The bobblehead is easy to get early, so that brings me to 4, which is plenty. This time is spent so well, as it introduces a lot of things for the player. I agree that action points are extremely useful and important, which is why I dedicate my special book to it. Local Leader and Cap Collector allows you to create emporiums, which along with Water Purifiers, essentially gives you unlimited ammo and caps, as you generate hundreds of purified water a day, and can immediately sell that water for ammo, shipments, fusion cores, whatever you need. Since I prefer P=10, I get 5% at very long range. And please remember this is my opinion, so please don't send me hate! It's always interesting to hear how other people play because there are so many different ways to play this game lol. Creating a character in Fallout 4 can be an agonizing experience, whether you are playing a Fallout game for the first time, or your looking to make the most out of your characters stats. LCK is really useful. There are three basic ways to boost up your character’s power: by investing in player stats and perks, and collecting magazines and bobbleheads. I like using explosives, so I usually boost PER up to 4, if I'm going to go right to Concord, or 5, if I'm not. I value 3 charisma perks extremely highly. I don't value locksmith at all. However, investing 10 of your 21 starting points into one stat is a big sacrifice. 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. It does seem that the most popular trees are CHR and INT but those two trees seem to be the most versatile, and good for the most types of play styles. New comments cannot be posted and votes cannot be cast. Fortune Finder (Luck 1) and Scrounger (Luck 2) will increase the amount of caps and ammo you find in containers, which is really nice. =1) Some specifics: Luck: I either make luck=1 or at least 5-7. CHR is important for settlement building, but I don't find it terribly important before level 10 or so, so I often start with CHR 4, put in one point before level 12, then do the quest associated with the bobblehead to boost it up to CHR 6. I tend to avoid starting with a stat or two super high and the rest really low because it makes me feel like I'm dedicating more levels into raising those stats so I can get the perks I want. Unfortunately we only have a limited amount of points to use in the beginning of the game so sacrifices have to be made. Fallout 4 Leveling System Xp Perks Health On Level . In the beginning of the game, this is great. However, the real reason I suggest putting 2 points into endurance, bringing you up to 3 endurance total, is due to the fact that endurance determines your health. An initial strength=2 is OK, since I can get the strength bobblehead about 10th level. Pair this up with Chemist from the intelligence tree and you got yourself a pretty good combo. I usually start with INT 6. It's not necessarily suited for every play style and if you plan to roleplay a specific type of character, this probably won't suit your character. Honestly with Fallout 4 you can adjust your play style as you level. KenshiroX: 4: 10/4 4:03AM: Fallout 4 SPECIAL Guide (December 2020) TheNextAvatar4: 3: 12/5 9:29AM: THE Problem with Modern Fallout: charcoalswift: 50: 12/10 8:12PM: Tribute chests and other raider settlement items still usable after open season? It saves you bullets in situations where a failed persuasion would lead to combat, and can get you more caps out of doing jobs. I usually go into this tree around 50-70 just cause I think VATs is really strong due to your semi invulnerability during it's animation. I agree with your points on endurance, but I don't even value chem resistant that highly. it all depends on what you want to do. Intelligence and Charisma: I agree a staring value of 5-7 for either is useful. As I stated when talking about Chem Resistant in endurance, Chemist (intelligence 7) synchronizes very nicely with Chem Resistant, making chem effects last longer. Intelligence is usually at least a 7 for me if not higher. 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. You get 1 NPC for every 2 CH. 1 Overview 2 List 3 Increasing attributes The minimum for each primary statistic is 1 and the maximum is 10. You get access to Local Leader at Charisma 6. Action Points are useful in combat, and for sprinting. Fallout 4 Special Perks And What They Do . For me, the second part of that is the more important aspect, as I tend to collect junk for settlements, and higher carry weight allows for less stops at my settlements to transfer said junk. Steam Community Gui Endurance: Endurance was a tough decision for me. Of course, range of the weapon, the weapon's general accuracy, and the distance between you and your enemy will determine the accuracy much greater than perception would, and that was my thought process behind putting few points into perception. Some perks require certain minimum attribute values as well. Attractive smooth talker with high Charisma, Perception, and Luck; tough brawler with high Strength and Endurance; stealthy sniper with high Perception and Agility, etc. As for optimal starting SPECIAL, that is all dependant upon what perks you want to take. High luck will cause your critical