Talk:Almost Perfect

Decreases
Can't you have, say, an Enclave power helmet for the Charisma deduction, get the perk (taking you to 9), dump the helmet, then end up with 10 Charisma? Of course, assuming you could do it with all special stats... LordSchmee 22:17, September 28, 2010 (UTC)

"Nearly perfect"
It seems to me that not having a perfect score (all ten's) could maintain the usefulness of certain perks and items. For example


 * Luck can be raised to 10 with the lucky shades or lucky eightball
 * Perception can be increased with the Stormchaser Hat or Shady hat


 * Agilty can be increased with Wasteland Outfits + Poplar's Hood


 * Strength can be increased with solar powered perk

There are many others, do you really need 10 in each skill? There are only three things that boost endurance so that would be better as a ten, maybe strength as well but the others can be supplied by items or perks.
 * Perception and intelligence can be increased with night person perk

""
What the? Is that some way to say "screw all people who wasted perks on Intense Training and laugh at them"? -- Porter21 (talk) 10:30, 5 May 2009 (UTC)
 * Yeah. I already have all my special at 10 though. //--TehK 11:06, 5 May 2009 (UTC)
 * Well, intense training is better than all the other lvl 1 perks (except lady killer). I'd rather choose Nuclear anomaly than this though, I mean it's not amazing but very fun.--81.156.12.216 15:06, 5 May 2009 (UTC)

"By 9" vs. "To 9"
Seems more likely to me it should be "raises all SPECIAL stats to 9", as "by 9" would mean it'd raise all stats to 10 anyway (considering each stat has to be 1 at least). -- Porter21 (talk) 11:08, 5 May 2009 (UTC)
 * The description I got from a friend is "by 9". I suspect it does raise them to 10, not to 9. Ausir 11:16, 5 May 2009 (UTC)
 * Says "to 9" in my language version, just checked in the GECK. -- Porter21 (talk) 11:27, 5 May 2009 (UTC)

So what happens to SPECIAL stats that are already at 10? --Headcrab 12:55, 5 May 2009 (UTC)

Well, it's called Almost Perfect. If it was "by 9" it would automatically make all SPECIAL-stats 10, since you cannot go under 1 at the start of the game, making your SPECIAL stats Perfect. The name kinda gives it away that it doesn't raise it to 10. --KillerIsMe 13:04, 5 May 2009 (UTC)

New Optimal Build
I got some slightly different numbers. Let me run through my math. 13 skills at 100 points each is 1300. Almost Perfect + SPECIAL Bobbleheads give 27 to each skill Out of 1300 maximum skill points, these account for 1243, leaving only 57 points (29-57 books) left to get. Almost Perfect makes Intense Training, Night Person, and possibly Solar Powered obsolete. It also means you won't need to take any Buffout or Mentats ever again, so cross out Chemist and Chem Resistant (if you even bothered with them). The only other must-have perk in Broken Steel is Nerves of Steel, so you can try out a lot of lower level perks you wouldn't have touched before. If you take Tag! (+15), Size Matters (+15), and any 3 skill boosting perks {Gun Nut (+5, +5), Daddy's Boy (+5, +5), Little Leaguer (+5, +5), Scoundrel (+5, +5), or Thief (+5, +5)}, you can max your stats without reading ANY books. You won't have to take Comprehension, either, so you aren't loosing too many perk slots for an illiterate power character. --71.35.183.246 09:31, 6 May 2009 (UTC)
 * (minimum 2 + 2*(SPECIAL) + 1/2 * LCK ) * 13 skills = 27 base points * 13 skills = 351 points
 * 10 point Bobbleheads * 13 skills = 130 points
 * 15 skill tag * 3 skills = 45 points
 * Minimum 10 skill points per level * 30 levels = 300 points
 * 10 INT over 30 levels = 300 points (299 if you start at 9 and get the INT bobble at lv2)
 * Educated perk at level 4 gives 3 points over 26 levels = 78 points
 * Yew's Bear Charm = 10 points (Speech only)
 * Cyborg Perk = 10 points (Energy Weapons only)
 * Silent Running Perk = 10 points (Sneak only)
 * Covert Ops Perk (Operation Anchorage only) gives = 9 points (+3 to Science, Small guns, Lockpick)

