdrawal symptoms.
The way you said 'Fiery Purgative' was hilarious (it's Purr-guh-tiv; unless you're from the US, in which case the 'guh' might be a 'gah'). Also, great to see more of these, a shame we're getting near the end of what we can rank.
Jet was amazing in Fallout 2, especially after you found the addiction cure, which oddly gave you 1 more ap when used and was infinite. Going from 10 AP to 15, which was HUGE. The really fun part was your character's inner monologue in the lower left, basically demanding that you find them more jet. Now I rarely use it. I think Fallout 3 made me sick of VATS.
i have to disagree with you on steady. steady is pretty awesome because it increases your vats hit chance by a crazy amount. if you have a scoped weapon like a sniper rifle or an anti material rifle whatever is in range of vats you can hit with 95% chance in any limb, its not as potent on unscoped weapons (you will have around 50% for sniper rifle range) but its still great if you want a 95% hit chance on someone down the street. this is especially good with fast shot which is my go-to trait since it just mitigates the only downside of fast shot. overall steady is insanely strong but only if you use vats
Great list however I will say you massively miss placed steady as it’s not really that great outside of VATS but in it it’s insane try using it with Paciencia (and a few other weapons) and you’ll be getting 95% headshots across the entirety of Cottonwood Cove. Also rushing water also works with non-automatic guns. Combined with a marksman rifle the fire rate is insane
Could someone please tell me some of the best ways to use Paciencia? I feel like I’ve never been able to use it to it’s true potential (I’ve always known it’s great but could never figure out the right setup for it). One other thing is I’ve never used chems in NV on purpose, so I’m sure that effected it
Steady doesnt reduce weapon spread and because of that's its op . It changes weapon spread to 0 which means every gun is laser accurate and in vats you have a guaranteed hit chance of 95% on any limb . For addiction just do more of it and feed the addiction . Amazing for vats build and pretty good for non vats .
Actually, there's an important note about the Ultrajet - its' addiction is UNCUREABLE, no matter what, so if you'll ever get addicted to it - it's a permanent S.P.E.C.I.A.L. stats loss 😢 So, the only reliable way to use it AT ALL is having a "Logan's Loophole" trait
Great video, but minor mistake around 8:30: you mention fiery purgative adding rads, but it actually removes rads for you, making it also do radaway's job in addition to its other perk
Steady I found quite useful for ranged VATs builds. Any where you target in Vats with a ranged weapon it increases hit chance from whatever % to 95%. Getting addicted still sucks but I usually had a doctor not too far away to get rid of it.
i would love to see drinks and food, on my latest playthrough of NV late to the party i finally found out how strong battle brew is and id love to see more people find out about that
Dude, “Rushing water” is legitimately one of the most overpowered consumable ever. A few of those plus endgame stats and items, I got through the legion camp and Lanius fight in like 15 seconds flat. Insanely powerful for melee builds, especially if you use heavy melee weapons.
Great list, but I have to disagree with your belief that Turbo is hard to come by. The bartender at Gomorrah usually has three to six doses in stock (occasionally less), the quack doctor in Novac often has a dose in stock, and Jack at the Red Rock "Chem" Lab will often have a dose or two in stock, and the Great Khan armory will have a dose in stock every now and then. The best thing, however, is to start hoarding broc flowers, jet, cazador venom, and turpentine as early as possible while trying to get Science up to 50. Then talk to Jack's girlfriend, Diane, and start her quest. Once you rescue Anders, she'll offer you a choice of reward: caps or the recipe that lets you craft Turbo, and one of them is way more valuable than the other. On my last run, I must have crafted at least 50 doses on top of what I was able to buy from vendors.
18:00 Correct me if I'm wrong but I don't think Slasher stacks with psycho or med x? I thought wiki said it doesn't stack with something. And if it doesn't then it's actually kinda bad, both med x and psycho don't have any weight but to craft slasher you need some sort of fruit that DOES have weight. So kinda pointless to carry it around to craft slasher if slasher doesn't stack with mrd x or psycho. If it does stack with either then it's good but I swear it doesn't stack with psycho which reduces it's usefulness Also about Turbo, it has to be rarest chem item not counting craftable chems who very rarely appear in their respective DLC areas. Seriously you get 30+ of everything while turbo will barely reach 10 by that time and keep in mind your character can never use turbo and use other one's a ton and yet turbo will always be in low supply
Afaik the only Energy Weapons check is the one with Your Brain in Old World Blues to personalize how you want to tell it that you're beating up the Think Tank.
Hey ron, I really wish you would keep doing the thing you do in the weapon videos, where you show the wiki information card of the item you're talking about. That would make it a lot harder to make slip ups like the Fiery Purgative also acting as a much stronger radaway as well. Not including bugs like Fixer removing all addictions permanently is fine and makes sense, especially when (probably) the default mode of playing new vegas for most people is with bug fixes like YUP.
Hey my man, I liked those too, but it might have something to do with the whole demonization thing he’s been dealing with. They got him for saying “bladed weapons” in a video, so the RUclips NKVD is harsh lately I guess.
As a kid i was against chems because of how i was raised i used to sell it to motorrunner or the idiot on happytrails. But as an adult i abuse the hell out of them, and i dont sell it i just use it right before every fight for a little kick and its insane. Tbh My courier didn't make too much sense. i would join the ncr but help the khans and contreras on their chem trades because i wanted a specific reward from them and a good vendor. But i would shut down dixons little business in a heart beat
Steady D tier wtf, it is S-Tier easily one of the best chems in the game, its especially strong mid-late game using a sniper rifle with VATS, 95% hit chance at very long range, personally my favorite chem in the game.
