6INT>10INT

DasCryborg

It Wandered In From the Wastes
Ok for all of you un-resourceful people out there I am going to let you in on a secret ... 10INT is not MAXING your character out ... Basic Examples of why ...


Each skill can get a permanent bonus of plus 16 with skill books with two exceptions. +12 for Explosives and +20 for Science ...


Now let's say you have a character built like this AFTER IMPLANTS

and Perhaps 1 level of Intense training ... and you get your INT Implant at level 10 ...


9STR 6PER 10End 2CHA 7INT 7AGI and 7LCK


At level 1-4 you'll Receive 13 Skill points so that equals 52

At 5-10 You'll Receive 15 so that equals 75

Then Every Other Level you'll Receive an addition 1 skill point so that is 15x20+10 to equal 310

Now there is 208 skill points you can get from Skill books

Now Let's Add ALL of these together and you get a grand total of

645 Skill points PLUS the Three Tag skills Early on for an additional 45

so 690 Skill points TOTAL


So with these Stats your lowest skill start will be 9 and that speech and barter


so 9+16 = 25 and the all you'll have to do is spend 35 skill points to get it to 60 (party time mentats + 10 speech naughty nightwear +10 speech and then Meeting People +20 speech = 100) So why waste the additional 40 skill points to max that out?


If you want packrat then get a 70 barter if not then leave it low you can make a ass-ton of money via caravan the lower your barter is ... so you'll never need to worry about it! Maybe a few Barter Challenges then boost it up by 40 with your skill mags items and equipment ...


Lock Picking with this will be 19 +16 = 35 +35 from your skill point pool = 70(Jumpsuit +10 lock picking and then +20 from a Locksmith Mag)


Science is just like lock picking except it starts at like 20 and you'll get +20 from the skill books so you'll only have to spend 30 points to spend to get it to 70! (20 from mag and 10 from follows lab coat)


A Decent medicine skill is good like 50 which starts off at 20 + 16 from skill books so spend like 14 points in it +20 from mag and +10 from followers lab coat ...


Only EVER get your main combat skills up to 100 but not before you get ALL the skill books.


Everything else can be supplemented to hit 100 if the need arises and there is a butt load of skill mags check vendors and check mailboxes! You'll never run out of them ...


So STOP being LAZY and MAXING out skills that can be SUPLIMENTED!!!


10 INT from the START of the game will net you 60 more skill points than a 6 INT from the start of the game by all means if you want to be a WASTEFUL wastelander than have a 10 int and actually be an idiot or do the smart thing and take the 6 intelligence.
 
So STOP being LAZY and MAXING out skills that can be SUPLIMENTED!!!

Hawww, you almost sound upset. C'mon guy, take it easy, it's not a very big deal if people don't powergame their SPECIAL setup.

Almost ready to vat this thread because of your belligerent attitude but we'll see where it goes.
 
He's right actually, 10 INT is a waste. It's fairly easy to max the necessary skills, the rest is just a decoration anyway.

However I would also consider 9 EN a waste. Some of the implants are not worth it.

Comprehension is another thing I'd not take: educated is good since there's nothing better to take on level 4 anyway (and I consider it much better then comprehension) but since level 6 comprehension loses in usefulness to some other perk each level.
 
That's just it ... having a 10 int isn't power gaming its just wasteful I am trying to enlighten people into having a full New Vegas Experiance!
 
having a 10 int isn't power gaming its just wasteful

...and not everyone builds a character with the purpose of min/maxing. Maybe someone just wants to play a really smart dude, and that's it.

On topic though, it'd make sense to take INT7 rather than 6, for the sake of dialogue options; quite a lot seem to require 7.

And also from another POV INT1 > INT6 because maxing out as many skills as possible isn't necessary to have a fun game.

So yeah, I agree with BN that seeing someone who's not powergaming isn't a big deal. This isn't WoW.
 
Ya, I fully agree with Ausdoerrt. A LOT of 7INT options. A few 7PER too, probably not as beneficial though.
 
You can have 7 INT if you take that implant. It's gonna be a pain in the ass to find every type of skill mag.
 
Look, all I am trying to put out is that if you want to MAX out your character then 10 INT is not the way to MAX out your character. Hence why I made the point of 10 INT is not MAXING out your character I was just tired of people suggesting these 10INT builds to new players when its a waste ... sure if you want to Role play a Brainiac with four eyes and small frame go for it. However when you mention in the CHARACTER BUILD THREADS that 10INT is the best way to build a character then they are just putting out bad info.
 
