» Sat Feb 21, 2009 2:18 pm
Way too much Perception. 6 will suffice for most perk requirements you might need. It isn't worthwile to over-invest in a stat for the sake of a couple more skill points at the start. An extra point of INT will net you much more skill points over the course of the game, anyhow.
Keep Endurance at 7. It's enough for maximum implants. You can take it lower still if you don't want maximum implants.
If you plan to use Unarmed, I would recommend Agility of 7, which enables the Slayer perk (melee and unarmed attacks 30% faster). I don't know your planned tactics but if you plan to get Silent Running, you need AG6.
Luck of 6 is a MUST. Gambling be damned, but Luck governs your critical hit chance. Also, PE6 + LK6 enables one of the game's best perks, Better Criticals.
ST4 is okay for Energy weapons. With an ST implant you'll be able to use all energy weapons except the heavy ones. If you plan to go Unarmed, a Ballistic Fist requires ST 9; you won't get there even with Weapons Handling, so your endgame weapon will have to be Pushy; keep that in mind when planning your gear.
I would not recommend using two different combat skills, as you will not be able to maximize the effectiveness of either. Even if you have enough skill points, different skills are boosted by different perks, and there's only so many you can take.
Between Science and Medicine, tag Science. Medicine is generally less useful, has less checks in dialogues and will net you less XP (every terminal you hack gives XP, remember?)
I would recommend distributing S.P.E.C.I.A.L as follows:
ST 4
PE6
EN7
CH4
IN8
AG5 (+1 with Small Frame)
LK6