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Endurance gives more hitpoints.
Strength gives more melee damage (and some carry weight)
The bonuses from other stats generally aren't as good.
Xp will eventually be a bad thing (once you have all the damage/good perks, levels will be giving enemies more hitpoints...), Intelligence is the last stat I would put 12 in...
You also can not start with a 10 in an ability to use the trick to get to 12 because the game locks out whatever abilities you leave the vault with a 10 in for the SPECIAL book.
Agility is going to give your more AP and stealth.
Perception is going to give you slightly better accuracy.
Endurance will give you more health and slow down your running draining AP.
Strength is melee damage and carry weight, although that extra 10 lbs dont seem worth it.
As Doombringer pointed out Inteligence is a waste due to you are jsut leveling mobs faster as well.
Charisma is kind of a waste period, with or without Automatron. That one extra settler really aint worth it. That high charisma has ZERO effect on vendor prices because a charisma of like 6 with all the magazines can max out the vendor values. Plus have to factor in how many of your settlements do you really get up over 30 settlers anyways?
10 endurance grants aditional 7.25 hp per level. Now 12 endurance... its aditional 8.25 hp per level... its 100 hp difference at level 100... 200 hp difference at lv 200... and should keep escalating 0.o If some player gets to level 1000... he should have extra 1000 hp! What a monster :P
12 agility shouldd grant u 20 more action points, you can get another 25 from lone wanderer, and 10 more fro quick hands, this should leave u with ... 215 action points while with just 10 agi (and none of these perks) u get... 160 points. Good for some vats user who wants to use sniper rank 3. The action bar increases by close to 1/3?
Don't rely on just one reason to max a stat out.
If you just want AP and use pistols and other hip-fire configured weapons then you *might* be best going agil or luck to 12.
But never the others. There's no constant bonus.
Agil is literally the only stat that *always* gives a bonus, as long as you're sneaking or running.
Even Endurance is only as useful as your Radiation level.
i ever go for charisma in survival, not because the settlers, but because all the red speechchecks. some red speechchecks can still fail with 10Cha, with 11 not, so in survival you need 12 to be on the save side, so you dont get a fail because you overssen a cha debuff by water, food, or sleep missing.
Yes that reply got me confused as well :P
Me too, you can easily reach 16 with easy to obtain clothing and base 12.
Oh yeah, Thats right I didnt get the debuff right or something. Been a few years since it happened and I just never start with 10 anymore. Kinda stupid to start wiht a 10 anyways.
Speaking charisma checks are easy to cheese. All food, drug and other effects stack for speech checks, they just do not stack to change the actual stat. One of the high profile players Ruin or Scarecrow did research on that years ago.
You are confused. 11s and a 12 base BEFORE modifers. I should not have had to imply 11 and 12 were a base stat.
Or vats with automatics huh, that would be sweet too.
Well having a base 12 is only going to give you 10 more AP. Since Ap is 60 + 10 x AGI for the formula.
So the effect would be slightly noticable.
However if you combine that with other things like chugging Nuka Cola for the AP then that higher cap could make a slight difference as to not be wasting some fo the effect or being able to drink two instead of just one without wasting the effect.
Ah yes, ther are many things that boos ap. I know I can get extra 35? From quick hands and lone wanderer.
Now drinks that increase ap such as cola, I have no experience with those. Do they last long? I know Jet Fuel adds extra 100 ap for quite some time.