1. Fallout New Vegas Scientist Building

Fallout: New Vegas - Special Stats Building Guide Fallout New Vegas - Special Stats Building Guideby FatherMylesThis is a guide for new Fallout New Vegas players who want to maximize theircharacters effectiveness right from the start of the game. Hopefully it alsohelps older players try new and perhaps more effective things.

'Fallout New Vegas' along with all related logos, icons, images, and characters are registered copyrights of Bethesda.This site is not owned, represented, or endorsed by Bethseda. Also, in New Vegas; I'd never make a character without Confirmed. Focus on agility and luck usually, pretty bog standard fallout build i guess. For when I don't want to punish myself, probably science and energy weapons. Mad Scientist. 47.4k 162 380 566. During VATS you had 90% damage reduction. In Fallout New Vegas this seems to be considerably reduced. Is it known how big the damage reduction is now, or has it been removed entirely? I'm curious to know if anyone has tried melee and/or unarmed builds in Fallout: New Vegas.

Here you willlearn what stats will most effect your desired playstyle, and what you could dowithout. Your SPECIAL stats all start at 5, with 5 points to add to any stats.You may also add/deduct points from any stat when creating your character VIAthe Vigor Tester (The machine you edit your SPECIAL stats with at the beginningof the game).SPECIAL stats are:Strength (Governing stats: Melee Weapons.

Also determines which weapons you caneffectively use, inventory carry weight, and melee combat damage.)Perception (Governing stats: Energy Weapons, Lockpick, Explosives. Alsodetermines compass range.)Endurance (Governing stats: Unarmed, Survival. Also determines hit points andradiation resistance, and number of implants obtainable.)Charisma (Governing stats: Speech, Barter. Also determines companion nerve.)Intelligence (Governing stats: Medicine, Science, Repair. Also determines thenumber of skill points gained upon levelling up.)Agility (Governing stats: Guns, Sneak. Also determines action point regeneration.)Luck (Luck governs all skills slightly, affects your critical hit chance, thechance of enemy mishaps and your luck with gambling.)Note: Never start with more than 9 in any given stat; implants (+1 to anySPECIAL stat) may be bought to increase your desired stat from 9 to 10. Eachadded SPECIAL stat will raise the governing stats by 2.IntelligenceLet's start with the most fun stat to explain: Intelligence.

The number ofskill points gained each level is based on the formula 10 + (0.5. INT perlevel, including level 1).

This means you will be gaining 10.5 skill points(every level up) at 1 INT, and 15 at level 10. The half skill points do crossover, meaning you will gain 10.5 points upon reaching level 2 with 1 INT, and11 points when you reach level 3, then back to 10.5 for level 4. The highestperk requirement for INT is 7, but if you want a lot (not all) of perk options,5 is all you need. The perk 'Educated' (obtainable at level 4) will boost youramount of skill points gained per level by 2, making the maximum number ofskill points earned per level 17.On a personal note, I believe the absolute highest INT you need is 5, 4 being abetter option. With 4 INT, you gain 404 skill points from level 2 to 30 (witheducated taken at level 4), as apposed to 10 INT where you gain 491 skillpoints (with educated at level 4).

So at level 4 INT, you can max out 4-5 statsand also have higher alternative SPECIAL attributes (most perks only require 4INT anyway). The extra 87 points will allow you to max out one more stat, butis that necessary?

You can just replay the game with a different characterbuild, and max out a different 4-5 stats if you want to experiment with everything.It is possible to get the INT implant before you reach level 2, making astarting INT level of 3 acceptable. (Stealthboy past deathclaws fromGoodsprings to Camp McCarren on Very Easy, take NCR uniform and board themonorail into New Vegas Free!, give Mr. House 2 snowglobes for 4,000 caps,buy implant!) If you accidentally get a level with 3 INT before you buy theimplant, make sure you wait on buying it until you get one more level(Otherwise you waist the.5 points you gained from the first level!)StrengthThis stat is slightly easier to understand, and is much less debatable.

