Special:
Strenght:5
Perception:5
Endurance:5
Charisma:1
Intelligence: 5
Agility: 5
Luck: 5
Ok,that was my base for making a character,I did not want charisma because the bonus is so small that getting 4 extra points is just better.
Strenght:5
Perception:5
Endurance:5
Charisma:1
Intelligence:6
Agility: 7
Luck: 5
6 On intelligence for a extra skill point,I really don't need lots of points in Int because I have all the DLC.I still have 6 points to spend
Strenght:4
Perception:7
Endurance:6
Charisma:1
Intelligence:6
Agility:7
Luck: 8
And....Done!Luck 8 so i can get max luck by the time I reach the strip(Lucky Shades Effect + Implant + 8 Luck = perfect 10 luck)
Now the perks:
Level Perk
2-Intense Training,+ 1 point to Agility.
4-Educated
6-Shotgun Surgeon
8-Comprehension
10-And stay Back
12-Light Touch
14-Finesse
16-Better Criticals
18-Weapon Handling
20-Them's Good Eatin
22-Jury Rigging
24-Intense Training +1 Agi
At this point,we maxed out all the stuff that helps you as a Shotgun User,now we have spare points and start investing in Unarmed.
26-Nerves of Steel
28-Piercing Strike
30-Slayer
32-Super Slam
34-Purifier
36-Ninja
Now we have all the perks that help us out with Unarmed Build,this combined with Nervers of Steel,8 Agility and a Shotgun Build,turns the old courier in a devasting Mid-Close Combat machine,now these other perks below are there because they are,simply because we don't have anything else to choose.
38-Action Boy
40-Silent Running
42-Math Wrath
44-Intense Training END + 1
46-Implant GRX-1
48-Implant GRX-2
50:Ain't Like That Now
Special Perks:
Full Maintenance from Raul
Enhanced Sensors from ED-E
Agility Implant
Endurance Implant
Intelligence Implant
Luck Implant
Perception Implant
Sub-Dermal Armor
All the Special Unarmed Moves
Elijah's Rambling
Cardiac Arrest
Reinforced Spine
Brainless
Armor:
Vault 34 Security Armor(When using Two Steep Goodbye,I will still have a 100% Crit Chance with it)
Ullyses Duster(With all other Weapons)
Fist Recon Beret
Space Suit Helmet
Lucky Shades
Atomic-valence tri-radii-oscillator
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Ok,i'm gonna post my new build,which I use perks from this mod below,do not worry,I will explain all the perks:
http://newvegasnexus.com/downloads/file.php?id=35979
Specials:
Strenght-----5(+1 From Implant,+2 From Reinforced Spine)
Perception--6(+1 From Implant,+1 from Lonesome Road)
Endurance--6(+1 From Implant)
Charisma----1
Intelligence-6
Agility--------8(+1 From Implant,+1 From Small Frame)
Luck----------8(+1 From Implant,+1 From Lucky Shades
Traits:
Small Frame(+1 Agility,Limbs are crippled more easily)
KamiKaze(+10 Action Points,-2 DT,canceled by the implant that raises your DT by 4)
Perks:
Level 2 - Special Training - +1 to Perception.
Level 4 - Educated - +2 Skill Points each time we level up
Level 6 - Comprehension - Skill Magazines now give you 2X the normal Bonus,and Skill Books give you +1 Skill Point.
Level 8 - Light Touch - +5% Crit Hit while wearing Light Armor
Level 10 - Shotgun Surgeon - 10 DT is reduced from enemies when using Shotguns
Level 12 - And Stay Back - Each Shotgun Pellet has 10% chance to Knock the Enemy Down
Level 14 - Jury Rigging - May repair items with roughly similar ones.
Level 16 - Better Criticals - Crit Hits do +50% Damage
Level 18 - Action Boy - +15 Action Points
Level 20 - Neutral Party (From ''More Perks Mod'')Nobody can mimic your logical and objective reasoning. With this perk, you are more charismatic as long as you maintain your neutral karma
Level 22 - Piercing Strike - Negate 15 DT when using Melee or Unarmed
Level 24 - Finesse - +5% Critical Chance
Level 26 - Pyromaniac - 50% More damage with Fire Weapons
Level 28 - Super Slam - Unarmed Hits have 15% chance of Knocking the enemy down
Level 30 - Ninja - +15% (15 Luck skill) critical chance with melee and unarmed weapons, +25% damage with melee/unarmed sneak attack criticals
Level 32 - Chemist - Chems and Healing Items last 50% More(For turbo,buffout and other good Chems use,Chems will last 83% More if I have Day Tripper,which is pretty easy to get,and turbo will last A LOT if used with Fast Times,so on when using turbo,it will last (50% + 33% + 50%) more,making it an incredible drug,it will also help with my next perk.