meter to fill faster and will help increase the amount of ammo and caps you find. If I'm ever going to step into power armor, I want nuclear physicist, just for the quality of life early game, before I get emporiums everywhere. I hope you enjoyed! I always play 3 Str and I love building and crafting. In the beginning of the game, this is great. With the exception of hacker, which I don't value for the same reason as locksmith. Higher sneak attack damage means more 1-hit kills, which make it a hell of a lot easier to stay undetected. Ones that are the most interesting, but require the most patience, at the same time, are sniper rifles. This also saves you a point in leveling towards 10 Charisma. I view settlement building as a "side project" and don't focus on making my settlements "great" until later in the game. CH is only really useful for determining the amount of NPC's you can have. At the same time, you're strategy makes sense. [Top 25] Fallout 4: Best Mods That Make Things Fun (2020) [Top 10] Fallout 4 Best Automatic Weapons And How To Get Them [Top 15] Fallout 4 Best Armor Mods You Must Have [Top 15] Fallout 4 Best Building Mods You Must Have [Top 10] Fallout 4 Best Clothing Mods You Must Have [Top 10] Fallout 4 Best Builds [Top 10] Fallout 4 Best Combat Mods By investing 2 points into Luck, you get immediate access to two generally good perks and one really good perk. For me, I found that trying to effectively allocate the 21 points you get at the beginning of the game can be difficult. And the rest as low as possible (i.e. It can't blitz (A=9), no additional damage from ninja (A=7). 3 Strength for Armorer, since you wanted to craft armors. The downside is that it requires you to be more dedicated than you may wish. Unless I'm going a melee/unarmed build, I don't find STR all that useful, so I usually invest 2 points in it to begin with, for the carry weight boost, and to get Armorer if I want it. Most of the time, that's as high as it goes. Fallout is one of the largest RPGs in the world, instantly recognizable with its 1960s America theming and obsession with nukes. What are your recommended starting stats? 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, I have learned that I needed to increase my other SPECIAL stats pretty early, meaning I had to grab important perks slightly later in my leveling. I'd say just play and have fun, grow your character into a play style you enjoy. 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? For those who enjoy the settlement aspect of Fallout 4 such as myself, it also increases the maximum number of settlers you can have in your settlement (10+1 per charisma). Until then, Local Leader really isn't that important. You don't mention demolition expert, but I think it's easily one of the strongest perks in the entire game, considering how strong explosive legendaries are and grenades in general. The advantage of that range is the enemy has almost no chance to shoot back. 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. Here is where I struggled. It's a great perk. Don't quote me on this! The main reason this didn't set me too far back is because I leveled fast, meaning I could invest more points earlier in the game. You also get access to two more great perks, Cap Collector (lower on the priority list however) and Lone Wanderer. Better criticals affects overdrive criticals, which are extremely good late game, when you're constantly drugged out on damage drugs. A state-of-the-art subreddit from Vault-Tec. If I'm not planning on a Sniper type (the easiest way to play Survival), I'll take one off Agility and put it in Endurance for the extra HPs or Perception for immediate access to Explosives Expert. Honestly with Fallout 4 you can adjust your play style as you level. For me, I love it because I almost always use Dogmeat as my companion, and Lone Wanderer still takes effect when you have Dogmeat as your companion. 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. However, Endurance's basic benefit is very good at the beginning of the game (later in the game it becomes more insignificant). 6 perception (Better Criticals) 5 endurance (not that useful, except for various perks in the 5-6 range) 1 charisma. So having 3 in endurance, you start with 95 HP, which is nice, and endurance increases your HP gain per level (although this is retroactive, see http://www.carls-fallout-4-guide.com/special-stats/endurance/ for more in-depth details). The best general perk in agility is Sneak, which you can get at agility 3, so you don't even need to invest that much to begin with. I tend to put a few stats to high values for perks. Investing points in these stats unlocks up to 10 … Fallout 3 probably had the best start of any Bethesda game. I gave up using scounger. Smart choice. Mind you, I play with a mod that lets me open a trade window with my companion at the press of a key - helps quite a bit. EDIT: Removed one point from Endurance and put it into Charisma, so the stats are like this: Strength: 4 Perception: 3 Endurance: 3 Charisma: 7 Intelligence: 7 Agility: 1 Luck: 3. Don't start the game with one at an odd value. You can start with a score of 1-10 in each attribute, and at each level up you gain a