DForge said:
However I would also consider 9 EN a waste. Some of the implants are not worth it.

I just used those stats as they are my melee characters build and I am most familiar with his stats so I just poped it out. Having a 10END for unarmed adds +20DAM to your attacks along with Heavy handed for a total of +40DAM to all your attacks so no its not a waste for unarmed
 
I look at it thusly:

What makes art interesting isn't so much that any one piece is everything, but that each piece is limited - constrained by time, by materials, by subject matter, by perspective - and the creativity involved is largely due to subverting, bending and extending those limitations.

Hardcore mode to me, for instance, isn't figuring out the best possible combination of skillsets and equipment for each scenario but by playing my hand as it lies according to the situation I find myself in at the time. Life, after all, doesn't have a quicksave feature.

If that means [spoiler:7e1ce49262] being duped by Benny in the Tops, allowing the bomb in the monorail to explode, and killing any chance of meeting Caesar in an cordial fashion because Boone went a little crazy in Nelson,[/spoiler:7e1ce49262] then so be it. Roleplaying is just that: Playing a role. So long as my character is still alive, it counts as a win, no?
 
Yes if you want to role play a character who put 10 into int and 100 into speech be my guest but for those claiming Ultimate character builds (which there really aren't any) should have a 10 INT is just a waste. Any character that is highly specialised should also be well rounded. You can make a character to handle ANY situation ANYWAY you want them too. However a 10INT and Maxing out 5 or 6 skills will leave you only a couple of options in all scenarios, where as a highly well rounded, resourceful, and highly specialised player can handle any situation anyway they wish.
 
While we're on the topic of INT, has anyone tried playing a character with 3 or less INT?? I started a new game with 3 INT. But all dialogue that I've come up to is unchanged..?
 
DasCryborg said:
DForge said:
However I would also consider 9 EN a waste. Some of the implants are not worth it.

I just used those stats as they are my melee characters build and I am most familiar with his stats so I just poped it out. Having a 10END for unarmed adds +20DAM to your attacks along with Heavy handed for a total of +40DAM to all your attacks so no its not a waste for unarmed

END of 10 adds +20 to skill points of unarmed, NOT damage.
 
vanzizzle said:
While we're on the topic of INT, has anyone tried playing a character with 3 or less INT?? I started a new game with 3 INT. But all dialogue that I've come up to is unchanged..?

INT is so underpowered it makes me sad. You dont really need more than 4 and its onlly for perks requirements.
You can even play with int 1 and still get 10+ skillpoints each level and have 99% of the dialogue choices (ther are like 5 or so unique dialoge situations for very low INT).
:(
 
Yip, my current character has INT 1 - so far I only encountered 2 special dialogues. First was doc on game start, second one at the vegas clinic. Every second level, I get 11 skillpoints, still a lot, but of course your skills progress a little slower.

In general the skillpoint system seems to be geared towards jack of all traits characters - as INT 5 is sufficient to max one combat skill and all "necessary" social skills. If you take educated perk, its even worse. Then you really end up with choices like that:: "Do I use the [sience 70], [speech 65] or [barter 50] reply to that question" ...
 
The difference between the amount of critical hits for LK1 and LK10 characters feels very significant actually.
 
DForge said:
DasCryborg said:
DForge said:
However I would also consider 9 EN a waste. Some of the implants are not worth it.

I just used those stats as they are my melee characters build and I am most familiar with his stats so I just poped it out. Having a 10END for unarmed adds +20DAM to your attacks along with Heavy handed for a total of +40DAM to all your attacks so no its not a waste for unarmed

END of 10 adds +20 to skill points of unarmed, NOT damage.

Then why is my Ballistic Fist doing 126DAM and no that's not the DPS as I am looking right at my Screen? I Also have no Chems on.
 
DasCryborg said:
Lock Picking with this will be 19 +16 = 35 +35 from your skill point pool = 70(Jumpsuit +10 lock picking and then +20 from a Locksmith Mag)

Wich Jumpsuit gives you +10 to LP ?
 
Ausdoerrt said:
The difference between the amount of critical hits for LK1 and LK10 characters feels very significant actually.

not truly arguing that, but I haven't had any real significant trouble with combat at a luck of 1 then I did at 10. It takes a few more shots, but generally no sig threat increase.

The ones that would kill me with a 10 pretty much kill me with a 1 and don't if they wouldn't.
 
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