Level 34 - Them's Good Eating - Each Living Enemy has 50% chance of having one to three thin red paste or blood sausage,which heal a lot,making my character a tank since it heals over time,also they are both affected by the Chemist,making them UltraPotent,and we also have Implant Y - 7 that Makes each healing item give you a little Health and Action Points Bonus,and with Cardiac Arrest,that increases the effect of Healing items by more 50%.
Level 36 - Paralyzing Palm - Each Unarmed Vats hit has a chance to paralyze enemies from 30 Seconds.
Level 38 - Nerves of Steel - 20% Faster Action Points Regeneration.
Level 40 - Slayer - +30% Attack Speed with Unarmed and Melee.
Level 42 - Meltdown (Enemies Killed with Energy Weapons will Explode like a plasma grenade with less range,the explosion is quite deally(will explain this later)
Level 44 - Overclocked (From More Perks Mod) - Your energy weapons perform +10% better. In other words, laser weapons aim more accurately, plasma weapons do more damage, and pyromaniac weapons attack faster.
Level 46 - Laser Commander - You do an extra 15% damage and have a 10% extra chance to critically hit with any laser weapon.
Level 48 - Grim Reaper's Sprint - A kill in V.A.T.S. restores 20 AP immediately.
Level 50 - Ain't Like That Now - Karma reset to 0, +25% AP regeneration rate, +20% attack speed, immunity to critical hits, 20% reduction in AP cost for all weapons.
Skills:3 Levels Getting 13 points,46 getting 15.
(3 . 13) + (46 . 15)
39 + 690
729 Skill Points
Starting Stats:
Barter - 24 - Tagged
Energy Weapons - 23
Explosives - 23
Guns - 40 - Tagged
Lockpick - 23
Medicine - 19
Melee Weapons - 23
Repair - 19
Science - 19
Sneak - 25
Speech - 24 - Tagged
Survival - 21
Unarmed - 21
(These Values already include Implants and Other Special Bonuses).
729 Skill Points
There are also 4 Skill Books found in the Mojave for each Skill.
Barter - 24 -16 from books = 76 - 16 = 60
Energy Weapons - 23
Explosives - 23
Guns - 100 -16 from Books = (60 - 16) = 44 points
Lockpick - 23 - 16 from Books = 77 - 16 = 61 Points
Medicine - 19 - 16 from Books = 71 - 16 = 55 Points (we just 90 for Shaman)
Melee Weapons - 23
Repair - 19 - 16 from books = 71 - 16 = 55 Points(We just want 90 for Jury Rigging)
Science - 19
Sneak - 25
Speech - 24 - 16 from Books = 76 Points - 16 = 60
Survival - 21 - 16 from Books = 69 - 16 = 53 (we just want 90 for Shaman)
Unarmed - 21 - 16 from Books = 79 - 16 = 63
Points used so far = 451
729 - 451 = 178 Spare Points
Barter - 24 -16 from books = 76 - 16 = 60 - 18(Neutral Party) = 42
Energy Weapons - 23 - 16 from books = 77 - 16 = 61
Explosives - 23 - 16 from Books = 39
Guns - 100 -16 from Books = (60 - 16) = 44 points
Lockpick - 23 - 16 from Books = 77 - 16 = 61 Points
Medicine - 19 - 16 from Books = 71 - 16 = 55 Points (we just 90 for Shaman)
Melee Weapons - 23 - 16 from books = 77 - 16 = 61
Repair - 19 - 16 from books = 71 - 16 = 55 Points(We just want 90 for Jury Rigging)
Science - 19 - 16 from books = 81 - 16 = 75
Sneak - 25 - 16 from books = 75 - 16 = 59
Speech - 24 - 16 from Books = 76 Points - 16 = 60 -18(Neutral Party) = 42
Survival - 21 - 16 from Books = 69 - 16 = 53 (we just want 90 for Shaman)
Unarmed - 21 - 16 from Books = 79 - 16 = 63
Used Points - 680
729 - 680 = 49 Points Remaining
Points:
Barter - 100
Energy Weapons - 100
Guns - 100
Lockpick - 100
Medicine - 90 + 10 = 100 - 39 Remaining
Melee Weapons - 100
Repair - 90 + 10 = 100 - 29 Remaining
Science - 100
Sneak - 100
Speech - 100
Survival - 90 +10 = 100 - 19 Remaining
Unarmed - 100
Explosives - 39 + 19 = 58 - 0 Remaining.
