Best S.P.E.C.I.A.L?

Post » Sun Mar 06, 2011 12:36 am

So yeah was just wondering the best possible special for normal and i might switch hardcoe mode on sometimes, i've been told to put intel to 9 and luck to 9? anyone have good builds?!
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Thema
 
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Post » Sun Mar 06, 2011 7:51 am

A high INT is no longer required, given that the extra skill point bonus is now rather pathetic when compared to FO3. Luck, while highly desirable for Crit, can drain your other SPECIAL stats.

It really depends on your build and character, no SPECIAL configuration is perfect, because everyone is different. Every stat has its own virtues and you'll have to decide for yourself which are the most valuable. Keep in mind that compared to Fallout 3, SPECIAL stats play a greater role in dialogue with NPCs, and for this reason a more rounded SPECIAL configuration becomes desirable.

Of course, no-one can tell you what to do, you're going to have to use trial and error to determine what works best for you.
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Amy Melissa
 
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Post » Sun Mar 06, 2011 10:38 am

I've saw that high agility helps with guns, like if you were more like an sniper type you would want high agility.
I'll look more into this though, get back at you. :P
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Christie Mitchell
 
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Post » Sun Mar 06, 2011 12:36 pm

There isn't such a thing as the best S.P.E.C.I.A.L. for every character. This depends on the kind of build that you have in mind. However, If your name is any indication of your favorite playstyle then a stealthy sniper would definitely benefit from a high perception, a high agility, and a fair amount of luck.
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Céline Rémy
 
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Post » Sun Mar 06, 2011 9:04 am

For the most part, set up your SPECIAL to acquire the perks you want during the game.
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john page
 
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Post » Sun Mar 06, 2011 3:40 am

Agreed with those above that it depends on the character. You may find that some seem more important to your play style than others.

If you plan on using Melee Weapons or heavy guns and armor, you want high Strength.

Personally, I really like moving quickly and reloading quickly, so I like high Agility.

Once upon a time, I would have said that if you want to know about every bad guy nearby before they know about you, you need Perception ... but there's something in the game that fixes that for you even if you have a low score for this.

And so on...
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ashleigh bryden
 
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Post » Sun Mar 06, 2011 8:24 am

when i build my characters at the start i put my skills like this
S 6
P 6
E 5
I 7
C 7
A 6
L 3

and then ill take a couple intense trainings for luck and intelligence and take a couple things from the new vegas medical center for strength, perception, and agility
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Dewayne Quattlebaum
 
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Post » Sun Mar 06, 2011 10:14 am

These may not be the best, but here's what I did:

Unarmed Crit Build:

S 9
P 5
E 7
C 1
I 3
A 6
L 9

Implants in Strength, Perception, Endurance, Intelligence, Agility, Luck, and DT. Qualifies for all applicable perks, and hits like a truck. I made the run to Vegas at level 1 to get my intelligence implant.

Sniper Build:

S 5
P 5
E 4
C 1
I 10
A 7(6 with small frame)
L 9

Implants in Strength, Perception, Luck, and DT. Qualifies for all applicable perks, and has a lot of skill points to throw around. He has high starting intelligence and agility so his science, repair, medecine, guns, and sneak are all respectable even if you don't tag them. I think I tagged sneak, speech and guns, and then focused on bringing up my lockpick and speech for the first few levels. The guns characters are so overpowered with sneak criticals I didn't even put more points into guns into level 7 or 8.

To be honest, I don't think you can go wrong as long as you use charisma as a dump stat. I generally look at my characters around the perk requirements and make sure I can reach the ones I want with only implant use(I don't like using intense training). This mostly applies to better criticals, which I think is the best non-specific(enemy type/weapon type etc.) damage increasing perk in the game. This is evident I guess because most of my characters end up having a lot of luck.
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Kelly Osbourne Kelly
 
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Post » Sun Mar 06, 2011 4:30 am

For a sniper/guns build, I would go with:

Starting:
STR 5 PER 7 END 5 CHA 5 INT 6 AGI 6 LCK 6

Implants for later:
- Boost STR with implant
- NEMEAN Sub Dermal Armor, +4 to your DT
- Boost LCK with implant
- Boost PER with implant (and a hat)
- Boost AGI with implant

L2 Hunter (Survival 30) - +75% critical damage vs animals (regular or mutated)
L4 Entomologist (Survival 45, INT 4) - +50% dmg vs insects
L6 Shotgun Surgeon (Guns 45) - subtracts 10 DT from target
L8 Comprehension (INT 4)
L10 Finesse (or something else)
L12 Silent Running (AGI 6 Sneak 50)
L14 Adamantium Skeleton
L16 Weapon Handling (STR < 10)
L18 Better Criticals (PER 6 LCK 6)
L20 Grim Reaper's Spirit - or back-fill with something else
L22 Spray 'n Pray - or back-fill with something else

Basically, you'll do a lot of back-filling from L20 onward. You might want to save Finesse for L20 and take Educated at L10. Educated isn't *bad*, it's just not that great compared to how overpowered it was in FO:3. If you want more of a jack-of-all-trades character that has good speech, barter, medicine, science and lockpicking, you'll be scrounging for skill points.

The only hard skill checks in that build are getting Survival and Guns up early enough that you can take those first three perks. After that, make sure that Speech is at least 25 (along with Explosives and Barter) so you can pass some early skill checks. Having both Repair and Medicine at 25+ is also useful.

Level 8 and level 10 are probably the best place to slot in conversation options like Black Widow or Cherchez La Femme (which are funny and useful). Or more combat oriented perks like Run-n-Gun or Demolition Expert. Or Toughness. The VATS-oriented perks just aren't that useful because VATS has been somewhat nerfed in FO:NV and is very inaccurate compared to FO:3. Which is why I think Hunter, Entomologist and Shotgun Surgeon are the key skills to take early on if you use guns.

Details:
http://blog.wuphonsreach.org/2010/11/fonv-second-play-build.html
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Cathrin Hummel
 
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Post » Sun Mar 06, 2011 11:28 am

There is no one best way to set up your starting stats but generally speaking..

S = Important for weapon handling and carrying stuff.
P = Generally a poor stat. Doesnt actually improve accuracy. Only worth taking as a gateway to the Sniper perk (if you use VATS a lot) and the Better Criticals perk.
E = Important for health and also gives access to implants. Each point of END gives you one implant later in the game.
C = Crap stat. Has no good perks tied to it and gives a +5% damage and armor bonus to your companions per points. Best to leave it at 1 even if you do plan on having 2 companions when possible.
I = Important for skill points which are even harder to come by than in Fallout 3.
A = Similar to perception this is only worth using as a gateway to certain perks (Silent Running, etc)
L = Improves your base crit chance. If you plan on using weapons with high crit multipliers then every point here can make a big difference. Melee characters wont get as much out of Luck as a ranged fighter. Also improves your odds of winning in Casinos but that is only a side part of the game. Its not worth boosting Luck purely to win in Casinos.

You wont go wrong leaving Charisma at 1 and then putting Strength, Perception (if you want Sniper or Better Crits perk leave Perception at 5, you can bump it to 6 with an Implant), Intelligence, Agility and Luck in the mid/high ranges. The only stat I would ever recommend pushing to 10 during character creation would be Intelligence.
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Pumpkin
 
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