Not technically a “chem” since you can’t buy it or craft it but the implant GRX is easily S tier as it fills the same role as turbo except it isn’t addictive and it’s regenerative. With both ranks of the perk you will have a handful on you that’ll regenerate in your inventory every 24 hours.
Since Rushing Water also affects all weapons in general, the combo of Riot Shotgun + And Stay Back perk + psycho + implant GRX + Rushing Water makes you pretty much a god. This kinda saved me in the Courier's Mile in Lonesome Road on very hard
One little tip i find handy is when you get addicted to any chem the first time just take any and all chems and alcohol until you have taken 25 before you get cured. If you are going to do them may as well get day tripper perk and make them last twice as long.
Rushing water isn't for just melee/unarmed its for all non automatic weapons . With rushing water and fast shot you can break light shinning in darkness not in a broken op sense more in the way the gun doesn't work properly and it bugs out .
6:24 guys, correct me if i’m wrong, but datura antivenom is the only thing that can cure the datura poisons in honest hearts, regular antivenom doesn’t work against them. That’s the difference between them (and that this one weights something)
@@ReapeeRon Apparently, regular antivenom only works for animal poison, and datura antivenom works for both animal and non-animal poison. Should be noted that enemies almost never use poisoned weapons, so, dunno how that would affect the usefulness of datura antivenom in comparison to the regular weightless one.
Jet in fallout 4 legit does what turbo does in new Vegas. Also turbo and likewise f4 jet let you move in ways that you otherwise couldn't. You're actually faster so you jump further and can get to areas that would otherwise be impossible to reach from that direction.
I'd also like to add that Steady increases your VATS accuracy to 95% in basically all scenarios. Very good to use if you want to snipe something with a less-than-ideal weapon, or you want to use VATS but your character isn't built for it. Still situational, still highly addictive, but still weightless, I give it B-.
As a hardcore mode berserker build (all melee, no guns, no vats), the S tier chems are: Turbo, Hydra, Rushing Water, Weapon Binding Ritual, Snakebite Tourniquet (for when your have to farm Cazidores to make more Turob), and Slasher.
Okay Med-X is top tier but you misunderstand how it works. There's two damage reduction stats in NV: Damage Threshold (DT) and Damage Resistance (DR). Damage Threshold (DT) is a flat value that is subtracted from any incoming damage. If you have 10 DT and you get hit for 15 damage, you take 15-10=5 damage. Because of this, DT is really effective at reducing damage from rapid-fire weapons and shotguns, which have lots of bullets with low damage per bullet. It is less effective vs slow, high-damage weapons, like sniper rifles. Damage Resistance (DR) is a percentage-based damage reduction applied to any incoming damage, which means it's equally effective against all types of weapons. With 25% damage resistance, you're going to take 25% less damage from each hit you take, no matter if it's an SMG, sniper rifle, or tire iron. It's been a while since I checked, but I believe DR is applied after DT. Point is, Med-X is equally useful to reduce incoming damage no matter what you're fighting, and it can be more effective than heavy armor when going up against slow, high-damage sources, like sniper rifles and explosives.
"Med-X is equally useful to reduce incoming damage no matter what you're fighting, and it can be more effective than heavy armor when going up against slow, high-damage sources, like sniper rifles and explosives." if you used med-x that reduced 25% damage without any DT. What's the difference between getting per one second ten bullets for 10 damage each or get one bullet for 100 hundred? I think none, because it's just raw reduce
@@hoodiegal I see your obvious point that it can be more useful than metal armor and it was saying for instance but it's completely different type of defense, check fallout wiki-(damage threshold) DR applied first not after - So, to evaluate the earlier example, if an attack of 40 damage hits a character with 85 DR and 10 DT, the damage is first reduced to 6 (40 × 0.15 = 6), and then reduced by 10. The final result (-4) is less than 20% of the base attack (40 × 0.20 = 8), so the damage taken is raised to 8 instead.
Buffout is 1 of the best chems. I always use chems before hard fights and +60 HP sometimes save your live. ALso it`s good cause it`s one of the most common chems in game and it`s very easy to get, only med-x is more common.
So Steady is VERY useful for VATS . I use it whenever I want to stay hidden and snipe enemies at a distance, because the chance to hit any limb rises to 95% while in effect. 18:25
Glad I’m not the only one in the comments who knows that Steady is actually god-tier when used with VATS. You either have a 0% chance to hit (because your shot is obstructed) or 95%. No in-between. Most underrated chem in the game
Can you do a follower tier list? I’ve never really used followers in any of the Fallouts and might pick one up on this playthrough! Curious to see who’s the top tier picks!
I am pretty sure stealthboy's are considered a chem. Stealthboy's pretty much render the sneak skill requirement of holdout weapons for casinos irrelevant, since it grants you 100 points of sneak. Fixer is not temporary as it implies in the description of the item, it is bugged and removes addictions permanently. Dixon's jet is very useful for getting the challenge of getting addicted, that grants you addiction resistance. Couple that with the perk, and I am pretty sure it grants you 100% addiction resistance.
rocket, jet, pyscho, buffout, med-x, slasher, stimpacks, mentats, party time mentats, and turbo (if I remember correctly or just get implant grx lol) are sold at jack (red rock drug lab) so if you just come in twice a week you can basically never have to craft or hunt out drugs. (psycho and slasher stacks but not med-x)
For a hardcore Legion run, healing powder is s tier(a tier at the lowest), if you pass, I believe, a survival skill check with Siri you can get 6 healing powder for free per day.
