Certified Tech

Certified Tech is a perk $$

Effects
The perk adds a 85% chance that a robot will have one fission battery, two scrap metals, two sensor modules and three scrap electronics on its body upon death, provided it is killed by the player. This is added to the items it would normally have, not replaced. The perk works with any creature of the robot creature type, independent of faction or other indicators. This includes robots from other add-ons, such as robo-scorpions, but does not include cyberdogs.

Due to the bugs associated with this perk, the bonus to critical hit chance against robots has been severely decreased, almost to the point of complete ineffectiveness. The highest boost this perk could provide is a mere +1% critical hit chance in specific situations. Weapons that have use the common ×.0 or ×.5 multipliers will not be affected by this perk; however weapons with more niche multipliers can. For example, a Silenced .22 SMG (0.23× multiplier) being used with 10 Luck and no other bonuses would have a critical hit chance of 2.3%, but only 2% after rounding. With this perk the +0.25% would create a 2.55% chance, which would therefore become a 3% chance after rounding.

Behind the scenes

 * There is an unused SPEL "NVDLC04CertifiedTechPerkEffect," observable through the GECK. Based on the use of "Increased Sneak" at magnitude 15, at some point of development, the Certified Tech perk would have made it easier to sneak.
 * Quiet As The Waters is similar to this concept, but instead uses a script to reduce the targets' Perception by 3.

Bugs
Rather than a flat 25% increase to critical hit chance against robots, the Certified Tech perk incorrectly attempts to add a flat 0.25% increase to critical hit chance. Due to the nature of the bonus being flat and unaffected by weapon modifiers, rounding will likely reduce the addition to zero, almost completely nullifying the perk's effects on critical hit chance. Fixed with Mod:JSawyer.