Thehighest perk requirement for Strength is 7, but most perks that require you tohave 6-7 strength boost melee effectiveness. Each STR point gives you an extra10 pounds of carrying capacity (from 160 to 250), an extra.5 damage with meleeweapons (.5 to 5), and increases your melee weapons skill by 2 (+2 to +20).

Ifyou're playing a melee/tank character, strength will be important for holdingall that extra weight in armor (Notably power armor) and dealing extra damagewith your weapons. I suggest starting with 9 STR if you're a melee/tankcharacter, or 5 if you're anything else.

Weapons handling perk (Decrease allweapons STR requirements by 2) and the STR implant will be enough to hold mostweapons, and for the mini-gun (STR requirement of 10), you could start at 6,use the implant and weapons handling, and wear power armor (Power armorincreases STR by 1 for as long as you're wearing it).PerceptionPerception is mostly used to see ticks on your compass from certain distancesaway, short distances if low perception and long if high. Perception also makesthe use of energy weapons more effective, increasing their damage.

The highestperk requirement for perception is 7, and contrary to what designers saidpre-release, perception has no independent effects on ranged weapon accuracy.Instead it effects the distance at which the computer draws AI. A characterwith 1 perception will not be able to see as far as a character with 10perception. A perception of 5 (6 with implant) is suggested, as it mostly worksfor spotting red ticks on your compass before the baddies spot you. You willalso be able to wear a hat (very commonly found) to increase your perception by1 for as long as you wear it (Caution: not every hat in the game has this effect).The 'Four eyes' trait you can pick at the beginning of the game will alsoincrease your perception by 1 as long as you're wearing glasses, which is goodbecause you can wear a hat and glasses at the same time.

(Glasses can be foundin the room you start the game in, on the desk) If you choose a startingperception of 7, take the implant making it 8, and wear glasses and a hat(Assuming you took the 'Four eyes' trait), you will have the max of 10 perception.Alternatively, if you don't care about the perks that require perception, youmay decrease it all the way to 1 at the beginning and pick up the companionED-E as soon as you can (Found in Primm). ED-E adds the 'Enhanced Censors' Perkwhen ever he's with you, making your compass range as good, or better, than itwould be with 10 perception. So, with ED-E and 1 perception, you can enjoy theperks of having an outstanding compass range while having all those SPECIALpoints utilized in a different stat. Careful though, if you're playing onHardcore mode, ED-E can die and you won't be able to get him back.EnduranceThe highest perk requirement for Endurance is 7.

This skill also adds to yourtotal number of health points, your natural RAD resistance, and the number ofimplants you can take on (with 1 END, you can only get 1 implant, with 9 ENDyou can get every implant available). The END implant does not effect the totalnumber of implants you can take on. A high END is suggested on any characterbuild, as you do get attacked a lot in this game and you will most likely wanta lot of implants.

I suggest 5 or 6 END for most character builds (6 or 7 withimplant - the perk 'Rad Absorption' requires 7 END and is very helpful) howeverif you're planning on being a melee/tank character, starting with 9 END isrecommended.CharismaThe SPECIAL stat Charisma determines companion nerve as well as the barter andspeech stats. The highest perk requirement for charisma is 6. Each point incharisma boosts your companions damage and armor by 5, up to a maximum of +50at 10 CHR. If you're not planning on relying on your companions for support incombat (Which you will likely do on 'Very Hard', not Hardcore), it is perfectlyok to have a CHR of 1. You may raise your speech level very high without havinga high CHR (Pretty important in this game, I suggest getting speech to 50).Regardless of barter or speech level, some interactions will not be availableif your CHR is too low, however these interactions are mostly cosmetic and haveno adverse effect on your gameplay.AgilityAgility increases the number of action points you have, and contrary to popularbelief, has no effect at all on the speed of your characters walk/run. Insteadit effects the speed at which you draw/holster your weapon, and the damage youdo with Guns. The highest perk requirement for AGI is 7.