I generally agree with all of these rankings but I tend to play without taking many addictive chems. Can I give a shout out to what I think is a chem (although strictly speaking it isn't) that is miles better than any other poison restrictor: the tourniquet which makes cazadore fights an absolute joke.
steady is underated. i play mods that can push how hard the game is and if you run fast shot and take steady you get the massive vats discount and all of your shots are guaranteed to hit in vats (if nothing breaks)
anything that gives a +3 on any SPECIAL stat should be A tier, that's an insane boost and paired with some equipement lets you avoid putting points on things you wouldnt want them (specially if they boost Cha or Int). - Antivenom i'd say it's B since it's insane vs Cazadors and that's basically it, people dont know how much it does because they dont use them but it's lifechanging vs one of the only threats to any mid to late build (if we get into the 0 weight as a plus anything is insane to carry around, i set the bar at no weight is the standart) - Buffout is one of the best chems for it's use in combat and outside. It's extra carry weight and you can fast travel even if you lose it mid travel, and a strong heal (flat, get eventually outclassed past the midgame). One of the best chems early to mid for those reasons. Id say, the S tiers aree the broken combat chems, rad related and stims for their use and necessity for them, and i'd say Mentats and Buffout.
Buffout is my all time favorite chem, and loved it even more when Psychobuff and Bufftats were in Fallout 4. Do not like Buffjet though, the slowing of time interrupts my gameplay. But Buffout in any Fallout game i always carry around, if need the extra STR to carry a bit more stuff, Tank a bit more damage as well as the HP buff is hella sweet.
Cateye has always been my least favourite chem in fallout 3 & NV. idk if it’s just me but it makes everything even harder to distinguish. same with the riot gear helmets too unfortunately, so they all just get sold. pretty much agree with all the S tier choices though. i’m not as into super stimpacks because of the penalty but unless you’re in combat it’s easy to just use the wait button or sleep 1 hour for it to pass
Chems are busted and the Dead Money vending machine is game-breaking levels of abusable, but that is exactly why Father Elijah was interested in the Sierra Madre anyway so IMO the Courier abusing them fits storywise. I'm playing a low INT chem junkie and I did the goodsprings Pip Boy glitch to get 60-70 all skills before leaving. With a bit of book hunting I got all skills max while staying level 30 due to Loophole. LL /day tripper/chemist is god tier and after Dead Money I am walking around with 100 Med X Buffout and Steady at all times. I don't bother crafting anything except Turbo. Gomorrah sometimes has it too, and the Khans have a regular supply of Slasher for me every Wednesday and Sunday.
would put auto inject (super) stimpaks as well as buffout into s tier, regular (super) stimpaks into a tier and doctor's bags, (party time) mentats and hydra into b tier, but otherwise solid list.
Old world blues I think had an energy weapons check (as well as guns check) in the initial encounter of the think tank, but isn’t too much of a useful one
Btw, in the current state of f:nv, Fixer is currently bugged to where it'll just get rid of your addictions with no downsides. It's not a temporary thing, meaning you can keep a few on you at any time just in case you get addicted to medx or psycho and get rid of your addictions without needing to see a doctor
U stg when i was younger I thought “there’s no way it’s that easy” and I never had to go to a doctor for addiction in my fnv career. Playing fallout 3 threw me for a loop
I thought that was intended 😂
viva new vegas
seeing fixer being kinda broken is ironic ngl
Slight downside, it blurs your vision periodically during its effect
Fixer is bugged and actually permenantly removes all addictions.
Rushing water also increases the fire rate of non-automatic guns and energy weapons.
Really? I wasn't aware of that.
Do you also find that you get a weird thing when you use Fixer, where the screen goes blurry and funny every 10-15 seconds for the 2 minutes? Super annoying when you're fighting and then the screen blurs.
@@FitzgeraldStanburyWeissV its more annoying if you have a chemist perk and logan loophole. in that case screen will be blurry about 10+ mins lol. But there is no sense using fixer, because you already protected from addictions.
@@FitzgeraldStanburyWeissV One of the basic fixes/utility mods (I think JIP LN, JohnnyGuitar, or YUP?) has a "fixer fix" where the in-game description is made accurate. I find the permanent cure is actually much better for gameplay since the worse addictions are trivial-but-flow breaking to solve (fast travel to doctor). Fixer isn't super common so you definitely still have to manage it if you're using chems a lot (for example, in mod lists designed for difficullty). Temporary fixer just makes it useless and annoying IMO.
It's in YUP, you'll need another mod to revert it. It's also super easy to change in XEdit (FNVEdit) if you know what that is.
8:10 Edit: Fiery purgative does not GIVE you rads, it removes 500 rads(equivalent to TEN Radaway)!! S-tier for sure!
Purgative (PURR-guh-tiv): a strong laxative. Fiery purgative is the funniest chem in the game because it implies that all the rads and poisons in your body are blowing out of your back end in a single explosive moment
bro is solo carrying fallout content rn
Especially the older ones
Mikeburnfire releases some coop new vegas and 4 a couple times a week
mitten squad been quiet
It’s Ron and Mike, carrying that weight, all these years later.
@@kike6359 He’s struggling from alcohol addiction :(
Steady is incredible. By far S+ tier. The spread reduction makes most long range weapon have 95% chance to hit in VATS no matter what at any range as long as the body part is visible (even if you have fast shot for the AP cost reduction). This means unlimited sneak attack critical headshot if you want to. Plus once your done with Dead Money, you can easily get an unlimited supply of them and always fight with maximum accuracy, making addiction meaningless. It is especially strong paired with the Eye for an Eye perk, strongest combo in the game.
