You’ll be getting +121% XP, which is still a nice bonus, and you still have access to the best perks in the intelligence tree. It affects your success to persuade in dialogue, prices when you barter, and the maximum number of settlers in settlements. Scrapper (intelligence 5) is also a nice perk to help you get materials for said modifying. By using this website you constitute acceptance Terms of Service and Privacy Policy. I would only place two points in perception however as I still have had an easy time achieving a high accuracy on opponents in VATS. and your ability to sneak. In the beginning of the game, this is great. Fortune Finder (Luck 1) and Scrounger (Luck 2) will increase the amount of caps and ammo you find in containers, which is really nice. I view settlement building as a “side project” and don’t focus on making my settlements “great” until later in the game. Well, I have thought about it hard enough that I think I know a great way to use your SPECIAL points you’re granted in the beginning. Doesn’t matter what weapon you’re using, or if you’re in VATS or not, it’s a percentage increase to your damage output across the board. As said before, this is a general build, and not designed for any specific play style or roleplay character build, and not for survival mode. PERCEPTION - 5. Placing three points into strength will give you +40 carry weight It does leave you two points behind what you need for Strong Back, which helps greatly when increasing your carry weight, but in the early game I find carry weight to not be as much of a struggle, and you can gradually raise your strength stat to reach Strong Back. The sniper's dominion are vast open spaces. Upon starting the game, after speaking with the Vault-Tec Rep door to door salesman, players are given 21 points to spend in any of the seven stats that make up SPECIAL. It’s great unless you plan on always having a companion that isn’t Dogmeat with you. You start with 80 HP + endurance x5. Hacker (intelligence 4) is important for getting into places you otherwise would need someone like Nick Valentine for (which would remove the bonuses from Lone Wanderer). It influences the prices of items at shops (which definitely helps you get the Overseer’s Guardian sooner, possibly the best weapon throughout the course of the game and I highly recommend you get it ASAP). However, Endurance’s basic benefit is very good at the beginning of the game (later in the game it becomes more insignificant). CHARISMA - 2. Check out our list of unique / rare weapons in Fallout 4 with special bonuses. Click to jump to info about that perk: 1. So in my opinion, agility is a stat that is only really useful in specific situations and for specific builds. It affects how much you can carry and the damage of all melee attacks. You also get access to Rifleman with these point investments, which increases the damage of semi-automatic weapons, which I generally use and recommend due to the accuracy and ammo-saving. Why? Relative to previous games, you seem to gain levels at a much faster rate in Fallout 4. It also makes everything more realistic in terms of ammo having weight, being over-encumbered causes health problems, and wellness is something to maintain with sleep, food, water, and medicine; to name a few changes. By investing 6 points into intelligence and thus starting at intelligence 7, the amount of XP you earn is 9% less than what you would earn by having intelligence 10, but I view it as a necessary sacrifice to make a more efficient build. These were my starting numbers coming out of the vault. However, at luck 3 we encounter Bloody Mess, which increases the damage you deal. Later the player can upgrade their SPECIAL stats when leveling up. S-6 P-6 E-6 C-1 I-9 A-6 L-6 These are the numbers I stopped at after all intense training perks were used. This is the starting stats that should go for. Twitter "What's going on" in brief. Strength: 1 INTELLIGENCE - 8. Placing three points into strength will give you +40 carry weight It does leav… The first reason is that it adds to your carry weight. Fallout 4's Intelligence Stat is primarily used to unlock new Perks. Scrounger I find to be even better than Fortune Finder, as this way you won’t need to buy ammo as often (saving caps) and the fear of running out of ammo is decreased. Strength: Strength helps increase your melee damage and how much you can carry in your inventory. LUCK - 1. I’d recommend you start this character gameplay with the following stat setup: STRENGTH - 2. Fallout Wiki is a FANDOM Games Community. By investing 2 points into Luck, you get immediate access to two generally good perks and one really good perk. You get access to Local Leader at Charisma 6. (Total starting attributes is 28). I JUST WANT EVERYTHING, RIGHT? In the beginning of the game, this is great. Also, it helps when you have heavily modified guns, armor, etc. I decided sacrificing 5 HP at the start of the game was beneficial in order to grant more leverage in dialogue, and it means you can save a level point later for something else, when you’re trying to get to Charisma 10. The key feature of the sniper build we present is attacking at the longest distance possible, while remaining in shadows for as long as possible. Having 4 in strength (which is what you have for placing 3 points into strength) will grant you access to Armorer and Blacksmith, which is great for modding melee weapons and armor. Gun Nut (intelligence 3) and Science (intelligence 6) are both extremely important perks for any type of character. Following stat setup: Strength - 2 Bobbleheads can permanently raise a stat that is the base of... 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