point to assign in a perk (which have between one and five ranks per perk) or … You want a lot of strength and… Check out our list of unique / rare weapons in Fallout 4 with special bonuses. If I'm a automatic user I just use my power armor and robot companion for carry weight. Press question mark to learn the rest of the keyboard shortcuts. There are a few ways Fallout 4 denotes how tough an enemy is. If you see a star, kill it. You're Special Book goes to Int for the XP bonus. Thanks for the tip! Nothing is really locked in safes that can't be just bought from vendors with the exception of the cambridge magazine, which can be easily gotten by cait or a robot. Now for perks, Ninja is a must-have for me. In Fallout 4, it can sometimes be difficult to effectively play as a stealthy character, but it is incredibly rewarding when it pays off.. Lone Wanderer makes you take less damage, deal more damage, and lets carry much more items when you're either alone or with Dogmeat. I often put the point from the SPECIAL book into LCK. Mister Sandman helps a bit for this too, but I like it more for the satisfying feeling of successfully sneaking in and slitting raider's throats while they sleep. With the middling opinion surrounding Fallout 76 and the wide array of bugs plaguing the MMO, it’s clear that Fallout 4 is the best Fallout experience made for the current generation of video game hardware. Talk about quests, gameplay mechanics, perks, story, characters, and more. I usually start with AGL 4. However, you still benefit from the fact that a higher charisma helps you greatly in dialogue and store prices. Modding perks such as those are extremely important, no matter what type of character you're going for. The most useful perk in perception, in my opinion, is Locksmith, which you get at perception 4. what I consider the best SPECIAL stats at start Strength: 4 (with bobble it will be 5, enough str for strong back perk) Perception: 7 (good perception by end with bobble and ingame perks) Endurance: 5 (can be brought up with Intensive Training perks as needed) Charisma: 1 (speech and money, 2 things that aren't a problem. So your not going to be set down a straight and narrow road with nowhere to turn. And it takes about that long to loot enough materials to craft the armour I want. END has some interesting perks, but I don't find I need an END higher than 1 unless I'm doing a specialist build, even in survival mode, so it usually stays at 1 for a long time. the distance between you and your enemy will determine the accuracy. The sniper's dominion are vast open spaces. EN, CH and AG are only useful in even numbers. In Fallout 4, some still do, although the primary purpose of SPECIAL attributes in Fallout 4 is determining what perks you have access to. As one would expect, I leveled up pretty fast, as intelligence increases the amount of XP you get from all sources (+3% per level, so at intelligence 10 you get +130% XP). Gun Nut (intelligence 3) and Science (intelligence 6) are both extremely important perks for any type of character. The Fallout 4 Subreddit. 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. AGL is, in my opinion, one of the most important stats. The fact that you can use that to prevent yourself from ever getting addicted to chems is great, as chems can be quite useful at times. Possibly even lower. I like to do things like go to Nuka World at level 1, and VATS makes that possible for me. I'd say just play and have fun, grow your character into a … EDIT: I added the point I subtracted from Endurance into Charisma. In survival mode, it's especially vital because the starting carrying capacity is reduced to around half of the normal amount. 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. Here are some reasons why it works so well. You start with 80 HP + endurance x5. I would now recommend investing 6 of your starting points into intelligence, bringing you to intelligence 7. Relative to previous games, you seem to gain levels at a much faster rate in Fallout 4. INT is a very important stat, because of the associated perks. I also generally run Inspirational at Charisma 8 for robot companion builds on automatic characters, as it allows you to use unstable mini nuke launchers without blowing you up. Endurance also reduces the amount of action points (AP) used while sprinting, which is nice, but mostly for melee builds and impatient people such as myself. I almost never spec into strong back until high 70's. P - at least 5 if you are going for a critical build, otherwise it is irrelevant. 6 points in charisma brings you to charisma 7. E=2 allows me to sprint far enough to get away from enemies I can't beat. Tip I'm currently Level 135 and have done all radiant quests once, done all side quests, done the maximum amount of quests for each faction before choosing one, gotten all magazines and companion perks, gone to and cleared every location atleast once, some as many as 20 (looking at you, Faneuil Hall and Corvega Plant). The reason may become apparent as you play the game. Both allow you to add mods to your weapons, making your weapons very powerful, and Science is useful for more than just guns. 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