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{{Guide
{{Guide
| name = Build Advice
| name = Build Advice
| image = AWikiEditor.gif
| image = Icon-Guide2.PNG
| description = Forget the builds you used in Fallout 2. The builds in this game are different.
| description = Forget the builds you used in Fallout 2. The builds in this game are different.
| status = Will add a Builds Template
| season = 3
| complete = 90%
| status = Build template added
| complete = 95%
| authors = [[User:Henry|Henry]]
| authors = [[User:Henry|Henry]]
| chapter = SPECIAL Points
| chapter = SPECIAL Points
| chapters = [[Build Advice|Build Advice: Title Page]]<br>[[Build Advice: SPECIAL]]<br>[[Build Advice: Traits]]<br>[[Build Advice: Perks]]<br>[[Build Advice: Skills]]<br>[[Builds: Strong Explorer]]<br>[[Builds: Universal Soldier]]<br>[[Builds: Turbo Miner]]<br>[[Builds: A Leveling Build]]
| chapters = [[Build Advice|Build Advice: Title Page]]<br>[[Build Advice: SPECIAL]]<br>[[Build Advice: Traits]]<br>[[Build Advice: Perks]]<br>[[Build Advice: Skills]]<br>[[Build Advice: Conclusion]]
| notes = [[Builds: Strong Explorer]]<br>[[Builds: Universal Soldier]]<br>[[Builds: Turbo Miner]]<br>[[Builds: A Leveling Build]]<br>[[Builds: Fire Leader]]
}}
}}
__NOTOC__
{| class="wikitable"
!S
!P
!E
!C
!I
!A
!L
|-
|[[Strength]]
|[[Perception]]
|[[Endurance]]
|[[Charisma]]
|[[Intelligence]]
|[[Agility]]
|[[Luck]]
|}


==STRENGTH==
==STRENGTH==
Except to qualify for certain perks, the [[Strength]] requirement for weapons can mostly be ignored in this game. That's because the penalty is easily offset by a higher gun skill, and any character can eventually get their weapon skill to 300 since there is no level cap. A sniper might intend to use a [[Laser Rifle]], which has a ST requirement of 6. But experienced players will usually choose ST 1, even though they will suffer a 100-point penalty to [[Hit Chance]]. They simply keep leveling, and raise their Energy Weapons skill 100 points more to get the equivalent of 4 ST points that way. Those points are needed in [[Luck]] anyway, for all snipers. Extreme snipers will get maximum gun skill, and benefit from a ST [[Implants|implant]]. Some use [[Buffout]] too, and a few even use [[Psycho]].
This is often very important for a ''physical'' fighter, who uses [[Close Combat]], especially for pugilists who punch with [[Mega Power Fist]]s. The knockdown affect from [[Heavy Handed]] is optimal with ST 10.
 
Except to qualify for certain [[Perks]], the [[Strength]] requirement for ranged weapons can mostly be ignored in this game. That's because the penalty is easily offset by a higher gun skill, and any [[Character]] can eventually get their weapon skill to 300 since there is no [[Levels|level]] cap. A sniper might intend to use a [[Laser Rifle]], which has a ST requirement of 5. But experienced players will usually choose ST 1, even though they will suffer an 80-point penalty to [[Hit Chance]]. They simply keep leveling, and raise their [[Energy Weapons]] skill 100 points higher to get the equivalent of 5 additional [[ST]] points. Those points are needed in [[Luck]] anyway, for all snipers. Extreme snipers will get maximum gun skill, and benefit from a ST [[Implants|implant]]. Most use [[Buffout]], and others even use [[Psycho]].


Main Points About Strength:
Main Points About Strength:
* ST 5 for standard explorers to allow the [[Adrenaline Rush]] perk.
* ST 5 for tanks and [[PvE]] explorers to allow the [[Adrenaline Rush]] perk.
* ST 6 if you want to get the [[Stonewall]] perk.
* ST 6 if you want to get the [[Stonewall]] perk.
* Low ST does have [[Hit Chance]] penalty but this is offset by higher weapon skill (no level cap).
* Low ST does have [[Hit Chance]] penalty but this is offset by higher weapon skill (no level cap).
* ST 1 for true snipers is not uncommon.
* ST 1 for true snipers is not uncommon.
* ST 10 is considered overkill even for a miner since [[Drugs]] are easily obtainable.
* ST 10 is considered overkill even for HtH since [[Drugs]] are easily obtainable.
* ST 7 is more standard for mining characters, who then get ST 10 from using both [[Buffout]] and [[Psycho]].
* ST 7 is for HtH characters, who then get ST 10 from using both [[Buffout]] and [[Psycho]].
* ST 9 for the fastest miner who uses [[Jet]] (-2 to ST) countered with [[Buffout]] for ST 9 again, then topped with [[Psycho]] for ST 10.
* ST 9 for anyone who wants ST 10, but plans to use [[Jet]] for more speed, plus [[Buffout]] and [[Psycho]].  


