laclongquan
Boned Hunter of Sister
Welcome, welcome you all to a list of Highest Skill Level in a reasonable Fallout 2 game. Obviously we can raise things to 300 if you want to, but a reasonable game dont need that high. So please, tell us, what you think about this list.
Sort in order of importance
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Combat skills (Small gun, Big gun, energy gun, Unarmed, Melee, Throwing) = 60 (eyes hit penalty) + 95 (max) = 155%.
--Specifically, for fighting Masticator you need Unarmed 167+ so you can bite his ear off.
--Obviously in close combat sometimes you dont need that high level, but sometimes you meet some really really agile fighter, like the Masters in Chinatown's ring, or Masticator in New Reno heavyweight championship. And in ranged combat we have distance to think about. So 145 is a good reasonable threshold.
--Mind you, Throwing is really really shit combat skill. I tried playing it, but you need serious messing with game resources to make it even halfway playable: cheat in around 100 flares for normal use, and possibly reduce grenades AP cost. You need a dedicated rebalance mod to make this one playable.
Speech: 80% for Jack in NCR, but 75% in Vault City. As you can see we are going to need it high ASAP. Thus people normally drop a Tag on it. There's some perks and actions that raise +17 or +18, plus the mirror shades raise it some more.
Sneak: 121%. Because there's characters' vision check whether you have Sneak over 120. If yes, their field of vision will be reduced, which is immensely useful in: sneaking through, sneak-steal, sneak-open, sneak-plant. The obvious use is (1) dropping live dynamite on characters like Metzger before open fire, (2) New Reno Arms where you sneak into basement for free upgrade, and (3) silent hit kills from behind. This one is pure point buy, and ASAP, so I deem a Tag is needed.
First Aid: 91%, which is the highest percentage from reading books. You dont need to invest a point in it. And if we mess around with drugs to reduce Intelligence, thus reduce skill level, we can read more books to raise it even higher. But FA use up time to cure HP, the which can be done by stims and healing powders, so before finding Vault13 it's of limited use, in my personal opinion. After that, too little HP heal for the time to spend.
++ We can use First Aid in no-rest zone to advance time (to make drug bad effect come online) but this require no investment whatsoever.
Doctor: 60%, and a Vault City perk add +5 (require Doctor 75, or shenanigan with difficulty slider), Living Anatomy perk add +10, and we has 75 need for success a check in VC computer. The check is only needed after we have a spare combat armor and 5.5k gold so we dont need to invest it right away. And doctorbag and the like wont help with their tool bonus in that check. Doctor skill only useful if you get crippled somewhere far from doctors, since you can just use stims and healing powder for normal HP loss.
Science: 130% for Skynet's cybernetic brain. Luckily this is optional so you dont need to get that high if you cant spare the points. Double luckily this skill can be learnt by book reading, so you dont need to invest that many: book read to 91, drug abused then book read to around 120, and the rest by point buy.
++A cheapskate option is to change to Easy difficulty to scale from 110 to 130.
Repair: 101 at least. The car rebuilt done by Smitty in The Den can be done by Chosen One at 101% (1% of success). Otherwise you can just read book to raise this skill to 91, use drug then read book to 118. The Super Tool Kit add a +2040% but that depend on whether the skill check use that tool bonus or not. The higher Repair is, the more you can heal Brainbot (but not K9).
++If you play RP or any mod that add EPA level, Repair 100 is minimum to bring down the forcefield on lowest level
Lockpick: possibly 100% for the ammo room in Sierra Depot. Although that is optional. Generally I think a 60% plus advanced lockpick to get to 100 is enough. Pure point buy, ouch~
++Actually, it's possible to open these doors at lower skill level. I can open it at 40 with the epick mk2. It's more convenient when you can use hot key Reload to Use the item lockpick on the door instead of moving cursors by yourself which is the major reason restricting us pick it 66 times.
Outdoorsman: Unraised. We can read book to raise it to 91, messing with drugs to push it to 110+. But codes show that we only need up to 75% alongside with Tool bonus (motion sensor) for checks (max 95). Special Encounter require both LUCK and this skill. A Luck 1/2 character doesnt meet special encounters even with high skill level.
++ Deathclaws raiding Westin ranch. You can find the shortcut to V13 if your Outdoorsman is high enough which 90+ doesnt cut it. I am suggesting read book-->use drug then wait for bad effect to lower stat, thus lower skill ==> read book again.
Barter: I leave this untouched. Barter is checked in various dialog, but that is mostly to make money or reduce cost. And since the complaint of most gamers is we are too rich by end game, i see no reason to raise it.
++ Even worse, in some check it use Speech skill or Charisma check to win the argument to lower price (Doc Andrews in VC courtyard...) So there's even less need to invest in it.
Traps: Unraised. We mostly lose HP due to various traps, which we can heal with plentiful stims. No instant death trap at all. We do use dynamites and plastic explosives throughout the game, but the unraised traps skill wont prevent us doing that
++Shrub Mc Duck remind me about using Traps to assassinate Mr Bishop. Considering there's other ways to do him in like Super Stimpack and etc... I dont find investing 70~ points in Trap to off that oldster a REASONABLE method.