I forget how I did my math to come up with the numbers used in my insane rant, but Comprehension definitely isn't necessary to reach 100 in all skills. It does have a use for people who want more Unarmed damage, since the skill->damage relation doesn't cap at 100. You can naturally max it out, and then use books bobbleheads, etc. to boost it up to over 170, easily. And this can be done without sacrificing maxing out other stats, even to their "penalty-ignoring" value. Also, this perk gives 46 points as a side effect of raising SPECIAL, then you get another 14 (or 12) from the bobbleheads after that. The point I guess I've been failing to make in my ramblings is that it's a LOT easier to make an optimal character now, but the old optimal build is suboptimal. Edit: Solar Powered was a touch of buffoonery on my part, one that I thankfully avoided. And Firefox says "buffoonery" is a real word. PositronicSpleen 01:58, 10 May 2009 (UTC)

I agree Positronic! but, You can even MAX out all skills by having the minnimum of intelligence 5 by still reading all the books with a remainder of 40 books.. so yes comprehension is not needed at all lol.

Having said that more than likely you wont have time to collect All the books so in this sense I still say you should take comprehension or even educated as well as remain at the min intelligence of 5 because it makes the road to maxing all skills that little easier. Also Even though it feels lazy to spend perks on maxing skills it is possible to do it this way without reading any books!! I wouldnt reccomend it though As wasting perks on skills feels wrong lol! TheRepublicOfDave 10:00, 15 May 2009 (UTC)

Keep in mind though, you can only take this perk at level 30. Therefore, if you want a good number of usefull perks you may still have to use Intense Training to raise a SPECIAL stat high enough to meet a perk requirement because you have to take this perk last. You may also still have to use Bobbleheads as well.--Falubii 01:56, 17 May 2009 (UTC)
 * 5671975 at Character Creation, along with Ant Sight and Luck Bobblehead will get you any perk except Infiltrator and The Largely Useless Charisma Perks. You can pick up the LCK and INT bobbleheads before getting Almost Perfect because the Lucky 8 Ball will get you up to 10 LCK, and Almost perfect won't mess up your new natural 10 in INT. --71.35.185.25 09:58, 24 May 2009 (UTC)

That's not a bad setup, except for the fact that 5 Luck won't let you get the immensely-useful Better Criticals perk, for which you need 6 to acquire. Also, there's the fact that you apparently can't count, as 5 + 1 + 1 = 7, not 10, and you won't be able to get 10 LK if you pick up the Bobblehead first. Lastly, you don't need Ant Sight since Infiltrator is the only perk that needs a PE higher than 6. You should really think this stuff through before posting it on here. I would recommend starting with 4 ST and 6 LK, because you can easily get it to five right out of the Vault if you head straight to Grayditch. Plus, there is only ONE useful perk in the game for which you need a certain ST level to get: Strong Back (or Little Leaguer if you're an idiot or Iron Fist if you like wasting useless perks on useless skills), and it can't be chosen until level 8, giving you plenty of time to complete Those! and get Ant Might. Blutteufel 17:36, October 5, 2009 (UTC)
 * 5 Luck at chargen + Bobblehead gets you 6, which gives you Better Criticals. Almost Perfect brings you to 9 Luck, and then you get the Lucky 8 Ball to bring it up to 10. So the 8 Ball does give you 10 luck, and that build does work fine. Anything else is just niggling over fine details. Maybe you should think things through before jumping to conclusions? Zakrael 05:53, October 6, 2009 (UTC)

Oh, the irony. Hate to break it to you, but I was talking about getting a solid Luck stat of 10 so you don't have to carry an extra pound of crap around, because either way, those first few perks are probably going to be a waste, anyway. Now, what was that you were saying about jumping to conclusions? Blutteufel 21:57, November 14, 2009 (UTC)
 * Are you serious? Iron Fist is THE unarmed character perk. In fact, if you check out my long rant at the unarmed page, you'll see it's possible to do 67 DMG with a single punch! That is more than the pyroshish, to put that number into perspective, so, no, Iron Fist is NOT useless at all. In fact, I've had more fun punching muties wearing a hockey mask and vault 77 jumpsuit than any other build, and I play on VH 68.192.9.90 21:47, October 7, 2009 (UTC)

What about specials at 10?
If one or several of attributes are at 10 already, will this lower them, or will it only raise attributes at a level lower than 9?