AGI is most importantfor builds that utilize guns as their main instrument of death, and I suggeststarting it off at 9 if you like lead based weapons. On the other hand, ifyou're an energy weapons guy, 5 perception (6 with implant) is all you need asit unlocks some nice perks and perception will be more important to you(Perception governs energy weapons). If you want to be a guns guy, a ninja, asniper, or all three, AGI is your best friend.LuckLuck determines enemy mishaps (I don't notice them, don't increase luck justfor this), gambling effectiveness (Also undesirable, there are much better waysto get money than gambling) and critical chance (I personally LOVE criticalchance. Every two luck points increases all stats by 1. So with a luck of 1 or2, all stats are increased by 1. With a luck of 3 or 4, all stats are increasedby 2, etc.

I suggest 9 luck 10 with implant just for the critical chance itgives). The highest perk requirement for luck is 6. Each point in luck gives a1% critical chance boost.

With 10 luck, most weapons you use will have a 10%(Or 15% with the perk 'Finesse', which gives +5% critical chance) chance ofcritically hitting your opponent. That's 1 in every 10 shots being a criticalhit (Or 1 in every 7 shots with Finesse)!It is also possible to get a 100% critical chance with some weapons such as thesniper rifle or unique varmint rifle, the 'Ratslayer' because of these weaponshaving a x5 critical multiplier. This is doable by having 10 luck (+10%), theFinesse perk (+5%), and Boones 1st Recon Beret (+5%) (Obtainable from Boone'squest 'One for my baby', also able to equip with glasses on at the same time incase of the 'Four eyes' trait). 10% + 5% + 5% = 20%, 20 x 5 = 100%.

Evenwithout useing a sniper rifle, a 20% critical chance means you'll be scoring acritical on average every one in five shots. This is very important to havewhile playing on the harder difficulties. Even though I like luck, I believeyou should either stick with either 1 luck or 10. If you don't care aboutcritical chance, your SPECIAL points are better spent on a different stat.Here I'm going to list a couple character builds you may want to refer to.

Let's see.1st guy is/was level 26, Guns, Repair, Lockpick. He was using a marksman carbine, Ratslayer, Modded Sniper Rifle and Riot Shotgun. Fun times till the PS3 saved over it, I'll have to start it over, which pisses me off immensely. Somehow managed to be good even with all the theft and indiscriminate murder. EdE and Boone.2nd girl. Level 20?, Might be lower, but Energy weapons, Repair, Lockpick.

Plasma rifle, Incinerator, Fully modded laser rifle. Again, good somehow. Ede and Veronica.3rd guy. Level 14, Repair, Melee, Unarmed. I fucking love Knock Knock.

Evil as fuck. So far, nobody, but I'll probably end up with rex and Veronica, mostly cause the supermutant would be too much like adventuring with my grandmother.4th guy. Mexican assasin level 5.

First time I boosted Charisma and Intelligence. Guns, Sneak, Speech. Makes fixing stuff and B&E a pain in the ass, but I always get what I want before shooting you in the head with a silenced.22.

Rex and Raul. For New Vegas, on my first Hardcore run I decided to tag Guns due to the plentiful ammo/repair opportunities, Repair because I wanted Jury Rigging for unique weapons and Speech due to the many opportunities that it affords. I also tended to favor using a fully modded 10mm and a fully modded Hunting Rifle for long-range encounters. This seems to be a fairly common combination, however, so my next character that I boosted with the Vault 11/Shake down Goodsprings EXP exploit I tried something different. I used a 9mm submachine gun/9mm pistol extensively using the essentially infinite ammo found from the Goodsprings glitch and I found it to be an excellent, run-and-gun combo. I also tried playing 'realistically', so to speak, thinking of perks and traits that I would realistically want to have in a post-apocalyptic setting, and I found this to be an excellent aid in my decisions.All I can say is, unless you want achievements, just play for fun and see where different choices take you. My character had a SPECIAL rating of something like this by level 10:Strength - 6Perception - 8Endurance - 6Charisma - 6Intelligence - 10Agility - 7Luck - 6I personally invested in Guns, Speech and Sneak skill as tags and wore light armor for most of the game.