Med X + Slasher + Battle Brew will make you have capped damage resistance, which is 85% DR. With Day Tripper and Chemist, it's totally busted and make even a naked character as tanky as possible which is great for any light armor build. It's also very easy to get a huge amount of them with Dead Money and Old World Blues. You can be litterally immortal for a few minutes by stacking those and high HP regen food + Bitter Drink and Healing Powder and be surrounded by deathclaws on very hard.
Mentats and rad medicine being S tier, also psycho while Slasher is all around better... More like A-B tier IMO. I also hardly see Hydra as powerful as the other S tiers while it can still be useful in some situations. Turbo is great but rare and hard to make until fairly late once you're strong enough and looted quite a lot. Plus if you care about addiction, it is not as easy to manage as the DR chems or Steady as the effect is very short and can't be as easily crafted.
Exactly!! I was waiting for this comment! Any weapon with less than 0.1 spread has max hit chance on vats at any distance. It works wonders with Paciencia, Gauss Rifle, LAER and Survalist's rifle!
Steady is absolutely the best drug in the game. And dead money is super easy at low level and 75 unarmed. So as soon as something like level 6 (for example), you can get an unlimited supply of a drug that makes the entire game a cakewalk.
Heck, at long enough range, enemies can't detect you. So one can snipe forever safely. It's broken. It's a shame that the best drug is considered one of the lowest here.
Agreed, and as a pure Hardcore+Very Hard player in New Vegas, I'd say steady is a top-tier chem. It breaks V.A.T.S to the point of abusability. Any sort of line of sight means a direct hit nine times outta ten, which combined with headshots+a high crit build= max DPS. And as you said, dead money gives you a lifetime amount of the drug, and addiction in this game is borderline irrelevant considering the fixer bug+easy access to doctors & caps. Best to view this drug as a roundabout type of psycho.. DPS except mainly for headshots. Obviously guns+energy weapons builds are the only beneficiaries here, but that's 90% of builds in this game, so not considering poisons and weapon binding ritual, steady is absolutely crucial.
P.S... its fun af and lets you break the limb targeting system to the point where you can just fuck around and hobble people if you really want to. Basically if you miss Fallout 3 V.A.T.S; steady is the way to replicate that experience.
Steady is good, but generally it makes sense to choose weapons that are accurate enough anyway, making steady rather situational. Also in some situations were steady is usefull, grx is even better.
@@kreativwiebetonblock1327 The point is that steady is useless outside VATS.
Personally, I use Steady when sniping from the maximum draw distance.
And then i switch to grx/turbo when I'm at short range and don't have AP.
It works outside of V.A.T.S too. I’ve noticed I would take it and make headshots during normal gun-play even when it seems like I’m off-target. It’s definitely noticable even outside of V.A.T.S and turns pretty decently high spread weapons into near lasers.
Chems are such a win button especially steady and turbo did a Chem head run expecting it to be a disadvantage and boy was I surprised
Did you do the Logan's Loophole + Chemist + Day Tripper combo ?
@@thatskeletordude5271 I used Logan’s until lvl 20 then I swapped it for built to destroy because by then I had the chemist and daytripper perks and the repair skill to maintain my gear
@@thatskeletordude5271 also big brained and Chem Resistant make addiction much more manageable
Fun fact about fixer, not only is it bugged because it actually permanently removes addiction rather than it being temporary, but if you take the chemist perk the nasua you get after using fixer is doubled for no upside which is just reallly funny
Love you keeping FO3 and FNV alive with these helpful videos. Keep it up brother!
Glad you like them!
Fixer is permanent though, easy S-tier for convenience alone - no need to visit a doctor, can simply pop one while adventuring.
fix only permant if you're for some reason playing the console or unpatched version of the game
Rushing water increases the attack speed for everything, not just melee attacks. Drink it and dump a riot shotgun. Fire your pump shotguns before the pump animation even starts
Datura (Dah-too-rah), Durotar being a desert peninsula in Kalimdor :P. This is a seed pod plant found in the American SW. The seeds of which are psychoactive and used in some medicinal and spiritual practices by natives and others in the areas they grow. I have heard it described as pleasant in small doses and absurdly hellish, bordering on psychosis-inducing in heavy doses. They grow all over the place and surprised me when I learned how potent they are. The game stretches the truth a bit in how effective it is, but it's cool to me that such a substance saw such love in FNV.
8:05 Fiery Purgative (purr-gah-tiv /stress on the first syllable) also reduces your radiation level 50 points a second for 10 seconds. With radiation being fairly rare in FONV it's easy to forget.
Purgative is another word for laxative.
A fiery laxative.
-1 endurance is the LEAST of one's worries when ingesting a "fiery laxative."
It should really be "purr-jah-tiv" since the root word is "purge". English is dumb.
@@johnyendrey5590
>fiery laxative
so, uh, Taco Bell?
@@darkassasin111You can thank the French (Normans in particular) for ruining a perfectly beautiful and coherent Germanic language. Latin and any Latin derived language is garbage and have zero consistency. English made 100% Since before the Latinized murdering of my ancestral tongue. Old English is 100% North Sea Germanic and related to Low German (Saxon) and West Frisian. Fk French people and their prejudice for their weak and feminine Latin language. They are so up their own ass over their wack language, they dint even officially recognize or teach Occitan which about 40% of all French speak, and is the dialect of Southern/Mediterranean France. Such a shtty people, country, and language. Latin is gross.
on Dust this is super useful because Rad-x and Radaway is so rare.