And there we go,this is our Pure Vats Build,let me explain some stuff,first of all this build has two themes,the first one is Vats,the second one is Pyromaniac,you probaly didn't really notice but all the weapons I will use will be Boosted by the Pyromaniac Perk.
Look at my Weapon List:
Riot Shotgun Fully Armed with Dragon Breath Shells,at first they do just 90% damage from a normal shell,plus a Fire Effect,but with the Pyromaniac,it will have +45% power,135% Damage and fire effect?Yes Please!
Gehenna.It becomes AWESOME with all the perks,Pyromaniac increases it damage by 21 DAM,I would also have all the attack Speed perks,so it will reach 4.48 attacks per second,with jury rigging I can repair it with almost anything,and it also weights almost nothing!.
Sonic Emitter - Tarantula.It is also affected by Pyromaniac Perk,giving it +30 Damage,so it becomes my ultimate weapon against robots,doing high damage and having EMP,and when this weapon critsit burns enemies,good thing with Laser Commander,10 Luck,Finesse,Set Lasers for Fun,Ulysses duster,1st Recon Beret...
Saturnite Fist Super-heated.It does not have a high Critical Multiplier or any extra effect,but with the perks I have it will attack very quickly,it also gains +27.5 damage from Pyromaniac,and it can also set enemies on very,oh and high crit damage!
Cleansing Flame - Another Incredible weapon to have with pyromaniac,longer range than the normal Flamer,will burn everyone to the ground.When used with Optimized Flamer Fuel it does 30% more Damage and Negates 5 Points of DT,some people just want to watch the World BURN!
Anti Material Rifle (GRA).First of all,lets take a look at the modifications:
Anti-materiel rifle custom bolt - Increases rate of fire by 20%.
Anti-materiel rifle suppressor - Reduces noise made by the weapon, but does not silence it.
Anti-materiel rifle carbon fiber parts - Reduces weight by 7.
The DAM is already high,110,it has a Long Range Scope,and is useful for Stealth Kills since it is silenced,it is affect by the pyromaniac Perk,but just the flame damage from .50 MG, incendiary,still good,anyways,also has the lowest spread in game,making it incredbly useful.
Red Victory Grenade Rifle - Even trough I do not have a single perk benefiting explosives,it is a very good rifle when it comes to variations,it can shot Incendiary,Plasma,EMP,the incendiary one is affected directly by Pyromaniac,and it is always good to have some potent explosives with you!
Satchel Charges - The best Mine in game,high damage even with no perks,and it explodes very quickly,they are an easy way to deal with deathclaws quickly,I just have to put 3 in the ground to kill one.The sstraategy is simple,lay 3 on the ground,take out the Supresor from Anti Material Rifle,shot the deathclaw,it will come at me quickly,and then we just watch it fly over 50 feet in the air,very funny situation,also Ed-E can make 3 each day,and there are lots of them in the divide.
Flare Gun - Low damage,but another way to deal with Deathclaws when they are close and I can't apply the last Strategy,I can simply shot one and then I have 10 Seconds to kill them with any other weapon,it also weighs almost nothing so I can easily use it.
Elijah's Advanced LAER - Fully Charged with Over Charges,it will degrade VERY quickly since it has just 80 Hp,but it has a 1.5 Crit Multiplier,so it will frequently crit,since I have all the perks that add Crit Chance to it,Vats will be also awesome with it,since there are two in game,I will give one to Veronica or Arcade,loaded with Max Charges,it will never degrade and I will always have someone to Exterminate enemies quickly.
Pew Pew - One of my favorite Weapons,but I need 50 Start bottle caps to get,this is why it is my favorite,it is funny,supports my favorite company,Sunset Sansaparilla and has a 2.5 Crit Multiplier
Compliance Regulator - Very weak,but the paralysis is always good,when using it on vats I will almost always crit,the ap cost also isn't too high,2 shots are enough to paralyze almost anything.
MF Hyperbreeder Alpha - High Hp,High Crit Chance,No Ammo usage,takes just 0.5 seconds to charge,great for weak enemies!
Pulse Gun - Robots Fear my Pulse Gun!It is pretty good when making a second trip to the Big Mt.
Holorifle - Deadly,when with all the modifications is as powerful as a Gauss Rifle,Efficient,one Microfusion Cell per Shot,the Modifications make it awesome;
Holorifle focus optics, increase the holorifle's damage by 25.
Holorifle advanced calibration, reduces the holorifle's spread by 0.25.
Holorifle reinforced components, improves the maximum condition of the holorifle by 50.