It will only raise the levels 8 and below to 9. Anything at 9 or 10, before taking the perk, stays the same.The light in darkness 21:33, 6 May 2009 (UTC) Media:Example.ogg

Actually, any stat that was 9 with the bobblehead collected stays at 9, negating the bonus. Simple answer is don't collect the S.P.E.C.I.A.L bobbleheads til you've taken this perk.

I managed very well without taking more than 2 or 3 intense training perks. Yes, I missed a few shots more than I would have when I took more of the intense training perks, but with perks such as the one that allows you to find more ammo, and later in the game when you start kicking the Enclaves butt, you'll end up awash with ammo, most of which I didn't use (I tend to stick to assault rifles, the Point Lookout Backwater rifle, Plasma Rifles and Laser Rifles (including the Wazer Wifle))

I doubt it will be too terrible if you leave off the intelligence bobblehead til the very end.

Ragdollcatman (non wiki account)

THE ROAD TO THE ALMOST PERFECT PERK

 * A jack of all trades used to have some sort of weakness or two but with the almost perfect perk and the extra 10 levels the term 'focus' has gone out of the window.. and Ignoring any of the perks you used to ignore would be considerd as foolish. From now on with this type of build your character could approach any situation in any way he sees fit with 100% confidence. Build By TheRepublicOfDave 15:01, 20 June 2009 (UTC)

If you have any notes or suggestions to help tweak the build could you put them at the end Please thanks

NEW GAME STARTING STATS

Starting S.P.E.C.I.A.L.S Absolute Minnimum Needed for  AL L  the  Best Perks .

''"Why am I Str 5?" ... "Because Its the min requirement for Strong back and Iron Fist!!"'' ''"Why am I Per 6?" ... "Because Its the min requirement for the killer perks Sniper and Better Critical's!!"'' ''"Why am I End 5?" ... "Because Its the min requirement for the great perks Strong back and Toughness.' "Why am I Cha 6?" ... "Because Its the min requirement for the time saving perk Animal Friend." "Why am I INT 5?" ... "Because this allows 435 skill points to be distributed over 29 levels. with 15 skill points a level." "Why am I Agi 7?" ... "Because it's the min requirement for the important perks Sniper and Action Boy!!" "Why am I luck 6?" ... "Because it's the min requirement for the killer perk better critical's"''
 * MIN Str = 5  (High strength increases carry capacity and Unarmed base damage)
 *  MIN Per = 6  (High perception Indicates threats sooner on your compass)
 * MIN End = 5  (High endurance increases your resistance to poison and radiation. As well as increases your health)
 * MIN Cha = 6  (High charisma improves the disposition of any NPC you talk to)
 * MIN Int = 5  (High intelligence allows more skill points to be allocated for distribution at level up)
 * MIN Agi = 7  (High agility affects the amount of action point's you can spend in VATS)
 * MIN Luck = 6   (High luck improves your chances of scoring critical hits)

What apparel should I wear on the road to the almost perfect perk?

Many diffrent types of Apparel\items will help your main stats until you get the almost perfect perk..

...In my opinion the best ones to get would be:


 * lucky shades


 * lucky 8 ball


 * Three dogs head wrap


 * Reilly's combat armour

This will boost your luck to 10 and help with extra AP in VATS as well as giving a considerable ammount of overall DR.


 * It's important to remember NOT to get any of the SPECIAL increasing bobbleheads (i.e Endurance) until after you take the almost perfect build as this would ruin the build entirely!! Unless you are Thinking of re-equiping the luck bobblehead or doing the 'those' quest. In which case taking one of the strength or perception bobbleheads and the luck bobblehead would be fine.
 * Skill bobbleheads such as Speech, Explosives etc would be fine.

The Build


 * Perks can be swapped into your order of playstyle.


 * As rule of thumb I always say "NO PERKS FOR SKILLS!" this is because skills can be earnt in other ways.


