Fallout 4

Fallout 4

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Sgt.Random♿ Jul 18, 2018 @ 10:58am
Good Science and Energy Weapons build?
Mainly wondering about what should my SPECIAL points be.
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Showing 1-9 of 9 comments
bigdale Jul 18, 2018 @ 12:38pm 
You need enough intelligence for the science perk if you want to mod your weapons from scrap parts. Otherwise the stats you need are the exact same as any other ranged weapon build. Perception and agility both help for VATS with accuracy and action points. Gunslinger, rifleman or commando based on pistols, rifles and autos.
grakky2 Jul 18, 2018 @ 12:44pm 
Might be a SPOILER


Tesla Science Magazine perks give you +5% energy weapon damage increase stacked with each magazine
Last edited by grakky2; Jul 18, 2018 @ 12:44pm
Langkard Jul 18, 2018 @ 1:04pm 
It depends on whether or nor you plan on using VATS.

A good start would be

S = 3 - for armorer
P = 3 - increased to 4 with the bobblehead you get during the beginning mission in Concord.
E = 1 to 3, dump stat. 1 if you need more points for Agility to Sneak and Luck for VATS criticals
C = 1, or 3 for Lone Wanderer or 6 for Local Leader if you plan on building lots of settlements
I = 8 - increase to 9 with the extra point from the You're Special book in your old house at start
A = 1, or 3 if you plan to use Sneak
L = 5, 0r 7 if you plan to use VATS criticals.

This gives you Armorer, Locksmith, Science (and then Nuclear Phys.), and Idiot Savant. Armorer + Science lets you upgrade your power armor.

I generally ignore VATS and use Sneak and Lone Wanderer and Local Leader, so my starting points coming right out of Vault 111 would look like:

S = 3
P = 3
E = 1
C = 5
I = 8
A = 3
L = 5

9 points in Intelligence (8 + You're Special) lets you use the Nuclear Physicist perk for extra energy weapon damage (and power cores for power armor last longer).

If you're using power armor, then 3 is all you'll need in Strength. Without power armor, consider dropping some points from Endurance , Charisma, Agility to get Strength to 6 for Strong Back.

You can lower Science to 7 at the start and get Nuclear Physicist after you get the Science bobblehead. It's relatively easy to acquire early from Malden Middle School/Vault 75. Charisma at 5 is fine early, since you can get the Charisma bobblehead early from the Parsons Insane Asylum during the Secret of Cabot House mission to raise the stat to 6 for Local Leader.
Last edited by Langkard; Jul 18, 2018 @ 1:09pm
JODEGAFUN Jul 18, 2018 @ 1:09pm 
Originally posted by Langkard:
It depends on whether or nor you plan on using VATS.

A good start would be

S = 3 - for armorer
P = 3 - increased to 4 with the bobblehead you get during the beginning mission in Concord.
E = 1 to 3, dump stat. 1 if you need more points for Agility to Sneak and Luck for VATS criticals
C = 1, or 3 for Lone Wanderer or 6 for Local Leader if you plan on building lots of settlements
I = 8 - increase to 9 with the extra point from the You're Special book in your old house at start
A = 1, or 3 if you plan to use Sneak
L = 5, 0r 7 if you plan to use VATS criticals.

I generally ignore VATS and use Sneak and Lone Wanderer and Local Leader, so my starting points coming right out of Vault 111 would look like:

S = 3
P = 3
E = 1
C = 5
I = 8
A = 3
L = 5

9 points in Intelligence lets you use the Nuclear Physicist perk for extra energy weapon damage (and power cores for power armor last longer).

If you're using power armor, then 3 is all you'll need in Strength. Without power armor, consider dropping some points from Endurance , Charisma, Agility to get Strength to 6 for Strong Back.

You can lower Science to 7 at the start and get Nuclear Physicist after you get the Science bobblehead. It's relatively easy to acquire early from Malden Middle School/Vault 75. Charisma at 5 is fine early, since you can get the Charisma bobblehead early from the Parsons Insane Asylum during the Secret of Cabot House mission to raise the stat to 6 for Local Leader.
Never use a bobblehead early in game, never. Use them if you have push the attribut to 10 (max) and use them then, got overmax 11 + equipment attributes this way.
Langkard Jul 18, 2018 @ 1:13pm 
Originally posted by JODEGAFUN:
Never use a bobblehead early in game, never. Use them if you have push the attribut to 10 (max) and use them then, got overmax 11 + equipment attributes this way.