Hydra is also perfect for obtaining the Tough Guy perk early on, if you have explosives to cripple your limbs. It's especially great if you decide to pick the Small Frame trait as it'll almost negate its downside completely.
That is very true.
Rushing Water also affects gunplay. With automatic weapons it shreds faster and personally i love it on the Riot Shotgun and Red Glare and stacked with steady and turbo minimum you're absolute dps. not to mention adding in MORE chems
It’s like Double Tap Root Beer, but temporary. 😅
15:20
I noticed this as well, in Fallout 4 both radiation chems are kinda sparse but in New Vegas Rad-X is handed out like candy. Its probably because there's not as much constant, consistent radiation in The Mojave compared to The Commonwealth.
I find the exact opposite to be the case. In fallout 4 I find myself offloading the rad chems to venders but in new Vegas I find less and have to rely on doctors to cure me
@@pilotmedicdr8806I find it 50/50 sometimes I get a shit ton, sometimes I don't find jack shit
Yeah I recently started playing Fallout 1 and trying to find some rad-x to get into the glow was a Herculean task
and radaway is super common and removes all your rads if you upgrade the skill enough
Ome thing that i cant get over about antivenom especially on hardcore is that COMPANIONS CANT USE IT. So if boone gets stung by 12 cazadores, even if you kill them all you can kiss him goodbye because he'll refuse to take a SIP of any of your 18 antivenoms
another note on ultrajet. ultrajet is horrendous because unlike other chems ultrajet addiction is incurable. if you get addicted youre just fucked permanently for the rest of the game. so no, you do not want to risk permanent addiction for 40 ap.
I think you missed the fact that rushing water actually gives you the 50% attack speed buff on your guns too as long as they aren't automatic. Makes things like revolvers and shotguns WAY stronger.
If I'm not wrong, the Ant Queen Pheromones is an item as rare as the nuka cola quantum. Only drops by the ant Queen of the ant mound.
i think it's the rarest item because there's only a single one of them and there's only a chance of it dropping, in many runs it will never even exist
@@fuckingstupidhandles had to reroll 10 times to get the drop
10:10 Poultice is most commonly pronounced "POLE-tiss." A poultice is a remedy that you apply over a wound.
In defense of Dixon's Jet:
It stacks with regular Jet, which in a dedicated *Chem* build using Logan's Loophole, makes for a pretty damn fine buff and with LL it sticks around for a hell of a long time. Jet + Dixon's Jet was a staple combo that I had up basically all the time in my LL Gunslinger character. For this reason, I would argue Dixon's Jet is C tier, as it has an excellent place in at least a couple builds, unlike many of the other D tier perks.
Also, Fixer is just a perma addiction cure, it is not temporary like the game says. Honestly, I like this more anyway; it's always made more sense to me that the Followers of the Apocalypse are in such short supply because it's basically a wonder cure against addictions, seems odd to me to fix someone's Addictions for 2 hours and then be like "ite well fuck off now". For this reason, I'd at least put it in A, as it's usually more efficient to use this over going to a doctor to get cured.
Steady is another one I think is very valuable especially for VATS builds as it makes your chance to hit essentially guaranteed even with guns that wouldn't normally work well at range. It's also incredible for sneak builds landing the perfect shot every single time, but only losers play sneak builds anyway.
I think it only works temporarily in canon, one of the chem-help quests has you prescribe regular doses of fixer to get the person over their early withdrawal symptoms.
I would have put the fiery purgative higher since it doesn't just cure poison but also has a bonus of -50 rads per second for 10 seconds.
The way you said 'Fiery Purgative' was hilarious (it's Purr-guh-tiv; unless you're from the US, in which case the 'guh' might be a 'gah'). Also, great to see more of these, a shame we're getting near the end of what we can rank.
Jet was amazing in Fallout 2, especially after you found the addiction cure, which oddly gave you 1 more ap when used and was infinite. Going from 10 AP to 15, which was HUGE.
The really fun part was your character's inner monologue in the lower left, basically demanding that you find them more jet.
Now I rarely use it. I think Fallout 3 made me sick of VATS.
Going to the Great Khans drug lab to get a recipe for turbo is such a game changer
Or once you hit level 30 and get implant GRX
i have to disagree with you on steady. steady is pretty awesome because it increases your vats hit chance by a crazy amount. if you have a scoped weapon like a sniper rifle or an anti material rifle whatever is in range of vats you can hit with 95% chance in any limb, its not as potent on unscoped weapons (you will have around 50% for sniper rifle range) but its still great if you want a 95% hit chance on someone down the street. this is especially good with fast shot which is my go-to trait since it just mitigates the only downside of fast shot. overall steady is insanely strong but only if you use vats
Great list however I will say you massively miss placed steady as it’s not really that great outside of VATS but in it it’s insane try using it with Paciencia (and a few other weapons) and you’ll be getting 95% headshots across the entirety of Cottonwood Cove. Also rushing water also works with non-automatic guns. Combined with a marksman rifle the fire rate is insane
rushing water + steady using aLSiD in a vats/crit build is what I'm currently playing with and it feels godly
I had no idea rushing water works with nonautomatic weapons. That's awesome.
Could someone please tell me some of the best ways to use Paciencia? I feel like I’ve never been able to use it to it’s true potential (I’ve always known it’s great but could never figure out the right setup for it). One other thing is I’ve never used chems in NV on purpose, so I’m sure that effected it
@@keabonhall2436 get Fast Shot as a trait and 6 perception for the better crits perk and you're set for carnage
Very very much agree. Probably my most used chem
That datura pronunciation killed me and made me feel some primal rage, but then I remembered it was probably intentional
Got into new vegas a few weeks ago, your content just makes me want to play more
One good thing about Dixon's Jet is that it stacks with the other forms of Jet. So for a vats build, its a must have.