 * Lvl 2 - Swift Learner (+10% XP Boost at all times)

Q:- '"Why am I taking swift learner? Am I wasting a perk in the long run?"

A:- "Tactically you are making the road to the almost perfect perk shorter for yourself. Other perks at this level will also become obsolete so 'swift learner' is a sound choice. Sleeping in your house will give you a good exp boost!"


 * Lvl 3 - Lady Killer\Black widow (+10% damage to npc's of the opposite sex)
 * Lvl 4 - Iron Fist (+5 unarmed damage)

Q:- "why am i ploughing all my perks into iron fist this early in the game?" A:- "At the early stages of the game it is easier to build your character towards unarmed. You rely on only one skill and do not require any repairs or ammo!
 * Lvl 5 - Iron Fist 2 (+10 unarmed damage)


 * Lvl 6 - Toughness (+10 Overall damage resistance)
 * Lvl 7 - Iron Fist 3 (+15 unarmed damage)
 * Lvl 8 - Scrounger (Everyone likes ammo! containers will now yield greater stashes of ammo!)
 * Lvl 9 - Strong Back (Increases carry capacity by 50 pounds)!
 * Lvl 10 - Finesse (critical chance is increased by 5% with 10 luck = 15% critical chance!)
 * Lvl 11 - Commando (Two handed ranged weapons become easier to use in vats)
 * Lvl 12 - Silent Running (Req Skill : Sneak 50) - (Increases sneak skill by 10 and reduces noise while sneaking)
 * Lvl 13 - Sniper (chance to make headshots are easier in vats)
 * Lvl 14 - Cyborg (Req Skill : Medicine 60, Science 60)
 * Lvl 15 - Mysterious Stranger
 * Lvl 16 - Better Crits
 * Lvl 17 - Action Boy\Girl
 * Lvl 18 - Concentrated Fire (Req Skills : Small guns 60, Energy weapons 60)
 * Lvl 19 - Paralyzing Palm (Req Skill : Unarmed 70)
 * Lvl 20 - Grim Reapers Sprint
 * Lvl 21 - Ninja (Req Skills : Melee Wep 80, Sneak 80)
 * Lvl 22 - Pyromaniac (Req Skill : Explosives 60)
 * Lvl 23 - Iron Fist 2
 * Lvl 24 - Iron Fist 3
 * Lvl 25 - Robotics Expert (Req skill : Science 50)
 * Lvl 26 - Entomology (Req skill : Science 40)
 * Lvl 27 - Quantumn Chemist (Req skill : Science 70)
 * Lvl 28 - Animal Friend

Q: "Why take animal friend isnt it a waste along with having a high charisma?"

A: "NO its not; TRY not taking this perk at level 30 on the hardest setting.. this perk is justified as being one of THE best life saving perks you can get.. a Pack of Yao Guai (6 of them or more) will pop where you fast travel and easily kill you! Unless you are playing it on easy or are wearing the noob suit of ultimate sneakiness.. take this perk! Or you can run away and let your followers die. SIMPLE. (Caution:- animal friend 2 is a waste because the animals are coded to attack other npc's on sight anyway!)


 * Lvl 29 - Flavour Perk (anything you like)
 * Lvl 30 - Almost perfect


 * Say NO To These Perks Unless of course its a level 29 flavour perk.

"Demolition will increase your base damage of explosives like grenades, lunchbox mines and other mines. seeing as these explosives can never obtain a critical hit the damage output especially at the higher levels and against the hardier foes will be weak in comparison to other weapons. It looks good on paper but is a waste of three perks. (Demolitions Expert does not effect the damage output of the nuka grenades. or other explosive weapons such as the missile launcher.)"  
 * 1 - Child At Heart .. (Level 4)
 * 2 - Rad Resistance\Absorption\Lead belly ETC (multiple levels)
 * 3 - Bloody Mess .. (Level 6)
 * 4 - Adamantium Skeleton (Level 14)
 * 5 - Demolitions Expert 1, 2 and 3 (Level 6)

"Live giver could be a good flavour perk as more health points are good but not vital."
 * 6 - Life Giver Level 12

Daddys boy, Gun Nut, Little leaguer, thief, Scoundrel, Size Matters and Tag. Infiltrator and Computer whizz Master Trader\Fortune Finder and the contract killer\law bringer
 * 7 - All Skill Perks;
 * 8 - Mini Game Perks Level 18
 * 9 - Money Earning Perks
 * 10 - cannabalism\Mister Sandman
 * 11 - Chemist type perks.

