It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Ah, true, that does mean your character could reach out and crit someone without trying too desperately hard.
Still, crits to the eyes are also more painful. I'd say that swapping out the 10 Luck/Finesse situation is more beneficial to somebody with Fast Shot than somebody with otherwise normal traits and knacks, even though it's useful all around.
Though Fast Metabolism isn't a very helpful trait in general, I think it'd be most useful with a character who will not be using much drugs and will also never be a very good doctor. To survive such a combo, I wonder if a high Endurance might be best, as that would increase one's healing rate and would render some drugs useless.
I would think, therefore, that such a character as would often rest instead of healing manually would require physical stats that will be maxed through gameplay, precisely so that those drugs would be worthless.

Definitely to be matched with Gifted. Gifted fits because there are, by this description, skills this character won't bother to have. Drugs do not affect skills except as they affect stats.

Let me explain, I guess. If your character uses drugs, High Metabolism is a disaster because it will harm you without helping. Drugs wear off over a period of hours, precisely the hours this character will use to heal up.
Therefore, Endurance, Agility and Strength should be near max when you start the game, and max by the time you're done, so that you have no need of combat drugs for the most part. High Endurance also further increases your healing rate, making the resting periods shorter and stronger.
Fast metabolism only removes poison and radiation resistance and increases healing rate. The lower your EN the less resistances you loose the more useful this trait will be.
True, you do lose more from that high Endurance than you'd lose from a low Endurance, but on the other hand how often are you going to use a mediocre Healing Rate compared to a very high one? At present, Fast Metabolism doesn't match any of our play styles.
Choosing fast shot, becoming a jet reliant, and picking up a 44 magnum with plenty of ammo proves loads of fun. Once you get to a higher level throw on the leather jacket for some added bad ass appeal. Being evil also contributes to this characters demeanor. But I'm not to sure how well the chem related traits benefit one's drug addicted character.

This also isn't so much of a build as it is just something to do after you beat the game. I never intentionally used this build, I just decided to go on a murderous rampage after completing the game. However, I was already a jet reliant with evil alignment. But it definitely sounds good in theory IMO.
Post edited April 03, 2011 by mikenike
I may have to try that some time. Indeed, I consider any of these suboptimal Traits to be just something I can do in replay value.

Jet's nasty stuff. In order to break the addiction, you must get the antidote synthesized. Every time you use it, there's a 50% chance of being permanently (that is, until antidoted) addicted to the substance.
With Chem Resistant, the benefit of Jet is shorter in duration. However, you have only a 25% chance per use of permanent addiction.
I'm not certain, but I think Chem Reliant will cause you to be permanently addicted to jet 100% of the time when you use it.
There's enough of it around that you can just keep using it constantly, one supposes. I don't see the harm in this, except that it requires a moment at the start of surprise battles, such as on the world map, to take a dose. As keeping one's distance can help in such combats, I recommend any such character have a high Perception, since that (as I recall) increases your distance from randomly encountered opponents and might give you a chance to Sneak or go to your inventory and take a hit.
Post edited April 03, 2011 by MackieStingray
Yeah I'm pretty sure chem reliant would give you a 100% addiction to jet that never goes away. But I think the trade off is that you only experience 50% of the negative side affects. Wouldn't this make the time sleeping off you're S.P.E.C.I.A.L penalties after battle 50% shorter? This could be very useful for a jet reliant character. Not to mention that if the draw backs are only half as bad, you may not even find it necessary to sleep off a withdrawal. Unless you know for certain you will be going into combat. A jet reliant character is definitely on the high maintenance side. But 10 agility, fast shot, action boy, bonus rate of fire and a few hits of jet, make all those ap's well worth it.
You've got me thinking, that's for sure. Let's see what the Wiki has to say about these stats.

effects: Immediate:
+2 Action Points
+1 Strength
+1 Perception
After 5 Minutes:
-4 Action Points
-4 Strength
-4 Perception
After 24 Hours:
+2 Action Points
+3 Strength
+3 Perception
addiction: 50% Chance of Addiction, which is permanent without the Cure
After 2 days on Non-Use
-1 Strength
-1 Perception
-1 Action Point

Officially, Chem Reliant doesn't reduce penalties, only reduces the length of time those penalties take place.
This means 100% addiction rate from Jet, leaving its continued use a forgone conclusion once used.
Its immediate strengths would be unaffected. More action points, more strength, more perception. This lasts 5 minutes.
Its immediate faults would be made brief: -4 Action Points, Strength and Perception can be pretty crippling, but rather than 24 hours of such penalties, it would be reduced to 12.
However, there's no question that, 36 hours later, you'd start to suffer -1 Strength, -1 Perception and -1 Action Point until you either used the Jet or died.

By way of comparison, Chem Resistant would change these tables a little, too.
25% addiction rate, but no less damning in the long run.
Immediate strengths affected only in duration, going from a five minute duration to a 2.5 minute duration, I imagine.
From that 2.5 minute point until 24 hours had passed, the penalties would likewise be the same, the crippling -4 across the board to the affected stats.
Finally, there's the reduced addiction chance. This means that, on rare occasion, a character might get away with continued Jet use and only suffer the basic negative impacts of coming down, rather than the permanent state of withdrawals associated with the drug.