Steady doesnt reduce weapon spread and because of that's its op . It changes weapon spread to 0 which means every gun is laser accurate and in vats you have a guaranteed hit chance of 95% on any limb . For addiction just do more of it and feed the addiction . Amazing for vats build and pretty good for non vats .
Actually, there's an important note about the Ultrajet - its' addiction is UNCUREABLE, no matter what, so if you'll ever get addicted to it - it's a permanent S.P.E.C.I.A.L. stats loss 😢 So, the only reliable way to use it AT ALL is having a "Logan's Loophole" trait
That is something more to consider.
Wow Glad i never use Jet xD
Great video, but minor mistake around 8:30: you mention fiery purgative adding rads, but it actually removes rads for you, making it also do radaway's job in addition to its other perk
oh woops that makes it a bit better.
Finally, a fallout tier list video I can watch with my kids. Thank you RUclips
Glad I could help
'You can do alot of damage in 3s'
My wife strongly agrees
Steady I found quite useful for ranged VATs builds. Any where you target in Vats with a ranged weapon it increases hit chance from whatever % to 95%. Getting addicted still sucks but I usually had a doctor not too far away to get rid of it.
i would love to see drinks and food, on my latest playthrough of NV late to the party i finally found out how strong battle brew is and id love to see more people find out about that
Dude, “Rushing water” is legitimately one of the most overpowered consumable ever. A few of those plus endgame stats and items, I got through the legion camp and Lanius fight in like 15 seconds flat. Insanely powerful for melee builds, especially if you use heavy melee weapons.
Great list, but I have to disagree with your belief that Turbo is hard to come by. The bartender at Gomorrah usually has three to six doses in stock (occasionally less), the quack doctor in Novac often has a dose in stock, and Jack at the Red Rock "Chem" Lab will often have a dose or two in stock, and the Great Khan armory will have a dose in stock every now and then. The best thing, however, is to start hoarding broc flowers, jet, cazador venom, and turpentine as early as possible while trying to get Science up to 50. Then talk to Jack's girlfriend, Diane, and start her quest. Once you rescue Anders, she'll offer you a choice of reward: caps or the recipe that lets you craft Turbo, and one of them is way more valuable than the other. On my last run, I must have crafted at least 50 doses on top of what I was able to buy from vendors.
When you get to unarmed, don’t forget to include bare hands.
18:00 Correct me if I'm wrong but I don't think Slasher stacks with psycho or med x? I thought wiki said it doesn't stack with something. And if it doesn't then it's actually kinda bad, both med x and psycho don't have any weight but to craft slasher you need some sort of fruit that DOES have weight. So kinda pointless to carry it around to craft slasher if slasher doesn't stack with mrd x or psycho. If it does stack with either then it's good but I swear it doesn't stack with psycho which reduces it's usefulness
Also about Turbo, it has to be rarest chem item not counting craftable chems who very rarely appear in their respective DLC areas.
Seriously you get 30+ of everything while turbo will barely reach 10 by that time and keep in mind your character can never use turbo and use other one's a ton and yet turbo will always be in low supply
Afaik the only Energy Weapons check is the one with Your Brain in Old World Blues to personalize how you want to tell it that you're beating up the Think Tank.
Hey ron, I really wish you would keep doing the thing you do in the weapon videos, where you show the wiki information card of the item you're talking about.
That would make it a lot harder to make slip ups like the Fiery Purgative also acting as a much stronger radaway as well.
Not including bugs like Fixer removing all addictions permanently is fine and makes sense, especially when (probably) the default mode of playing new vegas for most people is with bug fixes like YUP.
Hey my man, I liked those too, but it might have something to do with the whole demonization thing he’s been dealing with. They got him for saying “bladed weapons” in a video, so the RUclips NKVD is harsh lately I guess.
@@hesaboneman8424 lol, "youtube nkvd"
Makes sense makes sense
@@Red-yt2dk I guess they could be the RUclips Gestapo as well.
@@hesaboneman8424 youtube NSA?
Kempetai?
As a kid i was against chems because of how i was raised i used to sell it to motorrunner or the idiot on happytrails. But as an adult i abuse the hell out of them, and i dont sell it i just use it right before every fight for a little kick and its insane.
Tbh My courier didn't make too much sense. i would join the ncr but help the khans and contreras on their chem trades because i wanted a specific reward from them and a good vendor. But i would shut down dixons little business in a heart beat
Steady D tier wtf, it is S-Tier easily one of the best chems in the game, its especially strong mid-late game using a sniper rifle with VATS, 95% hit chance at very long range, personally my favorite chem in the game.
I wasn't aware at the time of making this that it also effected VATS.
@@ReapeeRon oh ok, outside of VATS i agree its D tier, no problem
It dhould be noted that the addiction caused by Ultrajet is incurable, whether by doctor or Fixer you cannot get rid of it.
Implant grx gaps any of these chems tbh. Unlimited Turbo with no side effects is extremely broken.
That is very true, and that does make it probably the strongest perk in the game.
@@ReapeeRon And even tho its not considered a chem it still benefits from the same perks as them if im correct. Just busted overall.
20:12 -- Ultra Jet is strong but getting withdrawal from it is permanent, meaning -2 to agility, and strength, -1 to perception.
I've never used chems in Fallout
Not even stimpack ? XD
Finally I'm early 😂 love the tier lists dude
Not technically a “chem” since you can’t buy it or craft it but the implant GRX is easily S tier as it fills the same role as turbo except it isn’t addictive and it’s regenerative. With both ranks of the perk you will have a handful on you that’ll regenerate in your inventory every 24 hours.
