Extreme Builds

Post » Sat Nov 28, 2015 8:32 am

The skilled build:

PIA

Can also be called "A Hair Aware", where perception perceives a threat or issue, and intelligence or agility provides a solution.

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Sophie Payne
 
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Post » Sat Nov 28, 2015 8:05 am

I don't really min/max in RPG as I can't justify playing a character with 1 in anything. Mine will definitely have some strengths and weaknesses, but no 1s and no 10s.

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tiffany Royal
 
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Post » Sat Nov 28, 2015 12:30 pm

As I understand it, you can pick any perk for which you qualify at any time --- there was mention, I think, that you could start off the game with the STR-10 perk if you had a 10 STR stat at the start of the game, for example.

This is much better than the Skyrim system, IMHO, since you don't ~have~ to take perks you don't want, just to get access to the perk you ~do~ want that is "higher up the tree". You can cherry-pick exactly the perks you want to have.

While I'm here.... a couple posts above, regarding bottoming out the Luck stat making the game more difficult.... I would hope that a low Luck score just means that you don't stumble across a mini-nuke, and instead you get some 10mm ammo, for example.... in other words, having a low Luck score should not, I think, make the game ~more difficult~... it just may make it more ~mundane~ in the sense that you don't get the amazing critical hits or the super-special loot rewards. I really really really hope that a low Luck doesn't mean your weapon jams every other fight, or you get HIT by critical hits a lot more often, or something that ~would~ make the game more difficult.

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Averielle Garcia
 
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Post » Sat Nov 28, 2015 11:21 am

