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Ein Übersetzungsproblem melden
I think the only item in the series that breaks this convention is the lucky 8 ball from Fallout 3 where having it in your inventory lets you take perks above your base luck.
Remember that if you are ever low on a SPECIAL stat for a perk you want you can always spend perks to increase a stat by 1 point, in general taking actual perks is better than boosting SPECIAL but if you do want a perk badly then its worth a few perks to reach it.
Those are all temporary stat increasesd, aka buffs.. they wear off when you are not in power armor. Therefore they can not help you while picking perks.
Strength could be 2 for Armourer unless going big guns with laser miniguns or 10 if you want to mess around with Pain Train. Since power armour boosts your strength to 11 regardless it means the usual +50 carry weight boost you get from having 6 strength is wasted which makes strong back less useful as a result compared to people not using power armour.
Intelligence should be 9, you want to have the longer lasting fusion cores if you plan on using power armour full time and the grenade is fun too.
Endurance can probably be reduced if you want more points elsewhere, but at the same time it is likely a good place to dump left over points at the end. As you will take less damage in power armour but you also won't be avoiding getting hit so extra HP might still be useful in the end.