I tended to talk through problems more often than not.By the end of the game, my SPECIAL looked more like this:Strength - 8Perception - 9Endurance - 6Charisma - 6Intelligence - 10Agility - 7Luck - 6and I never once spent a perk to raise it.For the final battle, I was outfitted in remnant power armor, a set of fancy glasses, the 1st recon Beret and I carried a modified sniper rifle for resolving most problems. I had a DR of around 40, perfect skill in guns, speech, sneak, science and medicine.I'm considering trying again as a 'Cowboy Gunslinger' as such a build could easily be stupidly powerful. The Range Sequoia pistol or Hunting Revolver alone do as much damage as my sniper rifle at much lower VATS cost and that enormous damage boost provided by the right selection of perks is just too good to pass up. My first char had speech, lockpick and science tagged. Got that to level 30 using guns and energy weapons, and went with yes man.My second char had guns, repair and barter tagged but I only used explosives and big guns(dynamite- grenade rifle- Annabelle) I got that to level 30 and sided with the NCR.My third char had melee, unarmed and speech tagged.

I only used unarmed though(bladed gauntlet-power fist-ballistic fist) and got that to level 30 and sided with Mr.House.My fourth and second to last char is a guns only with guns, speech and repair tagged which I am in the process of getting to 30( level 15 atm) and is going to side with Caesars Legion.My fifth and final char is a copy of my fourth but will be used for when dlc comes out seeing as my first three only have saves at the ending section of the last mission.So far I like the game. I'm happy that the new dlc is going to raise the level cap to 35.

Looking forward to the rest of the dlc though. My first, in Hardcore mode:S - 9 (10 with implant)P - 3E - 7 (8 with implant)C - 3I - 9 (10 with implant)A - 3L - 6 (7 with implant)Also recieved the other two implants (the subdermal one is the more useful, the healing one is useful to save you stimpacks over long periods of time and pretty useless in battle)TAG: Melee, Science, Survival (but also ended up with 100 Speech and Repair and moderately high medicine)Primary Weapon: 'Oh, Baby!'

(it was pretty much instant 'Your Head A Splode' in fights)Secondary Weapon (used on more enemies than 'Oh Baby!' But mostly lower level, lightly armored foes): Various Machetes (mainly Machete Gladius)Factions sided with in order of most favored to least:Followers of the Apocalypse Brotherhood of Steel NCR The Kings Yes Man (largely ignored) The Great Khans (quest bugged on me, so I had to kill them) Mr House (disabled, not killed) Caesar's LegionMain companions: Cass, Rex. I am currently on a Hardcore Mode playthrough with a level 25 that is probably the best fallout character I've ever made:) His attributes are listed below:S = 6 P = 5 E = 5 C = 7 I = 6 A = 5 L = 7TAG Skills = Sneak, Barter, Speech, and Repair (Taken using TAG!

Perk)Weapons: Primarily Guns (Marksman Carbine, Sniper Rifle, 12.7 SMG, etc.) A few frag grenades and mines for when faced with large groups. Can't remember his build entirely off the bat right now.

I've augmented it a couple times, I think. What I CAN remember is that he has Luck 10 and Wild Wasteland, making my journey rather fun. Not only have I had my share of the game's extra weirdness, but things having to do with luck have been cropping up in funny ways, like when talking to a Robco robot about authorization.LUCK 7 Ice cream.and immediately being left alone by security. That, and uhhh.this is a game where you go to VEGAS.

I think luck is important here! I also built this character to have ridiculous criticals and some decent AP gain, not to mention purchasing some of those augmentations from that one clinic.

My New Vegas character is about playing the field, beating the odds, and screwing around. He's not the grand heroic fellow and not an evil bastard, though he's gotten himself incredible karma from the things he's done.At the moment, he's capped out at level thirty, because I'm playing the hell out of this game. I've collected a good assortment of weaponry, like.-Dinner Bell from Red Lucy.-Annabelle from Tabitha.-The Q-35 Matter Modulator.-The Alien Blaster.-That REALLY powerful laser, Pew Pew.-A loaded Fatman.-Oh Baby! (The sledge.)-Vance's 9mm SMG.-The Avenger Minigun.-Lucky (The.357 pistol.)-That Gun.-This Machine.-The Tesla-Beaton Prototype.-Multiplas Rifle.-Tri-Beam Laser Rifle.plus alot of others and usually the resources (one way or another) to 'feed' them with repairs and ammo.

