Fallout 3 Min-Maxing
Fallout 3 is not nearly as satisfying for the min-maxer as its predecessors; given the bobbleheads, plethora of perk picks, cheap non-tag skills, and fewer skills, it’s just too easy to get everything you want and more. Further, Fallout 3 is much more of an FPS than earlier iterations, so an optimized character is not essential to success for those with twitch skillz. Finally, there just doesn’t seem to be the clever combinations in Fallout 3 that there were in previous Fallout releases, where through careful selection of perfectly complementary perks you could create an absolute nightmare of a character.
| Attribute | Skill points | Additional Benefit |
| Strength | +2 (Melee) | +10 carry weight, melee dmg bonus* |
| Perception | +6 (Energy, Explosives, Lockpick) | Extend threat compass range |
| Endurance | +4 (Big Guns, Unarmed) | +20 HP, +2% resistance |
| Charisma | +4 (Speech, Barter) | NPC reaction modifier* |
| Intelligence | +6 (Medical, Repair, Science) | +1 skill point per level |
| Agility | +4 (Small Guns, Sneak) | +2 action points |
| Luck | +6.5 (+1/2pts for all 13 skills) |
+1% crit chance
|
*The mechanics behind these benefits are unclear to me, so they are likely under-weighted in this analysis.
Intelligence is the clear winner in regard to skill point gains, as each point assigned gains you 6 points across three important skills immediately, and an additional point to spend each time you level. By level 20, each SPECIAL point spent on intelligence at the outset will have netted you an additional 26 skill points. Buying the Educated perk (attainable at level 4) yields 3 skill points per level – netting a total of 48 additional skill points by level 20, and Comprehension will yield even more (albeit randomly allocated) extra skill points. 9 is a reasonable starting score, along with going for the bobblehead fairly early.
- There are several early perks that provide 10 skill points. If I compare buying one of these perks against Intense Training in Agility, the comparison favors the Intense Training in my book (10 skill points < 6 skill points + 2 action points + possible additional dialog options).
- If I’m comparing Size Matters to taking a point of Strength (and I’m playing a character that uses strength and big guns) I’d say Size Matters wins (15 skill points > 2 skill points + 10 carry weight + possible dialog options)...but there are an awful lot of other good perks available by the time size matters comes up.
- There are more efficient ways to get all the skill points you need than using Intense Training of an Attribute (other than Intelligence early on). Comprehension can easily be expected to yield 70+ skill points through the life of a character, Educated can yield as many as 48, and a point of intelligence can yield as many as 25. By comparison the 2 – 6 skill points you get from Intense Training other attributes look anemic.
- Most of the “Additional Benefits” you gain through Intense Training can be bought much more efficiently through other Perks as well (though you do have to wait a while for some of these opportunities).
| Attribute | Additional Benefit | Related Perk | Perk Benefit |
| Strength | +10 carry weight | Strong Back | +50 Carry Weight |
| Perception | Threat compass | none | n/a |
| Endurance | +20 HP, +2% resistance | Life Giver | +30 HP |
| Charisma | NPC reaction modifier | none | n/a |
| Intelligence | +1 skill point per level | Educated | +3 skill points per level |
| Agility | +2 AP | Action Boy | +25 AP |
| Luck | +1% crit chance | Finesse | +5% crit chance |
- Entomologist – Insects just aren’t that big of a problem – shoot rad scorps in the stinger at range, and ants in the head (unless there are several, which is the only time shooting them in the antennae is useful).
- Robotics Expert - there’s only one type of robot that’s really a problem and they’re fortunately rare. I can’t see using up an upper level perk slot on something that’ll be really useful for maybe 10 mobs (protectrons and brain-bots shoot in the head, Mr Gutsy shoot in the thruster, “those tank robots” (as a friend refers to them)…run, drop mines, pray…I dunno, maybe buy this damn perk.
- Here and Now – a perfect waste of a perk. It’s too easy to level in this game anyway and taking this perk will mean you have one fewer useful perks at level 20 (which you sacrificed at a time when most of the really good perks were available).
- Concentrated Fire – haven’t tried it, but since by level 18 (when it becomes available) I kill almost all enemies in one shot, and rarely have less than a 95% hit chance anyway, I just don’t see the use.
- Critical - Small Guns, Repair, Sneak, Lockpick, Speech
- Important - Medicine, Science, Explosives
- Optional - Energy Weapons, Big Guns
- Useless - Melee, Unarmed, Barter
- Repair allows you to increase your damage output, increase your damage resistence, reduces the chance of weapon jams (or so I've read, I've never actually had a weapon jam...or not one that I noticed), avoid the cost of paying someone else for repairs, carry less weight and make more money. It’s arguably the most important skill in the game.
- Barter seems like it would be an important skill, but with a high Repair you can repair weapons and armor that you pick up (increasing their value), and then sell them for enough to clean out the local stores of caps, even with a low barter skill. You probably won’t buy much except for maybe some .308 and .45 Magnum rounds, maybe a bobby pin or two. Net, better pricing won’t make much difference and barter just isn’t necessary.
- Medicine turned out to be more important than I would have expected for this build, as it affects how potent stimpacks, rad-x and rad-away are, plus opens various dialog and quest options (eg can get you a lucky 8 ball in Big Town).
Garret
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Joined: 22 May 08
Posts:
Posted: 14 December 2008
Good article, Colin. It's funny... it looks like our play styles in Fallout 3 are very similar. I initially went for sniper early, but then quickly realized the benefits to being hidden while firing on an enemy. I noticed that Silent Running really helped me a lot when I was positioning for a kill.
One thing about perks... while I agree with the your ranking of importance of specific perks, the game more or less forces you to choose a few of the lower ranked perks, such as Gun Nut, due to level restrictions and availability. The perks at level 2 are almost exclusively based on improving some skill set, with the exception of Intense Training (useful if you need to meet a stat requirement for a great perk), Lady Killer/Black Widow (never tried it since it seemed limited in usefullness to me), and Swift Learner (wow... who needs this unless you plan on just blowing through the main quest?).
I suppose taking something like Gun Nut is a good idea early on since Small Guns kind of sucks at the beginning. It does tend to even out over the long haul.
Other than this small comment, I'm totally on board with your observations. Well, except for your inexplicable hatred for the bobblehead dolls. They're soooooo cute!
Joined: 31 December 69
Posts:
Posted: 19 July 2010
You said
'''One additional consideration for your attributes is that throughout the game various dialog options become available only if you have a minimum score in a particular attribute. I suspect scores of 6 or higher will get you access to most of these, but none that I’ve encountered are of earth shattering significance so I don’t really worry about this much''''
Actually i confirm it's 7.
Good day!