@@jared4644 And chemist doubles the duration of these just like regular turbo!
Since Rushing Water also affects all weapons in general, the combo of Riot Shotgun + And Stay Back perk + psycho + implant GRX + Rushing Water makes you pretty much a god. This kinda saved me in the Courier's Mile in Lonesome Road on very hard
One little tip i find handy is when you get addicted to any chem the first time just take any and all chems and alcohol until you have taken 25 before you get cured. If you are going to do them may as well get day tripper perk and make them last twice as long.
Party Time Mentats is a life saver (I run with 1 charisma)
Yeah me too!
Rushing water isn't for just melee/unarmed its for all non automatic weapons . With rushing water and fast shot you can break light shinning in darkness not in a broken op sense more in the way the gun doesn't work properly and it bugs out .
Turbo+rushing water+pshyco+slasher is the most insane combo ever.
Yeah that is pretty nuts!
6:24 guys, correct me if i’m wrong, but datura antivenom is the only thing that can cure the datura poisons in honest hearts, regular antivenom doesn’t work against them. That’s the difference between them (and that this one weights something)
That might be true, I am not to sure about that.
@@ReapeeRon Apparently, regular antivenom only works for animal poison, and datura antivenom works for both animal and non-animal poison. Should be noted that enemies almost never use poisoned weapons, so, dunno how that would affect the usefulness of datura antivenom in comparison to the regular weightless one.
Jet in fallout 4 legit does what turbo does in new Vegas.
Also turbo and likewise f4 jet let you move in ways that you otherwise couldn't. You're actually faster so you jump further and can get to areas that would otherwise be impossible to reach from that direction.
Feels like this should have a “Just sell it” tier but I guess that’s what D is.
Having done a Legion run recently without any drugs/stimpacks, you learn to love food and healing powder
Finally! I rarely use chems except turbo, med-x and radaway for new vegas. I want to knoow more.
Those are the main ones that I use too
I'd also like to add that Steady increases your VATS accuracy to 95% in basically all scenarios. Very good to use if you want to snipe something with a less-than-ideal weapon, or you want to use VATS but your character isn't built for it.
Still situational, still highly addictive, but still weightless, I give it B-.
All chems are minimum B-Tier when you run Logan's Loophole. Except Cateye.
That shit becomes F- tier because it takes forever to go away.
Rushing water increases attack speed for ALL weapons. Makes Medicine Stick even better or anything bolt action too
That is true, rushing water is amazing.
I plan to use chems on a cowboy build. I usually never use chems in fallout games.
As a hardcore mode berserker build (all melee, no guns, no vats), the S tier chems are: Turbo, Hydra, Rushing Water, Weapon Binding Ritual, Snakebite Tourniquet (for when your have to farm Cazidores to make more Turob), and Slasher.
Okay Med-X is top tier but you misunderstand how it works. There's two damage reduction stats in NV: Damage Threshold (DT) and Damage Resistance (DR).
Damage Threshold (DT) is a flat value that is subtracted from any incoming damage. If you have 10 DT and you get hit for 15 damage, you take 15-10=5 damage. Because of this, DT is really effective at reducing damage from rapid-fire weapons and shotguns, which have lots of bullets with low damage per bullet. It is less effective vs slow, high-damage weapons, like sniper rifles.
Damage Resistance (DR) is a percentage-based damage reduction applied to any incoming damage, which means it's equally effective against all types of weapons. With 25% damage resistance, you're going to take 25% less damage from each hit you take, no matter if it's an SMG, sniper rifle, or tire iron. It's been a while since I checked, but I believe DR is applied after DT.
Point is, Med-X is equally useful to reduce incoming damage no matter what you're fighting, and it can be more effective than heavy armor when going up against slow, high-damage sources, like sniper rifles and explosives.
"Med-X is equally useful to reduce incoming damage no matter what you're fighting, and it can be more effective than heavy armor when going up against slow, high-damage sources, like sniper rifles and explosives." if you used med-x that reduced 25% damage without any DT. What's the difference between getting per one second ten bullets for 10 damage each or get one bullet for 100 hundred? I think none, because it's just raw reduce
@@Decentguy1332 ...yeah, that's exactly what i'm saying?
@@hoodiegal I see your obvious point that it can be more useful than metal armor and it was saying for instance but it's completely different type of defense, check fallout wiki-(damage threshold) DR applied first not after -
So, to evaluate the earlier example, if an attack of 40 damage hits a character with 85 DR and 10 DT, the damage is first reduced to 6 (40 × 0.15 = 6), and then reduced by 10. The final result (-4) is less than 20% of the base attack (40 × 0.20 = 8), so the damage taken is raised to 8 instead.
@@Decentguy1332 that's a lot of words to say "actually, DR is applied before DT"
@@hoodiegal yep that's why I have theoretical degree in physics
Buffout is 1 of the best chems. I always use chems before hard fights and +60 HP sometimes save your live. ALso it`s good cause it`s one of the most common chems in game and it`s very easy to get, only med-x is more common.
Yeah that can be a life saver sometimes.
Party Time Mentats are my favorite chem. Great if you need a boost to Speech or Intelligence.
Yeah it's great for buffing that.
So Steady is VERY useful for VATS . I use it whenever I want to stay hidden and snipe enemies at a distance, because the chance to hit any limb rises to 95% while in effect. 18:25
Glad I’m not the only one in the comments who knows that Steady is actually god-tier when used with VATS. You either have a 0% chance to hit (because your shot is obstructed) or 95%. No in-between. Most underrated chem in the game
Can you do a follower tier list? I’ve never really used followers in any of the Fallouts and might pick one up on this playthrough! Curious to see who’s the top tier picks!