Fallout New Vegas Scientist Build

Honestly, the custom weapons are sometimes really worth it, especially since Pew Pew is nearly as strong as the Alien Blaster while its only drawback is that it's a real ammo-guzzler. (But then, it runs of regular Energy Cell!). My first Character was a a high speech gunslinger.

For true Lolz, make a character with high strength, perception, agility, and endurance, and low charisma, luck, and intelligence, with melee, unarmed, and survival taggedWhy, you might ask? Because you are now roleplaying as a murderous zombie out for revenge on the entire wasteland. If you leave a settlement with anyone alive you are not doing it right.Hilariously this makes the villain of the game not the man who shot you, the NCR, the Legion, or Mr.house, but rather Doc Mitchell.

Fallout New Vegas Scientist Building

I played it for a bit before I returned the game due to glitches, gotta say its a lot of fun. The first thing I did when I was resurrected was run outside and melee the robot to death. Im a level thirty with tagged skills Guns,Sneak, and Repair. All these are maxed including speech and lockpick, everything else is low except for science which is somewhat in the middle. My character wears Reinforced Combat Armour Mark II, sunglasses, and a First Recon Beret.

He uses a Gobi Campaign Sniper Rifle, an Anti-Material Rifle and Maria(unique 9mm pistol). Also have Boone and ED-E as followers so he's pretty much unstopable. Serousisly can take out a deathclaw with one head shot from sneak. Also have an unarmed, explosive, melee character and playing with that build is a blast. My first character was just for shits and giggles. I did some stupid random spread of stats, I think charisma was low and strength was high, and I tagged guns, lockpick, and sneak, thinking I was going to play it like FO3.

Then I turned into the ultimate 'assertive' cannibal merchant. I had all the merchant perks, I got cannibal and got all the perks associated with that (including the one where you have to eat Mr house, caesar, the king, and president kimball, Im really rather proud of that).

I primarily used the riot shotgun, the all american, and a silenced sniper rifle. I ended the game by taking over Vegas with yes man, devouring legate lanius and the general guy because they were both dickheads, and had my pockets lined with 215,000 caps.My new guy I'm making is going to focus on hi-critting energy weapons and a stupidly overpowered chainsaw (and yes, I know that doesnt make any logical build sense) so I can go texas chainsaw massacre on everyone in the strip because I'm siding with the legion this time around.

I will be feared!PS: Props to the pulse gun, that little pistol made fighting all the robots the first time around a breeze. I always had it on me, at top condition. Explosives + the named missile launcher + high explosive missiles is really fun for cazador packs.

Especially since half the time it disables their antennae and they finish each other off.Combine that with melee and Oh Baby and guns/sniper or energy/YCS (and meltdown for kicks) and you'll overpower pretty much anything at any range (on normal difficulty.) Speaking of which, I'm usually a fan of bigger challenges but I find New Vegas more fun on normal difficulty. It's not a ton of fun to sneak crit headshot a deathclaw and see his health drop to 75% as he steamrolls toward you. I believe my last complete playthrough was tag skills energy weapons, repair and medicine, level 35. I always play the 'intellectual gunslinger' on Fallout games, and weild either guns or energy weapons.I always lower strength, endurance and charisma and beef up perception, and try to max intelligence, agilty and luck.Ive also never played the game on any other setting than very hard/hardcore mode.

Its a pain at times, but still a lot of fun when I have such massive critical chances and damage levels with some of the best weapons in the game. I may only be able to take one hit from a deathclaw, two if Im lucky, but I can blow its head off from about half a mile away with the YCS gauss rifle in one shot or turn it into goo or ash with the matter modulator and pew pew.Plus I LOVE applying your characters powers of intellect in the Fallout games with the various stat checks in conversation and out.Edit: I created a new guy not long ago but he wasnt all that different. Im probably going to try different weapon setups and perks this time around.

Comments are closed.