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A collection of the most dangerous combinations if you want to utterly wreck game balance:

  • Since health doesn't regenerate in this game, any armor with the Regenerating prefix will save you a lot of healing, especially if you don't want to leave an area. It isn't very fast and only works out of combat, but that's pretty easy to pull off if you just move far enough away from any threats.
  • The Speed Demon, Healing Factor and Marsupial Mutations are widely considered the best mutations to get in the game, even without using a serum (which only gives you the positive effects of the mutation and forgoes any negative penalties).
    • Speed Demon buffs movement speed and reload speed by 20%, but increases hunger and thirst build-up while moving by 50%. As the negative effects of starvation and dehydration were removed with Steel Dawn, this drawback isn't nearly as bad as one might expect.
    • Healing Factor grants players with extremely fast health regeneration when not in combat. However, it reduces the effects of all chems by a lot (a non-concern for those who rarely, or never, use chems).
    • Marsupial increases jump height significantly, adding a great amount of mobility when combined with a Power Armor...but it reduces your intelligence by 4 points. Combined with the Starched Genes perk (which when upgraded Radaway and Decontamination Showers will never remove Mutations), and Class Freak (Reduces the negative effects of mutations), and you end up having flat buffs to everything when stacked together.
  • Nuka-Grape. It heals 150 health, cures 400 rads and grants a AP boost. Not too bad by itself, but the real game-breaker comes from having a maxed-out Cola Nut perk card (which doubles and later triples the effect of Nuka-Colas). With this card, a single Nuka-Grape will heal 450 HP, cure 1200 rads and grants a hefty boost to your AP regen, in addition to restoring 45% of the thirst bar. The only drawback is Nuka-Grapes rarely spawn in the wild (aside from one relatively unknown vendor who's guranteed to sell one, but only one at a time), making it hard to stockpile. But once you actually manage to stockpile a few dozen Nuka-Grapes, you'll never have to use another Stimpak or Radaway ever again.
  • The Two-Shot Legendary perk when combined with the Explosive legendary perk. Even the most useless of weapons turn into damage-chugging monsters with these two perks. Shotguns in particular were capable of one-shotting nearly everything, with the drawback of lower accuracy with the Two-Shot perk not being much of a problem due to Shotguns being a close-range weapon. It was so overpowered that the perks were eventually nerfed so they don't dish out obscene amounts of damage when rolled onto the same gun but even then it remains pretty powerful.
  • The Bloodied and Unyielding legendary perk combo. Bloodied gives you a damage bonus based on how low your health is while Unyeilding gives +3 to every SPECIAL stat except for Endurance when at low health making them synergize incredibly well together. When used with rads to lower your max health and specific perks you can turn into a nigh-invincible monster that pumps out more damage than any other build in the game.
  • A minigun with the Vampire effect. The minigun's extremely fast fire rate, combined with the healing effect, will pretty much override any and all damage, as long as you're hitting your target.
  • Energy weapons with the explosive legendary mod (A.K.A "Legacies") take this up to eleven. They were removed from the loot pool only a few months after the game's release and do not legitimately spawn anymore. The reason for this is because they can kill pretty much any non-boss enemy in less than a second, even if your build is not appropriately set up to accommodate them. Explosive gatling plasmas are widely considered the most powerful weapons in the game, especially after the accidental buff they received in the spring of 2022. Players have been known to kill the Scorchbeast Queen and even Earle Williams by themselves using legacies.
  • A much more subtle (but no less groundbreaking) example is the Survival Tent that's granted as part of your Fallout 1st subscription. It basically works as a separate, small-scale C.A.M.P. that you can prop up anywhere in the world (with the only gripe being that it needs to be at a set distance from a map marker). Apart from being a free fast travel point, the tent also allows access to your Stash and the ultra-convenient Scrap Box, along with a bed and cooking station to provide an easy source of healing and cooked food, respectively. All of this pale in comparison to its most outstanding quality, however, since the thing also happens to be indestructible, where if cleverly set-up, can allow it to serve as a makeshift bunker when assaulting a heavily-defended enemy position, since no amount of damage done to it will affect it (and you hiding inside) in any way, be that from a Scorched plinking away with a .38 pipe gun, or a super mutant going ham with a minigun or missile launcher.
  • Not a direct example, but can be used to facilitate one, are Daily Ops and Expeditions. By their nature, all enemies killed with the player's ranged weapons will drop ammo for them on death, meaning that outside of certain examples like Gatling Lasers or Plasmas, these mission types can be used to effortlessly mass-farm ammunition types that are harder to find or make out in Appalachia, such that they alone can negate the Too Awesome to Use nature of Prime receiver-modded firearms by allowing you to resupply faster than you can deplete them, especially while soloing.


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