Fallout Character Building » Discussions


Best and worst SPECIAL stats?

  • December 28, 2016

    One thing I will say about FO4's SPECIAL and the associated perks is that they're either wonderfully overpowered or pungent garbage ooze, and I was wondering everyone else's thoughts on how the SPECIAL stats stack up next to each other. 

    For me, Luck is #1 and Charisma is pretty much a throwaway stat save for Lone Wanderer. I'm so confident in Luck in fact, that I've started a build with 10 Luck, 10 Charisma, and 4 Endurance to prove that luck can carry even the most disadvantaged character through the game. Oh, and no Lone Wanderer. 

    From best to worst:

    Luck
    Agility
    Intelligence
    Endurance
    Perception
    Strength
    Charisma 

    Tally:

    S: 6, 3, 7
    P: 5, 4, 5
    E: 4, 7, 6
    C: 7, 6, 4
    I: 3, 5, 3
    A: 2, 1, 2
    L: 1, 2, 1

  • Member
    December 28, 2016

    Hmm - I would agree with you on there being some super OP and super useless perks / stats. 

    Luck can definitely get insane by basically giving endless criticals and AP. 

    I might give the edge to Agility at the 1 spot, mostly because of the multipliers embedded in sneak/sandman/ninja. 

    I would take a small issue with trashing Charisma...but you basically have to go all in - pacify/incite/command with the three perks and pair it with sneak to make sure you actually get them to proc. Which isn't a strong case I know, but it is fun to make a Deathclaw go ham on raiders. 

    I think STR might be underrated, but it depends on your character. If you are running melee or Survival mode, STR can be super helpful. 

    Last note is my personal worst rated SPECIAL stat - END. You actually don't want or need one perk in there. 

    So:

    AGI
    LUCK
    STR
    PER
    INT
    CHR
    END

  • December 28, 2016

    Interesting! Looking at the skills, it seems like they really wanted to create synergy but stopped halfway. Agility and Luck are made for each other, but Charisma only really shines when paired with sneak and maxed out. And I'm not sure what the hell Perception is doing. You have gems like Rifleman and Demolition Expert, but Refractor at 7 -_-. And honestly, the reason I valued Endurance so highly was for Aquagirl and Adamantium Skeleton, but mostly the former. I feel like a perk that so drastically changes how the player navigates the map makes that perk worth grabbing if a dump stat is needed. I love Aquagirl. I was going to ask though - how does Strength help in a Survival run? 

  • Member
    December 28, 2016

    On STR in SM - it makes carry weight bearable. Although, as you point out Lone Wanderer is great, and will do that plus help with damage resistance and damage output. 

    PER is odd- I love Demo expert, probably my favorite accesory perk. The arc and bonus damage is so helpful for so many characters. but the rest of the tree...idk, outside of a pure sniper / accuracy build, not really necessary. 

    I get what you're saying about aquagirl...but rads are not really that big of an issue. Everytime I go to Spectacle Island, I pop a RADx swim across and then pop a radaway. I always have like 30 of them by level 20 anyway. Do you mean - swimming uderwater without worrying about breath?

  • December 28, 2016

    Aaah, right, Strength dictates carry weight. I don't know why I have it in my head that Endurance does that. In that case, Strength really is useful. I'd take more carry weight over more health for sure. And agreed about Perception, it's a bit of an odd one. I've wanted to try a pure sniper build, but...I don't want to use vats if I do. And while the Sniper perk only has a vats clause in the 3rd rank, Penetrator is vats only which is mildly upsetting. 

    As for Aquagirl, I just mean generally, but especially in Survival. It removes all penalties normally associated with water - no rads and no drowning - and adds maneuverability. It gives the player more paths to take, more approaches, and more escape routes with the 2nd level especially. No rads, no rad-x. No rad-x, no dehydration, and no using purified water or risking dirty water. I see it as a long term investment, I suppose. One perk spent now is a lot fewer doctor visits and resource consumption later on. That is of course assuming you're already in Endurance. I can't recommend dumping 4 points just to get it, but it all depends on the context of the build, ya know? 

  • Member
    December 28, 2016

    Ah I see - yes I can get behind a more health points/less sickness combo for Smode...but really only for Smode. I will say - to your point about Adamantium S...I remember prioritizing it in my Greaser build and feeling like it helped survivability immensely during close quarters. It also seems to really take the edge off of the notrisouly dangerous explosive damage.

    The last thing I'll note are some of my fav / most OP combinations:

    1. Commando + Demo Expert + Spray n Pray or Kiloton Rifle for absolute explosive mayhem

    2. Sneak/Blitz + Big Leagues + melee attacks for appearing out of thin air to cut throats

    3. High Luck (Crit Bank, Grim Reaper's, 4 leaf clover) + Sniper for endless critical headhsots

  • Member
    December 28, 2016

    Oh speaking of Sniper - the knock down affect of rank 2 is absurb. Very underated - I hardly see anyone talk about it. But any scoped non-auto rifle absolutely stun locks the hell out almost everything. 

  • December 28, 2016

    The knock down is pretty good, eh? Hmmmm. I'm thinking a Laser Musket sniper might be a fun thing to play around with in that case. High luck, high perception, and a crankable laser. Red bolts from the blue. 

  • Member
    December 28, 2016

    I'd say penetrator in perception is a godsend when dealing with enemies in power armor, especially on survival. Although I probably wouldn't go putting 9 points into perception unless I was there for other things.

    My ranking would have to be:

    Luck

    Agility

    Intelligence

    Charisma

    Perception

    Endurance

    Strength

    Luck because as has been said the criticals are insane. And to add onto that idiot savant and the first too perks which cause you to find more caps and ammo are pretty nice. Then agility for the sneak and damage bonuses and moving target which the 3rd rank is great on survival since you can sprint way longer and you tend to be doing a lot of that.

    Intelligence is great because of the boost to exp, but also since all of it's perks are useful in some way.

    I have charisma at 4th because of the following perks: Local Leader, Party Girl/Boy, Lone Wanderer and Cap Collector. Local leader might not be that great if you aren't interested in settlement building but when you are or you're playing survival the supply lines and personal clinics and stores are great. Party Girl, means no more getting addicted to alcohol and bonus luck. Lone Wanderer has already been explained and cap collector is self explanetory. I might also throw in Attack Dog since it can be useful.

    Perception is great on one type of character with a few exceptions such as penetrator, but it isn't worth it on melee or close range characters.

    Endurance has some nice perks and is only above strength because of Chem Resistance, Aquagirl/boy and Adamantine Skeleton. Although the last two do become redundant if you're using power armor.

    Strength is last because at most you only really need four points into it, to get the crafting perks and in doing so you also gain access to the two melee damage perks. Sure it increases your carry weight and melee damage, but it gets overridden by the boost from power armor and on higher difficulties and survival power armor is almost necessary for melee characters (at least my own) so your better off putting points into other stats. Sure Strong Back can be useful, but if you're becoming over encumbered so frequently that you need it you might have a problem. The rest of the perks can be nice for very specific builds but to most characters they're unnecessary.

  • Member
    December 28, 2016

    You bring up a good point GF - Power Armor negates a bunch of perks...It's one of the reasons I've played less PA builds. I almost feel like it's too powerful.

    I too agree with CHR if planning on running Survival (at least to Local Leader). 

    And - I freaking love Party boy/girl for melee builds (to benefit from double strength without perking strength past Blacksmith - as you noted).