==PERCEPTION==
==PERCEPTION==
High [[Perception]] is mandatory on a sniper, but for most general explorers, any lower PE works fine. Even PE 1 is okay on a non-sniper [[PvE]] explorer. There are some advantages to a PE 1 character:
High [[Perception]] is mandatory on a sniper, or a [[PvP]] forward scout and most sneakers, as it determines [[Sight]]. Each point of [[Perception]] equates to 3 hexes of [[Sight]]. The maximum [[Sight]] without the [[Sharpshooter]] perk is 50, which is the maximum weapon range of a [[Sniper Rifle]]. It is advisable to plan a sniper build carefully to see at least as far as your weapon range. For most [[PvE]] explorers, however, any lower PE works fine. Even PE 1 is okay on a non-sniper [[PvE]] explorer.
* Suffers no [[PE]] penalty from using [[Psycho]] and/or [[beer]].
* PE 1 suffers no [[PE]] penalty from using [[Psycho]] and/or [[beer]].
* Is dropped into random encounters very close to NPCs, which is convenient for leveling.
* PE 1 starts you in random encounters very close to NPCs, which is convenient for leveling.
* Suffers no [[PE]] penalty from using [[Weak Healing Powder]]s which he can craft on-the-fly while leveling.
* PE 1 suffers no [[PE]] penalty from using [[Weak Healing Powder]]s which can be crafted on-the-fly while leveling.


==ENDURANCE==
==ENDURANCE==
[[Endurance]] is always 10. The competition between players forces a high priority on [[Hit Points]], so any characters with lower than 10 are truly anomalous.
[[Endurance]] is always 10 for all ''tanky'' fighters, but might be lower for a sniper. The competition between players forces a high priority on [[Hit Points]], so any characters with lower than 10 are often targeted first.
 
'''NOTE''': If you register EN 9 planning to get an EN implant, you'll be disappointed to know it won't give you those missing [[Hit Points]].


==CHARISMA==
==CHARISMA==
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* A taxi character whose intention is to travel with unusually large parties on the map.
* A taxi character whose intention is to travel with unusually large parties on the map.
* Enough [[CH]] to meet some quest or dialogue requirement, of which there are few.
* Enough [[CH]] to meet some quest or dialogue requirement, of which there are few.
* [[CH]] 9 might be the only way to become a [[Vault City]] citizen.
* [[CH]] 4 in order to get a total of 4 extra [[Hit Points]] from [[Alcohol Raised HP]].
* [[CH]] 3 in order to get a total of 2 extra [[Hit Points]] from [[Alcohol Raised HP]].
* [[CH]] 3 in order to get 4 Companion followers, which is the maximum.
* [[CH]] 3 in order to get 4 Companion followers, which is the maximum.
* [[CH]] 3 to get [[Way of the Fruit]], a Support Perk which allows you to eat rad-apples for +16 [[HP]] with no [[Radiated| radiation]] penalty.
* [[CH]] 2 to get 4 Companion followers later, in a case where you plan to get a Charisma implant.


Even with CH 1, most character can get 2 companion followers, or 3 with [[Good Natured]]. If you do want to recruit and lead companion followers though, avoid the [[Loner]] trait.
Even with CH 1, most characters can get 2 companion followers, or 3 with [[Good Natured]]. If you do want to recruit and lead companion followers though, avoid the [[Loner]] trait.