+++On the other, if you play a long game, after 30 levels, 70 points is not that much of a wastage. So what the hell, go for it~
------
Please, tell me if I miss something.
Sort in order of importance
--------------------
Combat skills (Small gun, Big gun, energy gun, Unarmed, Melee, Throwing) = 60 (eyes hit penalty) + 95 (max) = 155%.
--Specifically, for fighting Masticator you need Unarmed 167+ so you can bite his ear off.
--Obviously in close combat sometimes you dont need that high level, but sometimes you meet some really really agile fighter, like the Masters in Chinatown's ring, or Masticator in New Reno heavyweight championship. And in ranged combat we have distance to think about. So 145 is a good reasonable threshold.
--Mind you, Throwing is really really shit combat skill. I tried playing it, but you need serious messing with game resources to make it even halfway playable: cheat in around 100 flares for normal use, and possibly reduce grenades AP cost. You need a dedicated rebalance mod to make this one playable.
Speech: 80% for Jack in NCR, but 75% in Vault City. As you can see we are going to need it high ASAP. Thus people normally drop a Tag on it. There's some perks and actions that raise +17 or +18, plus the mirror shades raise it some more.
Sneak: 121%. Because there's characters' vision check whether you have Sneak over 120. If yes, their field of vision will be reduced, which is immensely useful in: sneaking through, sneak-steal, sneak-open, sneak-plant. The obvious use is (1) dropping live dynamite on characters like Metzger before open fire, (2) New Reno Arms where you sneak into basement for free upgrade, and (3) silent hit kills from behind. This one is pure point buy, and ASAP, so I deem a Tag is needed.
First Aid: 91%, which is the highest percentage from reading books. You dont need to invest a point in it. And if we mess around with drugs to reduce Intelligence, thus reduce skill level, we can read more books to raise it even higher. But FA use up time to cure HP, the which can be done by stims and healing powders, so before finding Vault13 it's of limited use, in my personal opinion. After that, too little HP heal for the time to spend.
++ We can use First Aid in no-rest zone to advance time (to make drug bad effect come online) but this require no investment whatsoever.
Doctor: 60%, and a Vault City perk add +5 (require Doctor 75, or shenanigan with difficulty slider), Living Anatomy perk add +10, and we has 75 need for success a check in VC computer. The check is only needed after we have a spare combat armor and 5.5k gold so we dont need to invest it right away. And doctorbag and the like wont help with their tool bonus in that check. Doctor skill only useful if you get crippled somewhere far from doctors, since you can just use stims and healing powder for normal HP loss.
Science: 130% for Skynet's cybernetic brain. Luckily this is optional so you dont need to get that high if you cant spare the points. Double luckily this skill can be learnt by book reading, so you dont need to invest that many: book read to 91, drug abused then book read to around 120, and the rest by point buy.
++A cheapskate option is to change to Easy difficulty to scale from 110 to 130.
Repair: 101 at least. The car rebuilt done by Smitty in The Den can be done by Chosen One at 101% (1% of success). Otherwise you can just read book to raise this skill to 91, use drug then read book to 118. The Super Tool Kit add a +
++If you play RP or any mod that add EPA level, Repair 100 is minimum to bring down the forcefield on lowest level
Lockpick: possibly 100% for the ammo room in Sierra Depot. Although that is optional. Generally I think a 60% plus advanced lockpick to get to 100 is enough. Pure point buy, ouch~
++Actually, it's possible to open these doors at lower skill level. I can open it at 40 with the epick mk2. It's more convenient when you can use hot key Reload to Use the item lockpick on the door instead of moving cursors by yourself which is the major reason restricting us pick it 66 times.
Outdoorsman: Unraised. We can read book to raise it to 91, messing with drugs to push it to 110+. But codes show that we only need up to 75% alongside with Tool bonus (motion sensor) for checks (max 95). Special Encounter require both LUCK and this skill. A Luck 1/2 character doesnt meet special encounters even with high skill level.
++ Deathclaws raiding Westin ranch. You can find the shortcut to V13 if your Outdoorsman is high enough which 90+ doesnt cut it. I am suggesting read book-->use drug then wait for bad effect to lower stat, thus lower skill ==> read book again.
Barter: I leave this untouched. Barter is checked in various dialog, but that is mostly to make money or reduce cost. And since the complaint of most gamers is we are too rich by end game, i see no reason to raise it.
++ Even worse, in some check it use Speech skill or Charisma check to win the argument to lower price (Doc Andrews in VC courtyard...) So there's even less need to invest in it.
Traps: Unraised. We mostly lose HP due to various traps, which we can heal with plentiful stims. No instant death trap at all. We do use dynamites and plastic explosives throughout the game, but the unraised traps skill wont prevent us doing that
++Shrub Mc Duck remind me about using Traps to assassinate Mr Bishop. Considering there's other ways to do him in like Super Stimpack and etc... I dont find investing 70~ points in Trap to off that oldster a REASONABLE method.
+++On the other, if you play a long game, after 30 levels, 70 points is not that much of a wastage. So what the hell, go for it~
------
Please, tell me if I miss something.
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