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As for the purely crafting perks like armorer and science. Well the fastest way to get mods for all the guns is to craft them then scrap them. And the level 2 of a lot of the crafting perks reduce the materials required to craft, the scrapper perk gives 3Xs the mats when you scrap a weapon or armor, and Super Duper let's you get double the crafted item for the cost of 1.
It's easy to plan a build, but seeing which perk cards work well in practice is a whole nother can of worms.
General Rule: All damage perks available to your preferred weapon, including Anti-Armor perks.
"Meta" Perks: Like Stealth/Bloodied/Berserker's crutch perks such as Dodgy, Serendipity, Lone Wanderer, Tenderizer, Suppressor, Etc. Depend on what kind of weapons you find yourself getting.
Quality of LIfe Perks should only be acquired for swap in, or if you have a surplus of SPECIAL
4END is ideal though. You gain +15HP From Endurance, and then can slot in LIfeGiver for +45 more. Makes you really tanky. Considering most people with 1END are only going to have 205HP.
Just a quick correction, it's 255 HP not 205. 250Base +5hp for each END.
Ehh I have 1 end and am at 287hp atm. Ah yeah misread your post, I just use the 1 point to boost well fed, provides extra hp boost.
I mean when you break down life giver and the extra end it's like 7% hp boost per stat point with the first one requiring 2 points which is massive. .
With those 4 stat points i'd rather put them in something else. Especially as just 1 point in rejuvinated gives almost more health then 2-3 points in life giver although you need to stay well fed which isnt hard.
Well obviously if your doing a specific build like bloody your going to spec differently. Then again remember your going to have an extra +15 to all your specials with bloody build from unyielding armor.
So i'm not sure if there is a soft cap to endurance or not, or if you can go above 15 end and get bonus hp.