Dzupakazul
Arbiter
- Joined
- Jun 16, 2015
- Messages
- 707
Playing with 5 points in Agility makes combat challenging.
Frankly, I'd question that sentiment. None of my recent chars had high AG, because you don't need high AP with early enemies. Punching/shooting rats, radscorpions and whatnot is easy even on a 1 AG/Bruiser cripple, you have plenty of downtime for healing between fights (especially since most critters aren't of the variety that sees you from half the map and engages) and healing is abundant. Enemy sequence is trash and they often let you punch them twice before they even move.
By the time you start getting into more difficult fights, you should be absolutely loaded with Buffout and Psycho - AG has 2 drugs that enhance it. F2 also adds Jet, and the possible Jet cure exploit. Barring annoyance from walking off addictions, there is no reason for you not to engage tougher engagements (especially in F2) with 10 AG (on top of higher Strength for weapon handling and thus better aim and/or +50% damage resistance) at all times, even with a cripple.
When Pope Amole did his superb Ironman F2 playthrough, he had pretty high AG and absurdly low EN. He gave good reasons for it, but I am not so sure about the approach (though he did complete the game). The thing is, enhancing EN through any means gives you precisely nothing (I think EN is only taken into consideration in requirements for becoming a pornstar). No temporary HP to be had. Pope alleviated this by going Lifegiver x2, getting +4 HP from levels 12-15 and +8 from level 15 on (bonus HP isn't applied retroactively). Lifegiver x2 is 1 more HP per level than a 10 EN char, but if you start with a 10 EN char, you will have enough HP before level 12 that you might forgo Lifegiver altogether. EN also gives you more leeway for surviving tough encounters than AG does - we know now drugs are easy to get in FO, but many encounters (particularly on world map) don't let you practice Pope's philosophy of never getting hit at all (no easy corners to abuse, high Sneak might still fail). You can still get wrecked by a bullshit lethal crit all the same though.
Even a non-drugged Sniper character will be still able to kill an enemy every second; you only have to resort to drugs when you can't clear enemies fast enough before they reach you and start hurting.
I'd envision that an optimized late game run just kinda goes "fuck it all" and runs Navarro and Enclave constantly high on Jet, for bonus AP on top of Psycho/Buffout.
With that in mind, you can also run lower PE; I'd say it's more consistently useful of a stat (enhances early Lockpick, improves aim to avoid some of the hassle), but you can still enhance it for tougher engaements with Mentats. If that's the case, about the only stats that you can't enhance this way are EN, IN (Mentats can be still used as reading glasses for higher skill outputs from books and more dialogue options, but you won't receive the skill points) and LK (NCR luck surgery is very risky for an Ironman character).