Re: enough skill points to make all rounder but not mediocre
wintermute000 said:
Is it possible with the skill point / magazine distribution in the game to make a char that is
- excellent guns (90+)
- ok melee (60+)
- decent energy weapons (70+)
and still have excellent sneak, lockpick, repair and speech?
I am neglecting barter, survival, unarmed, gonna leave science at 50.
Well the wiki give this info:
http://fallout.wikia.com/wiki/Intelligence
The number of skill points gained each level up is based on the formula 10 + (0.5 * INT), where INT is your Intelligence. If you get a non-whole number of skill points per level (e.g. 10.5 for INT 1) it will be saved for the next level up, so you will get 10 skill points for your first level up and 11 on your next.
So:
5 int = 375 skill points (and each +1 int = 15 skill points at lvl 30)
10 int = 450 skill points
Educated Perk: nets an extra 52 skill points if taken at lvl 4.
Comprehension: changes normal +3 skill points from a book to +4 (about 4 books per skill) so each skill will get an extra +16 instead of +12 if you're a compeletionist. (51 extra skill points, * explosives only has 3 books)
So, a 6 intelligence character w/t educated, comprehension and all books will have 442 skill points to spend and +16 in every stat.
Goal:
90+ guns
60+ melee
70+ energy
excellent (90?): sneak, lockpick, repair, speech
50 science
Estimate all start @ 17ish, add +16 from books, so 33ish points in all 8. We get 3 tags = 45 sp. +442 if int @ 6. So, 487 points to spend with all skills at 33:
100 - 33 = 67
67 * 5 = 335, which allows maxed guns, sneak, lockpick, repair, and speech.
487 - 335 = 152 points left - 15 = 137 to get science at 50.
Can raise melee and energy both to 70 and have 78 points left.
Thus you don't need all the books or both of these perks or even an intelligence of 6 to get the stats you're looking for.
(*NOTE: I wouldn't have typed this much if I wasn't wanting to find out for myself too

)