I've now finally got FO4, and will be playing it after I get home to my house after Christmas. I'm trying to wrap my head around what's a conceivable number of levels (and therefore perks) to be thinking about when sketching out a character. I like to literally detail a character, pen and paper, before I play - and I know FO4 kind of bucks the trend of thorough planning for most people (in that, by allowing unlimited leveling and putting as many points into SPECIAL as you want most people wouldn't bother) however for me I want to find an efficient sweet spot that'll let me achieve what I want without sinking 300 hours on a single character.
So lay it on me, what level are you after what number of hours, what's their intelligence and do you/do you not have any +XP perks? Characters of any level are appreciated, obviously if you have multiple characters feel free to post all their deets up.
Beyond that (and here's why I posted it in the hints subforum), is there a known sweet spot in terms of intelligence and perks? For example for a player getting an average amount of xp per hour, you could imagine a situation where a person wants to build their ideal character in 50 levels, however if they got some of the experience boosting perks and more intelligence they could do the same in 55 levels - would the rate of level increase from the extra perks and intelligence be worth gunning for 55 than 50 in terms of time spent? At what point is the trade off no longer worth it, and it's better to ignore any xp boosting in favour of hitting that minimal level build because it's now faster?
Any thoughts on this, or if someone wiser wanted to sketch a loose formula given the data, would be great. Just thought I'd clarify that I'd not be looking to play the game a 100% efficiently because I'm not a complete freak, but if it came to doing a build in 100 hours that I could be doing in 50 then I would want to be striving for the latter (not that I think perks and extra intelligence allow for such a marked increase in rate of leveling up, but it'd be nice to have a rough idea).