==INTELLIGENCE==
==INTELLIGENCE==
A high [[Intelligence]] is rarely needed in this game, mainly since there is no [[Levels|level]] cap. IN 4 allows you to get most [[PvE]] quests and enables some dialogue options, but [[Mentats]] can fix that if your IN is lower. When choosing a character's Intelligence, it's best to choose all of the other SPECIALs first, and see what's left over. Exceptions include:
A high [[Intelligence]] is rarely needed in this game, mainly since there is no [[Levels|level]] cap. IN 4 allows you to get most [[PvE]] quests and enables some dialogue options, but [[Mentats]] can fix that if your IN is 3 or even 2. When choosing a character's Intelligence, it's common to choose all of the other [[SPECIAL]]s first, and see what's left over. Exceptions include:
* IN 6 to get [[Swift Learner]] on a leveling character.
* Avoid [[IN]] 1 because it often prevents you from getting certain perks, even by [[Levels|Level]] 30 unless you know what you're doing.
* IN 10 combined with the [[Dismantler]] perk on a leveling build, might yield back the most resources.
* [[IN]] 2 is bare minimum for non-SG snipers who need to get [[Even More Criticals]] by level 29.
* [[IN]] 2 is bare minimum for non-SG bursters who need to get [[More Ranged Damage]] by level 29.
* [[IN]] 3 to get [[Sharpshooter]]
* [[IN]] 6 to get [[Swift Learner]] on a [[Builds: A Leveling Build|leveling character]].
* [[IN]] 7 to get [[Rad Resistance]] for routinely diving into highly radiated places like [[Glow]]
* [[IN]] 10 combined with the [[Dismantler]] perk on a [[Builds: A Leveling Build|leveling build]], might yield back the most resources.


==AGILITY==
==AGILITY==
A high [[Agility]] is important for all characters. As you likely know, AG directly effects how many [[AP]] you have. Now consider this: however many AP you have, it recharges to full from zero in the exact same time (supposed to always be 4 seconds) as everyone else's AP recharges to full from zero. Let that sink in. That means if you have 6 AP and your opponent has 12 AP, and you both burst each other using 6 AP each, then the following applies:
A high [[Agility]] is important for all characters. As you likely know, [[AG]] directly effects how many [[AP]] you have. Now consider this: however many [[AP]] you have, it recharges to full from zero in the exact same time (supposed to always be 4 seconds) as everyone else's [[AP]] recharges to full from zero. Let that sink in. That means if you have 6 [[AP]] and your opponent has 12 [[AP]], and you both burst each other using 6 [[AP]] each, then the following applies:
* First, he can burst you again immediately.
* First, he can burst you again immediately.
* Second, while you recharged 6 AP to burst again, he recharged 12 AP and can burst you twice again!
* Second, while you recharged 6 [[AP]] to burst again, he recharged 12 [[AP]] and can burst you twice again!
Thus AP is effectively your character's speed. For this reason, the veteran players here rarely register AG below 8. Here are a few hints about that:
Thus [[AP]] is effectively your character's speed. For this reason, the veteran players here rarely register AG below 8. Here are a few hints about that:
* AG 8 usually means it's planned for an AG [[Implants|implant]] and forever use of [[Nuka-Cola]] for AG 10.
* [[AG]] 8 usually means it's planned for an AG [[Implants|implant]] and forever use of [[Nuka-Cola]] for [[AG]] 10 (but avoid [[Buffout]]).
* AG 9 might mean it's planned for an AG implant, and to use both [[Buffout]] and [[Nuka-Cola]] (or neither).
* [[AG]] 9 might mean it's planned for an AG implant, and to use both [[Buffout]] and [[Nuka-Cola]] (or neither).
* AG 9 might also mean it's planned for no AG implant, but to use only [[Nuka-Cola]] only and skip [[Buffout]].
* [[AG]] 9 might also mean it's planned for no AG implant, but to use only [[Nuka-Cola]] and skip [[Buffout]].
* AG 10 means it's not planned for an AG implant at all, but maybe [[Nuka-Cola]] if [[Buffout]] will be used.
* [[AG]] 10 means it's not planned for an AG implant at all, but maybe [[Buffout]] and [[Nuka-Cola]].


The target AG is always 10. If you're just starting out as an all-round explorer, it is advised to register AG 10. Implants are tough to get, and their extremely high value likely means you will want to only implant extreme combat characters later anyway. Your lead-in character will usually not need them.
The target base [[AG]] is always 10. If you're just starting out as an [[Builds: Strong Explorer|all-round explorer]], it is advised to register [[AG]] 10. Implants are tough to get, and their extremely high value likely means you will want to only implant extreme combat characters later anyway. Your lead-in character will usually not need them.


