"What Are the Best Starting SPECIAL Stats and Perks in Fallout 4?"

Published: 22 May 2024
on channel: Intelligent Gaming
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In this video I cover what I believe are the best starting SPECIAL stats and perks to choose in Fallout 4. 

The build covered in this video, will allow you to improve most of the guns and armors found at lower levels, open most locks and terminals, pass speech checks, and most importantly allow your character to level up quickly.  

SPECIAL Stats

Strength 

The first stat is Strength that primarily governs your melee weapon damage and how much you can carry. 

I set this to 3, mainly because in the early game, decent melee weapons are quite rare and the only perk worth picking up is Armorer as at Rank 1 it allows you to upgrade a full set of Leather Armor.  

Later in the game, at around level 13, Metal Armor pieces will start to appear, especially on Raiders, so it would be suitable time to upgrade the perk to Rank 2.

Eventually you will want to get Rank 4 so you can max out the protection of your power armor.  

Perception 

The Perception stat affects your accuracy when using VATS. 

I set this to 4, as there are two perks worth picking up early. 

The first perk is Rifleman, which governs the damage your non automatic rifles and shotguns do, and at higher Ranks, adds armor penetration and a chance of crippling a limb.  

The second perk is Locksmith, which allows to pick higher level locks, although I would stop at Rank 3 which allows you to unlock master level locks. 

In the early game, there are tons of advanced and expert level locks in the nearby settlements, so it makes sense to not miss out on potential loot.  

Endurance 

The Endurance stat determines how much health your character has, and how many action points are drained when sprinting.  

The only perk worth considering early one is Lifegiver as this is a flat increase to your total health, and at Rank 3, allows you to regenerate health.  

Charisma 

The Charisma stat determines prices you get for buying and selling, the total amount of settlers available at settlements, and the chance that you will win a speech check.  

I set this to 6 for several reasons.

First, this allows you to select Local Leader early in the game, that allows you to build crafting stations at any settlement in the game, and link and share resources between them.  

In other words, you can deposit all your crafting materials at one settlement, and then use them at another.  

The second reason for choosing 6 Charisma is that if you pair this stat with a hat, glasses and a suit that also adds Charisma, then you get a total of 10, which allows you to pass almost any speech check in the game.  

Another bonus is that you will be getting the best prices as well. 

Aside from Local Leader, the only other perk worth mentioning is Lady Killer / Black Widow as this makes it easier to persuade the opposite sex in dialogue and cause more damage to them.  

Intelligence 

The Intelligence stat primarily governs the amount of experience you gain when completing actions that give out XP.  

I set this to 6, which grants me access to the Gun Nut perk, allow me to mod all the guns I pick up, and having a weapon with the Powerful Receiver early on is a massive DPS increase. 

Higher Ranks just allow you to mod more powerful weapons.  

I also take the Hacker perk in order to unlock higher level terminals in the game, although like Locksmith, I stop at Rank 3, that allows you to unlock master level terminals. 

Another good perk is Scrapper which allows you to obtain rare components when you scrapping weapons and armors, including screws, which is likely to be something you will be lacking in the early game.  

The final perk I take is Science, which like Gun Nut allows you to mod weapons and armors, especially energy weapons and power armor mods.  

Agility 

The Agility stat governs your total amount of action points, and I leave this at 1.  

In fact, the only perk that I take is Gunslinger which increases the damage that your pistols do, and at higher Ranks, has a chance to disarm opponents. 

Luck 

The Luck stat determines the amount of hits in VATS it takes to charge your critical meter and has a slight effect on what loot you find in the game.  
In terms of perks, I take Bloody Mess to Rank 4, as this gives a straight 15% increase for all weapon damage.  

And finally, I take the best perk in the game, Idiot Savant, which has a chance to give either a x3 or x5 XP increase for any action that awards experience.  

#fallout4 #special #perks

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