TheRepublicOfDave 01:18, 12 May 2009 (UTC)

Bobbleheads
I have all the bobbleheads so will this perk effect me at all? Cause I was thinking of getting it but I completed my collection a long time ago. Like, before I even downloaded the DLCs. Could someone please alert me of this? FawkesGamer360 22:43, 2 June 2009 (UTC)
 * If you have all the bobbleheads,so no,stats under 9 will be raised to 9,and stats at 9 0r 10 are unaffected,for a bit of fun use console commands to add this perk at level 1 then get all the stat bobbleheads BlackEdge 20:11, 3 June 2009 (UTC)
 * See that's the thing. I don't have the PC version, so I can't use cheats... I mean console commands. I hope I can get it so I can mod it like crazy! FawkesGamer360 01:31, 5 June 2009 (UTC)
 * Heres an idea:Plan ahead,get the right stats,not going above 8 in any stat,then play through the game untill you cap lvl 30,then get almost perfect,and get the bobbleheads BlackEdge 11:24, 5 June 2009 (UTC)

Perk to 10?
If I start the Game with 7ST and then use Intense Training for 8 then Ant Might and BobbleHead will I have 10 ST after getting this skill and what about if I start with 8ST and get Ant Might and Bobble Head - (please sign your name!)

What your saying is that I have Str 10 before I take the Almost perfect perk & will it be lowerd to 9 afterwards? the answer my friend is No. The perk states 'will raise all specials to 9' so having a special at 10 will not be affected.. but thier is no point in having this perk if most of your specials are at 9+ anyway. So dont take any bobble heads untill AFTER you take this perk and follow my road to the almost perfect perk for maximum effectiveness.

Unless your planning a STR Luck or Perception Workaround then its Fine to take some bobble heads early otherwise i would not reccomend it untill after you take the perk.

Strength workaround. (and in my oppinion better than the perception workaround) OR Perception Workaround. (both strength and perception workarounds cannot be done with the same build!) Luck Workaround.
 * 1. Take the strength Bobble head Early from megaton.
 * 2. Get to level 30 Aquire the 'almost Perfect' Perk.
 * 3. Do the 'Those' quest for the perk 'Ant Might'.
 * 1. Take the Perception Bobble head Early from the republic of dave.
 * 2. Get to level 30 Aquire the 'almost perfect' perk.
 * 3. Do the 'Those' quest for the perk 'Ant Sight'.
 * 1. Take the Luck Bobble head early from Arlington cemetery.
 * 2. Take the Lucky 8 ball from 'Time Bomb' in big town.
 * 3. Just before you Get to level 30 and Aquire the 'almost perfect' Perk, Drop the lucky 8 ball.
 * 4. Now Get to level 30 and Aquire the 'Almost perfect perk'.
 * 5. Pick up the Lucky 8 ball.

Workarounds are only usefull to help one on the road to 30 and arent important.

TheRepublicOfDave 15:32, 20 June 2009 (UTC)

one last time :D
your right, but i do want to leave some good points you made here, since it seems i still didnt get them reading over the 5 times mentioned before hand :P -- In response to your skills section -- `(which should be put into sneak, science and medicine until lvl 15 for silent running and cyborg if your planning that far ahead)--&#91;Lickity&#93; 05:35, 3 July 2009 (UTC) TheRepublicOfDave 05:49, 28 June 2009 (UTC)
 * You dont need to go into too much detail with how to level your skills up to 100 ..
 * You have 30 levels to get it right DONT PANIC :D
 * Tag lockpick\repair\small guns .. (THANKS!! i just had a tic of pyro come over me i guess --&#91;Lickity&#93; 05:35, 3 July 2009 (UTC)
 * Every level expend an equal amount of points into EACH (and every) skill. with 2 left over.
 * As soon as you leave the vault Collect all the skill Bobble Heads.
 * make sure to meet all of your perk requirements before each level.. so plan 2 levels ahead with making sure to get skill bobble heads, books or even expend extra skills if necessary to meet the special perk requirement needed.
 * following these guidlines will have an all-round character progressivly leveling towards greatness.
 * Dont forget if you think you are lacking in weapons skills you can always take advantage of farming for the big guns skill book bug. This means flamers and miniguns will be your best friends for a while :D