==LUCK==
==LUCK==
The effects of [[Luck]] are meant to be somewhat of a mystery. The easy part: max [[Luck]] 10 is very important for snipers. When deciding what Luck your characters will have, consider which perks he will have. Some are crit-related, so high Luck is usually important. However, some builds make use of a more "sure thing" with crits, which is effective even with low Luck. The harder part: there are sometimes situations when the engine rolls against Luck more than once related to a single action. Your leg-shot specialist sniper, for example, will only be optimal with Luck 10. Depending on his role though, your Luck 1 character might seem to function just fine for a whole season. However, be advised that the lower your Luck, the worse and more frequent will be your critical weapons malfunctions. Your guns can explode, and that's a lot more likely to happen with very low [[Luck]] (and is based also on weapon condition). Your success and failure with [[First Aid]] is also tied to your Luck; you will suffer far more critical failures with First Aid with low Luck, and see far fewer critical successes.
The effects of [[Luck]] are meant to be somewhat of a mystery. The easy part: max [[Luck]] 10 is very important for snipers. When deciding what Luck your characters will have, consider which perks he will have. Some are crit-related, so high [[Luck]] is usually important. The harder part: there may be some situations when the engine rolls against [[Luck]] more than once related to a single action. Your aimed-shot specialist sniper, for example, will only be optimal with [[Luck]] 10. Depending on his role though, your [[Luck]] 1 character might seem to function just fine for a whole season. However, be advised that the lower your [[Luck]], the worse and more frequent will be your critical weapons malfunctions. Your guns can explode (or be dropped), and that's a lot more likely to happen with very low [[Luck]] (and is based also on weapon condition). Your success and failure with [[First Aid]] is also tied to your [[Luck]]; you will suffer far more critical failures with [[First Aid]] with low [[Luck]], and see far fewer critical successes.
 
It also seems that with Luck 1, you're much more likely to slip and fall down when running over [[Brahmin Dung]].
 
==Chapters==
* Previous Chapter: [[Build Advice|Title Page]]
* Next Chapter: [[Build Advice: Traits|About Traits]]
 
{{Template:NavboxSPECIAL}}


[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 05:00, 18 August 2023

Build Advice
Forget the builds you used in Fallout 2. The builds in this game are different.
Season 3
Status Build template added
Completion 95%
Authors Henry
This Chapter SPECIAL Points
More Chapters Build Advice: Title Page
Build Advice: SPECIAL
Build Advice: Traits
Build Advice: Perks
Build Advice: Skills
Build Advice: Conclusion
Notes Builds: Strong Explorer
Builds: Universal Soldier
Builds: Turbo Miner
Builds: A Leveling Build
Builds: Fire Leader


S P E C I A L
Strength Perception Endurance Charisma Intelligence Agility Luck

STRENGTH

This is often very important for a physical fighter, who uses Close Combat, especially for pugilists who punch with Mega Power Fists. The knockdown affect from Heavy Handed is optimal with ST 10.

Except to qualify for certain Perks, the Strength requirement for ranged weapons can mostly be ignored in this game. That's because the penalty is easily offset by a higher gun skill, and any Character can eventually get their weapon skill to 300 since there is no level cap. A sniper might intend to use a Laser Rifle, which has a ST requirement of 5. But experienced players will usually choose ST 1, even though they will suffer an 80-point penalty to Hit Chance. They simply keep leveling, and raise their Energy Weapons skill 100 points higher to get the equivalent of 5 additional ST points. Those points are needed in Luck anyway, for all snipers. Extreme snipers will get maximum gun skill, and benefit from a ST implant. Most use Buffout, and others even use Psycho.

Main Points About Strength:

  • ST 5 for tanks and PvE explorers to allow the Adrenaline Rush perk.
  • ST 6 if you want to get the Stonewall perk.
  • Low ST does have Hit Chance penalty but this is offset by higher weapon skill (no level cap).
  • ST 1 for true snipers is not uncommon.
  • ST 10 is considered overkill even for HtH since Drugs are easily obtainable.
  • ST 7 is for HtH characters, who then get ST 10 from using both Buffout and Psycho.
  • ST 9 for anyone who wants ST 10, but plans to use Jet for more speed, plus Buffout and Psycho.

