Destroyer140

Fallout 2 Unarmed Build v1.1

Apr 6th, 2020
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  1. Start S.P.E.C.I.A.L.:
  2. S - 6
  3. P - 6
  4. E - 10
  5. C - 2
  6. I - 9
  7. A - 10
  8. L - 5
  9.  
  10. Goal S.P.E.C.I.A.L.:
  11. S - 10 (+1 with implant from Vault 8; +4 From Advanced Power Armor mkI/mk/II)
  12. P - 7 (+1 with implant from Mariposa Military Base)
  13. E - 10
  14. C - 3 (+1 with implant from Navarro which you should use ONLY AFTER purchasing both Dermal impact and Phoenix armor implants which reduce it with 1 each, the sun glasses from New Reno/Golgotha can temporarily increase it back to 10 if you have to manage followers)
  15. I - 10 (+1 with implant from Sierra Army Depot)
  16. A - 10
  17. L - 7 (+2 from NCR Hubologist Zeta Scan)
  18.  
  19. Traits:
  20. Gifted
  21. Small Frame
  22.  
  23. Tag:
  24. Unarmed (obvious reasons)
  25. Doctor (easier train up toward the level required for subdermal armors)
  26. Lockpick (easier train up toward the bullshit lockpick requirement to get the FOB from Navarro)
  27.  
  28. Core skill levels to secure for build:
  29. Go to the NCR before lvl 9 and try to get the Zeta Scan that provides +2 Luck, save scum if you have to because the availability of the Better Criticals perk depends on it.
  30.  
  31. Perks:
  32. 3 - FLEX
  33. 6 - Bonus Move
  34. 9 - Better Criticals
  35. 12 - Lifegiver
  36. 15 - Bonus HtH Attacks
  37. 18 - Action Boy
  38. 21 - Action Boy
  39. 24 - Slayer
  40. 27 - Bonus Move
  41. 30 and beyond is all FLEX
  42.  
  43. MUST haves for proper performance:
  44. Action Boy (2)
  45. Bonus HtH Attacks
  46. Bonus Move (2)
  47. Better Criticals
  48. Slayer
  49. Lifegiver
  50.  
  51. FLEX perks: Pick and use any variety of these in the FLEX perk slots that you'd prefer with your playstyle (or just farm up the level to get them all if you love the grind):
  52. Strong ones and the reasoning behind them:
  53.  
  54. Awareness - Information is power, being able to inspect which enemy has the most dangerous weapon, how close an enemy exactly is to waste AP on reloading, being able to inspect enemy HP left is all cool.
  55. HtH Evade - The strongest form of damage mitigation is not getting hit at all. +25 AC from unarmed skill alone if you can hit 300%
  56. Quick Pockets - Being able to use drugs and heal to full within the matter of only 2AP instead 4 is a high value perk at all points of the game.
  57.  
  58. Mediocore or worse ones and the reasoning behind them:
  59.  
  60. Better HtH Damage (3) - Minimalstic damage increase for a prek slot. Take only if you want to get the absolute maximum out of your unarmed damage, no matter how small the increase.
  61. Dodger - Minimalistic increase to AC to potentially completely dodge attacks.
  62. Living Anatomy - See above
  63. Toughness (3) - Power Armors mixed with Psycho should by all means be able to get you up to 90% DR cap. Take only if you are allergic to Psycho abuse or you want to grind forever.
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