Question from zez4eva

Asked: 4 years ago

What are good and balenced S.P.E.C.I.A.L stats for starting?

Anyone

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Submitted Answers

STATUS

"good", balanced, and allowing for near maximum skill points
S 5-6
P 5-6
E 5 -6
C 1-5 (can be lowered to raise others, small influence in my opinion)
I 9
L 6-7
Charisma only really changes your STARTING value in Barter and Speech, and speech challenges now require you have a certain skill rather than a percent chance of success, all reasons why not to raise you CHR. Per. is another, but i like knowing when people are around, so i dont lower it past 5.
With Int. 9, raised to 10 ASAP (implant or intense training), you can maximize your skill points as you level. Luck being at 7 is well enough to rob the casinos, you may want more for crit chance, but i had no problems. Str, End, and Agi are kinda up to how you play. If you like swinging weapons, high Str. If its fisticuffs that float your boat, you want End. Or, if you love VATS, you want Agi. so yeah, those are my thoughts

Rated: +0 / -0

*Agi 5-6

Rated: +0 / -0

S 5
P 6
E 6
C 5
I 7
A 6
L 5
Best stats

Rated: +0 / -0

My baseline build (pre-implant) chart would be something like this.

ST 5: +2 for melee/unarmed, +2 for no-power-armor melee/unarmed.
(Extra ST adds melee/unarmed damage and allows heavy weapons)
PE 1: (+4 and +1 EN) to get PE perks.
(Extra PE does NOTHING useful, get ED-E if you need compass radar power. DO NOT GET FOUR-EYES, it lowers your base PE, which is all that matters.)
EN 5: +1 for EN regen perks, +1/2 for PE/CH implants for perks, and +1 for regen implant.
(Extra EN points at the VERY beginning add extra starting HP)
CH 1: (+4 and +1 EN) for CH perks, or (+8 and +1 EN) for always-on Companion Nerve.
(Extra CH otherwise does NOTHING useful, go drink booze or chew Mentats)
IN 4: No specific +'s here, but less than 4 is self-imposed challenge territory on grounds of skill.
(Every +1 IN adds 15 skill points; I DO recommend spending a point or two here)
AG 4: +1 for most AG perks, +1 more for Nerves of Steel.
(Extra AG adds VATS points/regen)
LK 1: +4 for Better Criticals.
(Extra LK adds crit chance, and every extra +2 at the start adds 13 skill points across the board)

Implant priority: IN, LK, ST, AG, and Damage Threshold for sure, then EN, CH, Regen, or PE as necessary for perk progression or preference.

My baseline gives 19 loose build points to play with; more points will cost a perk apiece. Taking a level of Intense Training is pretty normal early on, but later, good perks will probably be preferable. Take a really hard look at how you want to play. A few hints: crits are great for unarmed, good for guns, and unimpressive for melee. If you aren't nuts about VATS, you can skimp a bit on AG and probably LK. Consult a perk list to see about those PE and AG perks; they really, really depend on your choice of weaponry.

IN scores basically tell you how much skill leeway you have to play with; however, no matter what, you can't have everything. Skimp on barter, explosives, and medicine, plus survival if you're not playing hardcore; get repair only as high as you want for building items. Four skill books for each skill exist, and several skills can be increased slightly (5 to maybe 15%) with a combination of armor and drugs/food. Ranged-weapon users can focus on just guns or energy weapons; unarmed/melee people kinda need to pump both short-range skills. Lockpick, Science, and especially Speech are hard to live without; gun-users can skip Sneak, but short-range folks WILL want 60 Sneak for Ninja.

Rated: +0 / -0

This is easy.
ST nothing less 5. you will carry lots of items and it effect melee and unarmed which in this game in my opinion is far better then shotguns in close combat.

PER nothing less then 5 again. this effects how easy it is to spot enemys and your acurracy.

END its your health points. So 6 or 7 to start. with implants to raise your special stats you will need high endurance to be able to get every implant. and for the BIG implant DO NOT GET THE HEALTH REGEN. it SUCKS!!!!!!!

CHR easy if i could put it at 0 i would. So put it at 1. points can go to more valuable stats. plus you will use skill points when you raise levels to up your speech and barter.

INT if you want more skill points then raise it higher but never lower this stat. Me i prefer it to be at 8 or 9 when i start.

AGL more action points and being able to move faster. action points are vat points and honestly we all use the vat lots. So keep it above 5.

LUCK this effects all skills points and how often you get a critical hit. I probably go a little crazy and have mine @ 9 to start. but to be honest start it on a odd number like 5 7 or 9. you can get the implant to make it a even number. because every 2 points in luck raises your all your skill points a little.

I honestly think thats the best way to start a character. oh and be a girl. more guys so you have 2 very useful perks to help you get started.

Rated: +0 / -0

A good strategie I use is get S-6 so u get 210 lbs starting limit. Then Luck 6-7 for casinos cause that's an easy way for money, then get perception 6-7 so u can unlock the safe in the school house easily cause it tends to have good stuff, then intelligence 6 so u can hack and repair well and the higher intel the more skill points u have to distribute when u lvl up, then do watevr u think is best for the rest of them. That's wat I did and I'm supah strong!! Hope this helped ;)

Rated: +0 / -0

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