PERCEPTION

High Perception is mandatory on a sniper, or a PvP forward scout and most sneakers, as it determines Sight. Each point of Perception equates to 3 hexes of Sight. The maximum Sight without the Sharpshooter perk is 50, which is the maximum weapon range of a Sniper Rifle. It is advisable to plan a sniper build carefully to see at least as far as your weapon range. For most PvE explorers, however, any lower PE works fine. Even PE 1 is okay on a non-sniper PvE explorer.

  • PE 1 suffers no PE penalty from using Psycho and/or beer.
  • PE 1 starts you in random encounters very close to NPCs, which is convenient for leveling.
  • PE 1 suffers no PE penalty from using Weak Healing Powders which can be crafted on-the-fly while leveling.

ENDURANCE

Endurance is always 10 for all tanky fighters, but might be lower for a sniper. The competition between players forces a high priority on Hit Points, so any characters with lower than 10 are often targeted first.

NOTE: If you register EN 9 planning to get an EN implant, you'll be disappointed to know it won't give you those missing Hit Points.

CHARISMA

Charisma is generally always 1 in this game. Exceptions include:

  • A taxi character whose intention is to travel with unusually large parties on the map.
  • Enough CH to meet some quest or dialogue requirement, of which there are few.
  • CH 9 might be the only way to become a Vault City citizen.
  • CH 4 in order to get a total of 4 extra Hit Points from Alcohol Raised HP.
  • CH 3 in order to get a total of 2 extra Hit Points from Alcohol Raised HP.
  • CH 3 in order to get 4 Companion followers, which is the maximum.
  • CH 3 to get Way of the Fruit, a Support Perk which allows you to eat rad-apples for +16 HP with no radiation penalty.
  • CH 2 to get 4 Companion followers later, in a case where you plan to get a Charisma implant.

Even with CH 1, most characters can get 2 companion followers, or 3 with Good Natured. If you do want to recruit and lead companion followers though, avoid the Loner trait.

INTELLIGENCE

A high Intelligence is rarely needed in this game, mainly since there is no level cap. IN 4 allows you to get most PvE quests and enables some dialogue options, but Mentats can fix that if your IN is 3 or even 2. When choosing a character's Intelligence, it's common to choose all of the other SPECIALs first, and see what's left over. Exceptions include:

AGILITY

A high Agility is important for all characters. As you likely know, AG directly effects how many AP you have. Now consider this: however many AP you have, it recharges to full from zero in the exact same time (supposed to always be 4 seconds) as everyone else's AP recharges to full from zero. Let that sink in. That means if you have 6 AP and your opponent has 12 AP, and you both burst each other using 6 AP each, then the following applies:

  • First, he can burst you again immediately.
  • Second, while you recharged 6 AP to burst again, he recharged 12 AP and can burst you twice again!

Thus AP is effectively your character's speed. For this reason, the veteran players here rarely register AG below 8. Here are a few hints about that:

The target base AG is always 10. If you're just starting out as an all-round explorer, it is advised to register AG 10. Implants are tough to get, and their extremely high value likely means you will want to only implant extreme combat characters later anyway. Your lead-in character will usually not need them.

LUCK

The effects of Luck are meant to be somewhat of a mystery. The easy part: max Luck 10 is very important for snipers. When deciding what Luck your characters will have, consider which perks he will have. Some are crit-related, so high Luck is usually important. The harder part: there may be some situations when the engine rolls against Luck more than once related to a single action. Your aimed-shot specialist sniper, for example, will only be optimal with Luck 10. Depending on his role though, your Luck 1 character might seem to function just fine for a whole season. However, be advised that the lower your Luck, the worse and more frequent will be your critical weapons malfunctions. Your guns can explode (or be dropped), and that's a lot more likely to happen with very low Luck (and is based also on weapon condition). Your success and failure with First Aid is also tied to your Luck; you will suffer far more critical failures with First Aid with low Luck, and see far fewer critical successes.

It also seems that with Luck 1, you're much more likely to slip and fall down when running over Brahmin Dung.

Chapters

SPECIAL
A Character's Foundation Strength · Perception · Endurance · Charisma · Intelligence · Agility · Luck