I do plan on doing one of those in the future.
@@ReapeeRon Awesome!
Turbo, Buffout and Slasher has saved my butt on so many occasions when I ran into deathclaws
I am pretty sure stealthboy's are considered a chem. Stealthboy's pretty much render the sneak skill requirement of holdout weapons for casinos irrelevant, since it grants you 100 points of sneak.
Fixer is not temporary as it implies in the description of the item, it is bugged and removes addictions permanently. Dixon's jet is very useful for getting the challenge of getting addicted, that grants you addiction resistance. Couple that with the perk, and I am pretty sure it grants you 100% addiction resistance.
rocket, jet, pyscho, buffout, med-x, slasher, stimpacks, mentats, party time mentats, and turbo (if I remember correctly or just get implant grx lol) are sold at jack (red rock drug lab) so if you just come in twice a week you can basically never have to craft or hunt out drugs. (psycho and slasher stacks but not med-x)
It used to be Fixer + Antivenom and you could cure all addictions that way, now its just bugged and cures all by itself
Steady can make the game trivial with a VATS build
Could you rank FNV companions?
For a hardcore Legion run, healing powder is s tier(a tier at the lowest), if you pass, I believe, a survival skill check with Siri you can get 6 healing powder for free per day.
I could swear the Honest Hearts anti-venom has weight
I generally agree with all of these rankings but I tend to play without taking many addictive chems. Can I give a shout out to what I think is a chem (although strictly speaking it isn't) that is miles better than any other poison restrictor: the tourniquet which makes cazadore fights an absolute joke.
steady is underated. i play mods that can push how hard the game is and if you run fast shot and take steady you get the massive vats discount and all of your shots are guaranteed to hit in vats (if nothing breaks)
Steady is kinda insane since it puts your vats chance to 95% allowing for some crazy john wick vats plays
Yeah that is true, I wasn't aware of the VATS bonus
I totally see weapon binding ritual being in A tier but I love melee builds in this game so it probably hits S tier for me.
anything that gives a +3 on any SPECIAL stat should be A tier, that's an insane boost and paired with some equipement lets you avoid putting points on things you wouldnt want them (specially if they boost Cha or Int).
- Antivenom i'd say it's B since it's insane vs Cazadors and that's basically it, people dont know how much it does because they dont use them but it's lifechanging vs one of the only threats to any mid to late build (if we get into the 0 weight as a plus anything is insane to carry around, i set the bar at no weight is the standart)
- Buffout is one of the best chems for it's use in combat and outside. It's extra carry weight and you can fast travel even if you lose it mid travel, and a strong heal (flat, get eventually outclassed past the midgame). One of the best chems early to mid for those reasons.
Id say, the S tiers aree the broken combat chems, rad related and stims for their use and necessity for them, and i'd say Mentats and Buffout.
Buffout is my all time favorite chem, and loved it even more when Psychobuff and Bufftats were in Fallout 4. Do not like Buffjet though, the slowing of time interrupts my gameplay.
But Buffout in any Fallout game i always carry around, if need the extra STR to carry a bit more stuff, Tank a bit more damage as well as the HP buff is hella sweet.
Cateye has always been my least favourite chem in fallout 3 & NV. idk if it’s just me but it makes everything even harder to distinguish. same with the riot gear helmets too unfortunately, so they all just get sold.
pretty much agree with all the S tier choices though. i’m not as into super stimpacks because of the penalty but unless you’re in combat it’s easy to just use the wait button or sleep 1 hour for it to pass
I love steady it helps when I take fast shot.
That is true, and I was not aware it worked in VATS too.
The datura antivenin also cures the high from the dose the sorrows tribe gives you
You could try calling it the "edged" weapon tier list, since blades are edged weapons
Yeah that might work.
steady also makes your vats chance with ranged weapons 95% no matter how far you are from the enemy
Chems are busted and the Dead Money vending machine is game-breaking levels of abusable, but that is exactly why Father Elijah was interested in the Sierra Madre anyway so IMO the Courier abusing them fits storywise. I'm playing a low INT chem junkie and I did the goodsprings Pip Boy glitch to get 60-70 all skills before leaving. With a bit of book hunting I got all skills max while staying level 30 due to Loophole. LL /day tripper/chemist is god tier and after Dead Money I am walking around with 100 Med X Buffout and Steady at all times. I don't bother crafting anything except Turbo. Gomorrah sometimes has it too, and the Khans have a regular supply of Slasher for me every Wednesday and Sunday.
Yeah chems are crazy strong in Fallout New Vegas!
@@ReapeeRon BTW love your content! I am new to Fallout games. I was a Skyrim fanboy until a friend convinced me to play New Vegas in 2022
would put auto inject (super) stimpaks as well as buffout into s tier, regular (super) stimpaks into a tier and doctor's bags, (party time) mentats and hydra into b tier, but otherwise solid list.
Turbo + Rushing water is S tier simply for how fun it is.
Steady makes almost every weapon have perfect accuracy in Vats
When you talk to your brain in owb there is an energy weapon check.
Old world blues I think had an energy weapons check (as well as guns check) in the initial encounter of the think tank, but isn’t too much of a useful one
On launch Ant Nectar addiction was uncurable, even by a doctor.
The healing poultice is S tier because it’s strictly better than the doctors bag
Coyote Tobacco Chew is SS-Tier. Becoming addicted is a rite of passage for any new file