Deadly,Efficient,Low Spread,Additional Damage,similar to the Tesla Cannon,Long Range Scope,let the Killing Start!
YCS/186 - More powerful than the Anti Material Rifle,can be obtained easily,and will do nicely once you get a high number of Max Charges,this is pretty easy since NONE of my weapons use Eletron Charge Packs,so I can just convert them all,still,optimized rounds may be more efficient since the rate of Efficient is 3 > 1 and Max charges are 5 > 1.
Multiplas Rifle - AKA Plasma Shotgun,note that I download a mod that adds Energy Shotguns to the list of Weapons in And Stay Back and Shotgun Surgeon,3 projectiles,each having a normal crit chance and 35 DAM,but the spread of this weapon is ''too damn high'' making you miss even that medium range.
Tri-Beam Laser Rifle (GRA) - Another Energy Shotgun,now affected by both Shotgun Surgeon and Laser Commander,it also have a 1.5 Crit Chance and each project does about 22 DAM,but the spread is lower and the rate of fire is higher,making it pretty good when listed with the modifications below:
Tri-beam laser rifle focus optics - Increases damage by 3 per beam
Tri-beam laser rifle heavy duty capacitor - Increases weapon condition by 200%
Tri-beam laser rifle hi-capacity terminal - Increases ammunition capacity by 24.
The user Athenau brought up some calculations about the Tri Beam Laser Rifle,which I will paste in here.
Let's see what a maxed out crit build can do with a fully modded GRA tri-beam.
(10 luck + built to destroy + finesse + ulysses's duster + 1st recon beret) x 1.5 crit multiplier + laser commander + light touch + set lasers for fun = (10+3+5+5+5)*1.5 + 10+5+4 = 61% critical chance
Base damage: 25x3 = 75
Crit damage: 33 (with better criticals) x 1.83 crits per shot (on average, not strictly correct but it converges to this in the limit as the number of shots fired goes to infinity) = 60.39
Total damage before perk and ammo multipliers: 135.39
Total damage: 135.39 x 1.15 (laser commander) x 1.3 (optimized MFC) = 202.41 damage per shot.
Total dps: 202.41x2.73 = 552.58 dps
Ratslayer - Easily Obtainble,Scope,Low Spread,Silenced,it is just perfect for low level,and it looks awesome!Also the crit multiplier is 5X,so each hit means critical!
Sleepytyme - Silenced and Improved Holdout Weapon,my choice when going to casinos.
Knock-Knock - It isn't as good as Gehenna,but can be obtained early(even at level 8),and has high DAM and DPS.
Special Perks:
Full Maintenance from Raul/Better Healing from Arcade
Enhaced Sensors from ED-E
Beautiful Beatdown - AP costs for unarmed attacks are reduced by 10%.
Fast Times - Turbo's effects last +50% longer
Day Tripper - The effects of addictive Chems last 33% longer.
Lord Death - Deal an extra +4% damage to all enemies
Melee Hacker - +10% melee weapon attack speed.
Set Lasers for Fun - ALL energy weapons gain an extra +4% chance to get a critical hit.
Tough Guy - Take 20% less limb damage.
Khan Trick - Unarmed Skills
Legion Assault - Unarmed Skills
Ranger Takedown - Unarmed Skills
Scribe Counter - Unarmed Skills
Big Brained - Head cannot be crippled, +10% resistance to chem addiction, +1 DT if your DT < 10
Cardiac Arrest - 50% poison resistance, Healing items boosted by 50%, Robots have -50% crit chance
Reinforced Spine - Strength+2, DT+2
Implant M-5 - Your crouched movement speed is increased by 20%
Implant Y-7 - +5 health and +2 restored action points through the consumption of food
Lonesome Road - +10% damage and +10% V.A.T.S. hit chance when you have no companions
Scourge of the East - +1 SPECIAL point, NCR Fame, Caesar's Legion Infamy
Camarader-E - ED-E repairs 25% weapon condition once per day
ED-E produces energy or microfusion cells once per day(Can unlock Flamer Fuel and Satchel Charges via Dialog with ED-E)
+2 DT
+5 beam weapon damage
+5% V.A.T.S. hit chance
Chances of Crit Hitting:
Gear:
1st Recon Beret +5%
Ulysses Duster +5%
Finesse +5%
Light Touch +5%
10 Luk + 10%
30%
True Police Stories - More 10%
With a Laser Weapon - 44% (Laser Commander and Set Lasers for Fun)(49%Using Vats)(59% Using Vats and True Police Stories)
With Melee or Unarmed Weapons - 45% (Ninja)(50% Using Vats)(60% Using Vats and True Police Stories)