yup. but if you're going chem are you taking 7 points in INT for chemist?
I've def messed around with a medic, but never found the perfect setup.
yup. but if you're going chem are you taking 7 points in INT for chemist?
I've def messed around with a medic, but never found the perfect setup.
Yeah, I will definitely go high Int, probably 9 right from the start. I want lot of xp really fast, because I´m not sure if I´ll be enjoying the Fallout 4. This is more of a test if I´ll ever be able to enjoy it. So I´m trying to find somethin that can be fun, just like chem surgeon/wasteland medic I was playing in New Vegas.
Yeah, I will definitely go high Int, probably 9 right from the start. I want lot of xp really fast, because I´m not sure if I´ll be enjoying the Fallout 4. This is more of a test if I´ll ever be able to enjoy it. So I´m trying to find somethin that can be fun, just like chem surgeon/wasteland medic I was playing in New Vegas.
Well for a medic character you obviously want to pick up a few perks:
Livegiver: gives health for the first three levels. Fourth level is where it really gets strong, and you regen health. Perfect for a self-healing medic type character.
Chem Resistant: if you don't want to limit your healing to Stims, it should help that you don't get addicted to your alternative meds.
Medic: the obvious one, makes Stims much much much more effective
Chemist: makes the aforementioned alternative medicine last longer.
For equipment, a few weapons/armors seem fitting of a doc/medic:
Syringer: fires custom syringes, lots of different kinds.
Lorenzo's Artifact Gun: Rad damage, pretty cool
Father's Lab Coat: perfect lab coat, if you side w/ the Railroad you can Ballistic Weave it for defense.
Well for a medic character you obviously want to pick up a few perks:
Livegiver: gives health for the first three levels. Fourth level is where it really gets strong, and you regen health. Perfect for a self-healing medic type character.
Chem Resistant: if you don't want to limit your healing to Stims, it should help that you don't get addicted to your alternative meds.
Medic: the obvious one, makes Stims much much much more effective
Chemist: makes the aforementioned alternative medicine last longer.
For equipment, a few weapons/armors seem fitting of a doc/medic:
Syringer: fires custom syringes, lots of different kinds.
Lorenzo's Artifact Gun: Rad damage, pretty cool
Father's Lab Coat: perfect lab coat, if you side w/ the Railroad you can Ballistic Weave it for defense.
I could easily see a survivalist medic/doctor relying on knowledge of anatomy to perform quick assassination-type kills if you want to go that route, and ranks in medic/chemist/chem resistant/science could work in your favor also.
The question is whether you want to go for melee or ranged. Both eventually end up very powerful in either stealth or heavy armored incarnations, but it helps to plan ahead, especially for melee.
From a personal point of view, given your preference for a non-tech scientist, I'd sort of suggest you go for a full assassin sort who relies on V.A.T.S. for surgically precise strikes (which works fantastically with Pickman's Blade). There are a number of perks you could use in order to enhance your combat skill outside of V.A.T.S. as well, but in my mind a medical doctor, even one who served in the military, wouldn't be the kind of person to hang around and slug it out. Doctors are busy people. They have places to go and things to do. It would be easy (and effective) to add in Medic Perks to help your survival, as well, and a few ranks in Armorer/Blacksmith will help you be able to upgrade your gear on top of manufacturing your own performance-enhancing chems.
I could easily see a survivalist medic/doctor relying on knowledge of anatomy to perform quick assassination-type kills if you want to go that route, and ranks in medic/chemist/chem resistant/science could work in your favor also.
The question is whether you want to go for melee or ranged. Both eventually end up very powerful in either stealth or heavy armored incarnations, but it helps to plan ahead, especially for melee.
From a personal point of view, given your preference for a non-tech scientist, I'd sort of suggest you go for a full assassin sort who relies on V.A.T.S. for surgically precise strikes (which works fantastically with Pickman's Blade). There are a number of perks you could use in order to enhance your combat skill outside of V.A.T.S. as well, but in my mind a medical doctor, even one who served in the military, wouldn't be the kind of person to hang around and slug it out. Doctors are busy people. They have places to go and things to do. It would be easy (and effective) to add in Medic Perks to help your survival, as well, and a few ranks in Armorer/Blacksmith will help you be able to upgrade your gear on top of manufacturing your own performance-enhancing chems.
How much life would i have with 9 END? I am not sure on taking solar powered since it gets rid of RADS. And thats a good way to keep nerd rage?
I am either looking at the deathclaw gauntlet or possibly one of the knives as an end game weapon. Syringer could be good for the beserker effect
I might be spreading myself to thin as well, not sure how all this will pan out damage wise or for perks.
How much life would i have with 9 END? I am not sure on taking solar powered since it gets rid of RADS. And thats a good way to keep nerd rage?
I am either looking at the deathclaw gauntlet or possibly one of the knives as an end game weapon. Syringer could be good for the beserker effect
I might be spreading myself to thin as well, not sure how all this will pan out damage wise or for perks.
Does the Ninja perk work properly in Fallout 3? In regards to the critical chance bonus, of course. I've looked around but have found no definitive answer for Fallout 3, it is for sure bugged in New Vegas but I can't find any definitive evidence for Fallout 3.
I took the perk, and with the Vampire's Edge (x3 critical multiplier), I should be getting 99% chance to crit with a fully repaired Vampire's Edge. 10% (luck) + 5% (finesse) + 3% (survival guru) + 15% (from Ninja) = 33%, multiplied by 3 should be 99%. Yet I am not scoring criticals nearly that often.
Does the Ninja perk work properly in Fallout 3? In regards to the critical chance bonus, of course. I've looked around but have found no definitive answer for Fallout 3, it is for sure bugged in New Vegas but I can't find any definitive evidence for Fallout 3.
I took the perk, and with the Vampire's Edge (x3 critical multiplier), I should be getting 99% chance to crit with a fully repaired Vampire's Edge. 10% (luck) + 5% (finesse) + 3% (survival guru) + 15% (from Ninja) = 33%, multiplied by 3 should be 99%. Yet I am not scoring criticals nearly that often.