Finesse Trait

GawainBS

First time out of the vault
Hello again

I did a search on this this time around before posting. ;)
Do you think this trait is worth it? My main character is a sniper with Small Guns, Energy Guns & Barter. He's also Gifted.
ST 6, PE 8, EN 2, CH 6, IN 10, AG 10, LK 6.
The reduced damage is really hurting at the beginning and I don't seem to get so many great criticals. (A critical of 8 damage is still only 8 damage.)

Thanks for any replies.
 
10% extra chance of a critical vs -25% damage.

If you are going to use finesse it might be worth investing more points in luck.

http://www.nma-fallout.com/forum/viewtopic.php?t=31459&highlight=finesse

ST 6, PE 8, EN 2, CH 6, IN 10, AG 10, LK 6.
You've made a mistake there, you've got 1 point too many.

Unless that's where your mistake is, you might as well reduce strength to 5. As a sniper most of the weapons you are going to use only require min st 5 and by the time you find one that requires strength 6 you'll either have power armour or can take the +1 strength perk.

You might be better off with 'one hander' the name and description are all wrong, in FOT no weapons are flagged for one or two hands. It does give a 10% bonus to small arms, unarmed and throwing skills at a cost of -30% big guns.

You also might want to leave energy weapons until later in the game, you can always use the tag perk when you find one.

I also wouldn't bother with barter, there's so much stuff in FOT you can quite easily finish the game without ever visiting a quarter master, and Stitch will still get better prices at the start. You don't have to take him on missions but just take him out of the recruit pool to do all your trading.
 
Indeed, my ST is 5. I was planning on taking Leadership Perk, so I want to keep my CH at 6. Where from should I take the points to raise LK?
What would be a better tag skill than Barter? Science?

Thanks for the help so far. :)

Btw, is there a critical hit table (Like in the Better Criticals Perk) on the site somewhere? I did search on the fora, but came up with 4000+ hits, containing threads like "who's the sexiest?" I doubt I will find that table there. ;)
 
GawainBS said:
Indeed, my ST is 5. I was planning on taking Leadership Perk, so I want to keep my CH at 6. Where from should I take the points to raise LK?
Either take one point each off of intelligence and agility or two points from intelligence. With an agility of 9 you'll still start with 51% in small guns if it's tagged. More than enough for the first mission. Otherwise take the points just from intelligence. The difference between int 8 and int 10 isn't that great skill wise, it really only affects how many skill points you'll get and you can always boost them with the educated perk but both characteristic can be raised with perks anyway.

GawainBS said:
What would be a better tag skill than Barter? Science?
Doctor. For several reasons, one IIRC all the recruits with doctor don't have good stats which affect the doctor skill, your character will gain extra experience points plus the living anatomy perk (+5 damage against organics).

GawainBS said:
Btw, is there a critical hit table (Like in the Better Criticals Perk) on the site somewhere?
Not that I remember, I doubt there is one as most of the game's mechanics are hardcoded and not listed amongst the game's files. You can try the Fallout Warfare rules (in the files section). I don't know how much they were adjusted for table top gaming though.
 
I already have the Warfare Rules, but those don't have a Critical Hit Table. Oh, well, thanks for the advice. :)
 
In My opinion i reckon that early on finesse puts you at a bit of a disadvantage but in the later game it is probs worth it, though if u get the sniper perk then it becomes slightly pointless. Your choice but if u r gonna get finesse i would try to find a few more points for luck, woodnt take em off int because if uve got gifted then u will want those couple extra points on int so just try to find somewhere to take em off.
 
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