I think Chem Reliant would be more handy. 5 minutes isn't a long time to get through most dungeons, and 2.5 minutes is even shorter; the effects of coming down are pretty nasty; and the difference between 100% and 25% is a lot less important when the consequences are equally significant.
Well said. I concur with you're assessment. :-)
A touch of thread necromancy here. Four days, figure it's probably dead, but... *gets out the car battery*

Between Bruiser and making Agility a dump stat, you can bring your Action Points to 3. Amusing. And there's no way in hell this character's getting the Bonus Move perk, which requires 5 Agility, nor Action Boy, which has the same requirement. If knocked down, this character will only be able to get back up. Bonus HtH Attacks and Bonus Rate of Fire are even further out of reach.
Most weapons would be simply unavailable to this character, as he'd never have the AP to fire them. Of course, strictly speaking as a Bruiser, by design, he should be striking in melee, which better suits the AP available anyway. The fact stands, though, that he'll never be able to Thrust with a Super Sledge, only Swing, nor will he ever be able to fire most any gun he'll ever find, or even throw a grenade.
OH! And best of all, he can't access his inventory in combat. Even the relevant Perk, Quick Pockets, is unavailable.
If for some reason you ever do this, I very much advise giving this character the Kamikaze trait. Kamikaze won't greatly change his AC, which is already scraping the bottom, and he's very well advised to get in the first shot. He'll never have the Slayer or Sniper perks, though. Can't get Better Criticals either, as that requires 4 Agility. All you can get is More Criticals. Sorry, man. *shrugs*
On second thought, Kamikaze seems like a good bet, but this character should be avoiding combat like the plague. Good Natured is the natural way to accomplish this. As such, this clumsy oaf will have to talk his way out of most situations. It's his only hope, especially in Fallout 1 unpatched, where your comrades will die horribly as often as not, or even blow you to pieces by accident. A tragedy, given their necessity and your total inability to run out of the way! The only way to keep this character's neck might be to have a very high Perception, which increases his distance from opponents in random encounters as well as raising his Sequence. Hopefully raising it above that of his allies.
Note: Even designing for non-combat, a Bruiser can never have a Strength lower than 3. It's the nature of the Trait. Of course, you may wish to have your Strength as high as possible for the Hit Points and damage it may provide when combat becomes necessary.

Fast Metabolism cannot double the Healing Rate of a character with a very high Endurance. It adds a +2, slightly less than the 3 healing rate of a character with an Endurance of 9+. The healing rate is calculated such that an Endurance of 1 is identical to an Endurance of 5; it becomes 2 at 6.
Healing Rate gives that number of HP in healing at the end of every day, and per six hours when Resting.
A character with an Endurance of 10, Strength 1 and Fast Metabolism will have 36 hit points at character creation and a Healing Rate of 5.
Endurance 10 grants 45 hit points at character creation, same healing rate of course.
Endurance 1, Strength 10 is 27 hit points with a healing rate of 3.
Endurance 1, Strength 1 is 18 hit points (!) with a healing rate of 3. On the bright side, such a character would recover all his hit points very quickly, and would reach an effective Strength of 5 if he talked/repaired his way into Power Armor and spent the caps on a Strength upgrade. Not too bad. That low Endurance is a nasty one, though, even if a disturbingly large percentage of your HP are recovered per six hours of rest.
Point of interest: These are very extreme stats. I should re-emphasize that for Healing Rate alone, an endurance of 5 is identical to a 1, so anything from 1 to 5 Endurance will yield you either a 1 or a 3 Healing Rate, depending on whether or not you take Fast Metabolism. In fact, Fast Metabolism gives characters with the low range of Endurance the same Healing Rate as a character with an Endurance of 9 or 10.
Strength is frequently left to languish a bit, since it will be increased by a total of 4 on a remotely comprehensive play-through of Fallout 1, or even more in Fallout 2. Between these factors, these extreme stats are highly unlikely.

Addendum regarding The Klutz:
Starting with an Agility of 1 and raising it to 2 at the Brotherhood of Steel or by Gain Agility in Fallout 2, one's AP will not rise. If one Mutates into Small Frame or Gifted as well, as the above measure, without losing Bruiser (and thus having only one of the above), one still has but 3 Agility, and thus only 1 action point from Agility, as the first bonus AP comes at Agility 4. (Also the minimum Agility required for a couple of Perks.)
Post edited April 09, 2011 by MackieStingray
Highly interesting! I wont make a character this crippled... but interesting nonetheless.

Thinking of starting a new FO2 game, my newest FO1 is now at boneyard (after visiting the glow and brotherhood) and I'll probably quit soon. It's just not all that fun anymore. The game was fun enough, but I mainly like the early parts when it's shotguns, pistols and black leather! What's the point in being a babe if you hide it all inside a power armor! :)

Actually I was pretty disappointed in the pacing this time. Got leather armor first, leather clothes only after that. It was great getting a 14mm pistol, but then got a .223 pistol like 3 minutes later! Managed to fire that a couple of times before getting a sniper rifle and even that only a few times in the glow before having a plasma rifle... Back to brotherhood and net a nice brotherhood armor... which I wont use as I got two sets of power armor the same time. :D

Actually, for FO2 I'll just use FALCHE again to cheat me some nice character, so this is all of only academical interest, but keep it up nonetheless.
Post edited April 07, 2011 by Jarmo
avatar
Jarmo: Actually I was pretty disappointed in the pacing this time.
I think the pacing varies a lot because the game is so open-ended. I got power armor pretty late when I played, just because I visited places in a different order. I think it took me a while to get a sniper rifle too. But if I had done things differently it could have turned out like it did for you.