I'm looking to figure out which are the best, and which are the worst. Mostly to narrow down my list of possible perks. I'm not sure I understand how they all work, partly because some of the game mechanics aren't explained anywhere that I can find. The following is just what I'm specifically interested in, so far. For my sneaky, small gun sniper build (I want that Red Ryder LE bb gun so bad...I wish there was some trick to getting it. Tips would be appreciated actually.) Bonus ranged damage (2 ranks): so base damage is only ever exceeded with criticals right? Aimed shots can only up the critical modifier, add crippling effects, or bypass armor if I understood it correctly. So does this factor into crits as well? Bonus move, bonus rate of fire, action boy/girl (3 ranks): bonus rate seems to add the most if you can attack twice or more per turn normally. Obviously they can all be taken, but if you're trying to get the most out of your build, and have other perks to take...which one(s)? Also would this add more offensively than alternatives given that even one extra attack can be about the same as dealing double damage? Are the stealth perks even useful for a stealth heavy build? I mean I can just point dump into it for better results (ghost), and I don't see why I would ever need to run while sneaking aside from wanting to save time. Btw I'm already convinced that stealth builds are fun and effective. Honestly given how easy it becomes to game the system once you have decent range is kind of hilarious sometimes. Like taking out the raiders as they come at you practically if not literally one by one. Sharp shooter (2 ranks): range modifiers work how exactly? I couldn't find much of any detail on the gamepdedia perception page, which seemed to be the only applicable one. Sort of wondering how often you would even benefit from this if you were already using a weapon with solid range. I imagine this would be essential or at least gamechanging for a pyromaniac. Dodger: results? Tag!: does anyone ever need that many extra points (effectively)? I mean a combat skill, maybe two if you really feel like it, speech, science, lockpick, not much is all that essential or even beneficial beyond a certain point (as best I can tell). I haven't gotten to the endgame to find out whether I'll need bonus sp with high intelligence. Right now I'm kind of leaning towards quick pockets, bonus ranged damage x2, bonus rate of fire, better crits, bonus move (for kiting), and sniper. Though that might end up mostly being overkill. Not sure if I'll need extra sp to get everything I want, bc I feel compelled to choose big guns as my secondary (if anything). Watched a few let's plays, never saw anyone use them. Not sure where I'd make space for two ranks of sharpshooter to maximize my flamethrower output. Plus I didn't take fast shot, because I actually use aimed shots (improved crits, more status effects, bypassing armor, I mean come on!) Edit: I can massacre anything I come across with big guns and/or stealth by level 12. Companions are just pack animals to me now, and getting to 21 let alone max level just seems boring. Maybe extra ap for an extra attack if I keep going, or bump up my carry weight bc I like rolling with all the the big guns.