I disagree. The only stat I ever max to 10 is Intelligence to get Nerd Rage or Agility on a Sneak/Ninja build for Gun Fu. The rest is overkill. There is no need to get a stat to 11, even on survival mode.
Nite69 Jul 18, 2018 @ 1:17pm 
Originally posted by Langkard:
Originally posted by JODEGAFUN:
Never use a bobblehead early in game, never. Use them if you have push the attribut to 10 (max) and use them then, got overmax 11 + equipment attributes this way.

I disagree. The only stat I ever max to 10 is Intelligence to get Nerd Rage or Agility on a Sneak/Ninja build for Gun Fu. The rest is overkill. There is no need to get a stat to 11, even on survival mode.

You will want higher then 10 when you get to a higher level cause gaining XP will be much slower if you don't. I have my INT so far up to 16 with my current gear and it really helps level faster at high player level

I am only about half done exploring the vanilla map and already level 58, not even advanced in the main game storyline or started the DLC's yet on this playthrough
Last edited by Nite69; Jul 18, 2018 @ 2:44pm
Sgt.Random♿ Jul 18, 2018 @ 1:30pm 
Originally posted by Langkard:
It depends on whether or nor you plan on using VATS.

A good start would be

S = 3 - for armorer
P = 3 - increased to 4 with the bobblehead you get during the beginning mission in Concord.
E = 1 to 3, dump stat. 1 if you need more points for Agility to Sneak and Luck for VATS criticals
C = 1, or 3 for Lone Wanderer or 6 for Local Leader if you plan on building lots of settlements
I = 8 - increase to 9 with the extra point from the You're Special book in your old house at start
A = 1, or 3 if you plan to use Sneak
L = 5, 0r 7 if you plan to use VATS criticals.

This gives you Armorer, Locksmith, Science (and then Nuclear Phys.), and Idiot Savant. Armorer + Science lets you upgrade your power armor.

I generally ignore VATS and use Sneak and Lone Wanderer and Local Leader, so my starting points coming right out of Vault 111 would look like:

S = 3
P = 3
E = 1
C = 5
I = 8
A = 3
L = 5

9 points in Intelligence (8 + You're Special) lets you use the Nuclear Physicist perk for extra energy weapon damage (and power cores for power armor last longer).

If you're using power armor, then 3 is all you'll need in Strength. Without power armor, consider dropping some points from Endurance , Charisma, Agility to get Strength to 6 for Strong Back.

You can lower Science to 7 at the start and get Nuclear Physicist after you get the Science bobblehead. It's relatively easy to acquire early from Malden Middle School/Vault 75. Charisma at 5 is fine early, since you can get the Charisma bobblehead early from the Parsons Insane Asylum during the Secret of Cabot House mission to raise the stat to 6 for Local Leader.

Sorry, didn't specify, I want to use Power Armor when I get enough ranks of nuclear physicist, and of course enough power cores.

EDIT: By that I mean I don't want sneak on this character, don't enjoy sneak anymore.
Last edited by Sgt.Random♿; Jul 18, 2018 @ 1:35pm
Tavman (4) Jul 18, 2018 @ 2:17pm 
Originally posted by Langkard:
Originally posted by JODEGAFUN:
Never use a bobblehead early in game, never. Use them if you have push the attribut to 10 (max) and use them then, got overmax 11 + equipment attributes this way.

I disagree. The only stat I ever max to 10 is Intelligence to get Nerd Rage or Agility on a Sneak/Ninja build for Gun Fu. The rest is overkill. There is no need to get a stat to 11, even on survival mode.

Nearly all SPECIAL stats are useful beyond the level of 10 (Perception is the only one I have questions about).
Elbonris Sep 9, 2019 @ 10:50pm 
Originally posted by bigdale:
You need enough intelligence for the science perk if you want to mod your weapons from scrap parts. Otherwise the stats you need are the exact same as any other ranged weapon build. Perception and agility both help for VATS with accuracy and action points. Gunslinger, rifleman or commando based on pistols, rifles and autos.

So gunslinger applies to energy pistols?
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Date Posted: Jul 18, 2018 @ 10:58am
Posts: 9