If that's the case, that is definitely better. :tops:

~~~

Since we can (possibly) get a bobblehead for each special, would it be a disadvantage in taking 10 and would that bobblehead then be wasted?

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WYatt REed
 
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Post » Sat Nov 28, 2015 1:49 pm

This would also make it hard to come up with a reason for taking lower level perks. They would basically need to be as good as high level perks, otherwise you wouldn't pick them, ever.

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Spaceman
 
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Post » Sat Nov 28, 2015 10:17 am

True, but then, the lower level perks often offer "basic functionality".... so yes, you ~could~ skip lockpicking entirely... but you would not be able to unlock locks (as well).... and, sure, you can jump over Sneak if you want.... but it's still pretty damned handy in its own right. And you can certainly skip Medicine and just hope you don't get hurt very much (my plan, as sneaky sniper).... but at some point, you may decide that you're chewing through stimpacks like a jet addict and you want to select, or improve, that "low level" perk.

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Ashley Clifft
 
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Post » Sat Nov 28, 2015 6:09 am

Missed this bit earlier ---- yes, I think it would be a waste. Sort of like taking the max # of ranks in those perks that have bobbleheads. If you have a 10 INT and get a +1 INT bobblehead, I doubt it would do anything for you. In New Vegas, where INT was (too) useful, it was not uncommon to see web pages detailing how to get to the +1 INT Implant doc before you leveled up, or in Fallout 3, reaching the +1 INT bobblehead in Rivet City before leveling up (so you got the most benefit from the 10 INT which affected skills per level).

In Fallout 4, if it only affects ~rate~ of experience gain, then it does not seem as important to get it high, early. Or high at all, if you want to level slowly.

With the "skill" bobbleheads, like (presumably) Gun Nut!, you would not want to get the max number of ranks in Gun Nut! (however many there are) because then you'd face the same problem that the bobblehead has nowhere to "go" if you get it after maxing out the perk's ranks.

I doubt it will be as burdensome, keeping stats and perk/skills --- anything with a bobblehead --- away from the tippy top max rank, though. Shouldn't be unduly burdensome to struggle on with one-under-max until you find the bobbleheads.

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Amy Gibson
 
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Post » Sat Nov 28, 2015 2:52 am

Thank you, Sorpaijen, for the above explanation. :)

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Russell Davies
 
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Post » Sat Nov 28, 2015 1:17 pm

Most of the perks in the Charisma line-up actually have two functions! I will post them all up as soon as I can, in the meantime, all Perception perks are now completed.

Btw, love this thread! There are some brilliant ideas on here :)

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CHARLODDE
 
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Post » Sat Nov 28, 2015 7:21 am

I was reading your thread, yesterday and wonder how almost necessary it will be to have certain perks.

Take the Level 4 Perception perk 'lockpicking'.

I was momentarily concerned that I need this perk to pick any locks, but it seems to only govern harder ones (like 50,75,100 skill points).

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BRAD MONTGOMERY
 
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Post » Sat Nov 28, 2015 1:47 pm

I know you really mean safe-cracking lol :wink:

I have identified P1 as 'Tumbler' and P4 as 'Intel', used for picking locks and cracking safes respectively.

EDIT: the main reason for the distinction is that the icon for P1 shows a door and a cabinet being unlocked, whereas P4 shows a safe

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dav
 
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Post » Sat Nov 28, 2015 4:04 am

Thanks, yes.

Let's look at your Primary Skills list, skills you suggest are essential to the Sole Survivor.

If each of the following perks were indeed essential, it implies that you need to reach (from whatever starting point)

a SPECIAL and perk build of:

  • S - 2 (to get Big Leaguer)
  • P - 5 (to get Firestarter)
  • E - 1 (no requirement)
  • C - 1 (no requirement)
  • I - 6 ( to get Science!)
  • A - 6 (to get gymnast)
  • L - 1 (no requirement)

In other words, this already suits (excluding 1 Strength point) a

Smart sniper build (PIA - Perception, Intelligence, Agility)

Clever with strong VATS accuracy and action points.

So.

Are these essential perks really essential?

The only ones that are problematic to an extreme build are those requiring more than base (1) SPECIAL points.

These do not appear to be a huge problem initially:

  • Big Leaguer (use hand-held weapons) - This improves melee weapon use, it's absence does not prevent melee use.
  • Commando (improve damage & accuracy of rifles) - This only improves rifle weapon use.
  • Gymnast (improve manoeuvrability) requires 6 Agility - This only improves agility/endurance.
  • Medic (use stimpaks more effectively) requires 2 Intelligence - This only improves stimpacks

These do appear to be more significant perks, so the limitation needs to be understood.

  • Firestarter (manipulate fire & use explosives) requires 5 Perception - Absence prevents easier cooking and safe blowing.
  • Gun Nut (modify ballistic weapons) requires 3 Intelligence - Absence prevents gun modding.
  • Hacker (build and hack terminals) requires 4 Intelligence - Absence prevents all hacking? Not sure.
  • Intel (unlock safes) requires 4 Perception - Absence prevents all safe cracking? Not sure.
  • Science! (modify energy weapons) requires 6 Intelligence - Absence prevents energy weapon modding.
  • Sneak (avoid being seen) requires 3 Agility - Absence prevents sneaking? Not sure.

For me then, whatever extreme build I choose to start with, it appears to be wise to build your SPECIAL during the game to include
a Perception of 4 (to allow safe cracking) and an Agility of 3 (to allow sneaking). If the absence of either of those perks do not prevent
safe cracking, or sneaking (but do not enhance it) then that would be less of a problem.

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Ludivine Poussineau
 
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Post » Sat Nov 28, 2015 3:51 am

@SofaJockey, in light of the above information, I have slightly amended the first part of the description so that it now reads as follows:

"These are the skills that will open up the many options available to you as you explore the wastes. The Primary Skills cover a range of disciplines that form the cornerstones of any character build, and each one is supported by a vast array of additional perks available through the chart."

I think this fits in better with the idea of the Primary Skills being the foundation of a range of character builds, rather than all of them being essential to all players.

Edited for clarity

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courtnay
 
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Post » Sat Nov 28, 2015 3:24 pm

Wonder if the game will allow skipping putting points into skills? Start a character with 1's in everything.

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Cameron Wood
 
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Post » Sat Nov 28, 2015 9:31 am

The only reason you'd want more than 10 in any SPECIAL stat would be to maintain that 10 while on drugs or suffering other penalties. So if you have 10, then get a Bubblehead, wear some sort of outfit for a total of +2, ending up on 12, you could suffer a penalty of -2 and still have 10. In the case of S, I can see that being useful for melee damage for instance.

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Lawrence Armijo
 
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