Carl's Fallout 4 Guide
for PC, Xbox One, and PS4

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See a full list of guides on the Nuka World page. I've written over a dozen in just a week and plan to continue. There is much more to this DLC, it will just take time to write it all. Check back for more. Comment on the appropriate page if you have a tip to share with other readers.

Fallout 4: Medic Perk

Boosting Healing with Stimpaks and RadAway

Fallout 4's Medic Perk improves healing with Stimpaks and RadAway The Medic Perk improves Stimpaks and RadAway up to the point they can fully heal your character in half the time.

The Medic Perk makes Stimpaks and RadAway much more potent, helping to recover your character's health and restore their maximum life after having taken a lot of Radiation damage. Here are the four ranks of Medic, what it does for your character along with level requirements and PerkIDs:

Medic Perk
RankRequiresPerk DescriptionPerk ID
1INT 2Is there a doctor in the house? Stimpaks restore 40% of lost Health, and RadAway removes 40% of radiation.4c926
2Level 18Stimpaks restore 60% of lost Health, and RadAway removes 60% of radiation.6fa1c
3Level 30Stimpaks restore 80% of lost Health, and RadAway removes 80% of radiation6fa1d
4Level 49Stimpaks and RadAway restore all lost health and radiation, and work much more quickly.65e35

Medic PerkGameplay Effects & Utility
To speak of how useful the Medic Perk is in Fallout 4, we must first understand the two basic items it boosts and the stats they effect. Stimpaks normally restore 30% of lost health, and the further in the game you get the more you need them to recover substantial amounts of HP, since food offers flat amounts of healing. The second rank in this doubles the effect of a Stimpak, so it's a big leap in terms of healing potential. This one jump is more point-efficient than any of the others - you go from 30 to 60 in 2 points, then gain 20% each with the last two.

RadAway removes 300 points of Radiation damage. Radiation is a different system altogether. Your maximum HP will decrease, but one point of radiation does not equal 1 point of HP - 10 do. If half your bar is full, you've taken 500 radiation damage. A character can take 1,000 Radiation damage regardless of HP, and every 10 points reduces HP by 1%.

With just one point in Medic you will remove all Radiation with up to 40% of the bar filled. Thankfully, it doesn't remove only 40% of existing Radiation Damage you've taken, that would be a nerf to RadAway. It will restore 40% of the health bar's worth of Radiation. This '40%' makes RadAway do 400 points instead of 300, and the second point will do 600 points.

My recommendation is that you take two points in this at some point in your play, so long as you do not have an overabundance of Stimpaks and find yourself using them frequently. Later consider taking the last two when the more useful Perks aren't begging to be taken. The last rank does make the healing so fast that your character will not get to finish injecting themselves before your HP is restored. Despite this bonus, most players would not let their health get under 20% anyway, nor let 80% of their bar fill with Radiation damage so the last two ranks (mainly the last) of the Medic Perk is not as useful as the first two. Just in case the wording confuses you, no a RadAway will not also restore Health at Medic Rank 4, nor will a Stimpak reduce Radiation.

The bonus at Rank 4 is going to be more useful on Survival Difficulty, where healing is greatly slowed. It takes a full 60 seconds for multiple Stimpaks to take a character from 1-100% life without this Perk. With it, it's slashed in half to 30 seconds. On lesser difficulties, it takes a mere 2 seconds to heal to full vs ~4 seconds.

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Share Tips and FAQs (2)

Red
On Survival with the slowed healing, can you take full advantage of level 4 stims if you continue taking damage while the health is being restored?

Meaning I have 250/500 health and use a 100% stim. I can't hold +500 health but that's what it's supposed to heal. If over the 30 seconds healing period I take 250 damage, do I end up with 250 health (excess determined when stim used and wasted) or 500 (treated like a true heal over time)?
24th February 2016 3:26am
Carl
Sorry for the slow response. Yes, I can say that Medic does work to give you the full healing after testing it. I was missing only 5% life, hit a stimpak and got beat on. While I was taking damage, the remaining healing continued to extend the further the bar fell... so you will get every bit of it, which does make this perk a bit more useful than stated above. Yeah, I won't let myself get below 20% very often to use the full healing but with that in mind it will help you get more healing during combat. Plus the faster heal rate, of course!

I'm wondering if this gives 110% healing with the Medicine bobblehead, meaning you could take a bit more damage during the battle. It increases stimpaks by 10% of base (33% normally) so it's unknown to me whether it will give you 110% with Rank 4 Medic.
28th February 2016 6:01am
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Far Harbor DLC Guides

See my Far Harbor Guide for new features in the DLC. There, you can also watch the trailer and view new weapons that can be found. The area is massive, so we can expect plenty of quests and exploration in a foggy, rugged area with new and challenging creatures to battle.

Pleae note there are different endings for this DLC, something we all wanted! It's like the actual end-game of FO4 in that you can choose the outcome.

Walkthroughs
Islander's Almanac Magazine Locations
Far From Home: Quest 1
Walk in the Park: Quest 2
Where you Belong: Quest 3
Best Left Forgotten: Quest 4
Ware's Brew Quest New
The Striker New

Automatron Guides & Walkthrough

The final quest Restoring Order (Mechanist Fight/Options) is now available. I've also released a page that describes Getting Started in Automatron to accompany the main page about the DLC. This covers how to make the Robot Workbench to begin making your own Automatrons, and walks you through the first two quests while providing some tips for fighting the Mechanist's creations. Quest 3 Walkthrough: Headhunting is also live on the site.

Robots in Automatron New
Mechanist's Lair, Eyebots, and Rogue Robots covers what happens after the Mechanist story is complete.

Perks & Bobbleheads

Now that I've written about all Perks in Fallout 4, I've put them all in a list, with how they work, what you can expect, and my own opinions on them. Hope this is handy! I've also compiled map shots of all Bobblehead Locations in the game. You can choose to explore the locations on your own or read descriptions for those I've taken notes about.

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