 * As I have already stated you will not need more than 6 luck EVER! Save your perk and get the equipment Needed to raise your luck to 10 (lucky shades, lucky 8 ball, reilly's ranger combat armour and 3 dogs head wrap) Trust me THE experience perk will help A LOT in the long run.. if you really think making the long run shorter is a lol.. waste of time.. then perhaps the only thing I could suggest is gun nut, because at least you will get USE out of this perk in the end in the way of a new phrase or two with npc's.. although I still would NOT reccomend PERKS for SKILLS! Heh, I dont want to contradict myself but yes - 30 levels is long so maybe even more strength for carrying or more agility for vats for the road to the almost perfect perk would be better for those who think more experience is a waste. TheRepublicOfDave 05:54, 28 June 2009 (UTC)

so all im ranting on about is to think twice before wasting your perks on X3 demo expert... ive done it in the past with a lvl 20 build... omg... was i an idiot :D

So please think over my notes adjust your build if need be, rant back if need be idc because at the end of the day its your game your build right! this is only a friendly guide too making things easier for the road to the almost perfect perk and nothing too get to debated about especially because this is not even a 'build' page par say and the fact is i dont want to go too off topic with all my rantings :D .. TheRepublicOfDave 05:49, 28 June 2009 (UTC)

no not at all, I got caught up in all the math and not the experience, and I should have just asked like a normal person. speaking of which i was wondering how quest perks fit into the road to perfect, mainly Survival Expert. do i want the +DR or +%Crit. ?--&#91;Lickity&#93; 05:42, 3 July 2009 (UTC)

There are many perks that can help with increasing your overall damage resistance like barkskin, Pit fighter, cyborg and the toughness perk. On the other hand there arent that many perks which go about increasing your overall base critical percentage chance. So finesse and survival guru with the +3 crit coupled with high luck and the better criticals perk can give you the edge when in direct combat with mobs. TheRepublicOfDave 15:36, 5 July 2009 (UTC)

I have a problem....

I try entering "player.addperk 03004c6b" for "almost perfect" on my character and it won't work!

Any thoughts?

Perfect SPECIAL / All Perk Requirements by Level 10 Example
You can find an example of using perfect stats and skills User blog:Mictlantecuhtli/Lilith_-_Powerbuild|here, particular order allows for all skill requirements for perks to be attained by level 10. Mictlantecuhtli 21:14, August 26, 2010 (UTC)

Megaton
It should be added if you want to blow megaton up before reaching lvl 30, make sure you take the bobblehead and then save the quest "those" till the end and take ant might.

strength 6 perception 5 agility 7 intelligence 9 luck 6 endurance 6 charisma 1

first thing after exiting the vault, hopefully prior to reaching level 3 (level 2 is unavoidable) trek to rivet city and obtain the intelligence bobble head. Then, as soon as possible, obtain ant sight, shifting your SPECIAL's to:

strength 6 perception 6 agility 7 intelligence 10 luck 6 endurance 6 charisma 1

At this point you may be wondering why your charisma stat is 1, well that is because charisma is 100% useless in Fallout 3, for all of the games descriptions I have yet to see any remotely solid evidence that it has any significant inherent effect on gameplay (excluding its effects on speech and barter). The perks which it is required for are few in number and poor in quality, and it does not seem to effect actual interactions significantly, plus if you are playing this game to talk to people, then you have a sad life.

Perks

The golden rule is: "if it does not effect anything except for skill points                            !!!!!Go with a different perk!!!!! my preference is: 2	black widow/lady killer	less than perfect (no pun intended) but better than the alternatives 3	gun nut	nothing better, might switch this up for another skill enhancing perk 4	entomologist	increses damage dealt to insects and opens a few dialogue options, it can come in handy 5	iron fist	improves unarmed base attributes without effecting stats or skills 6	gunslinger	vats is always fun and this will make it better 7	toughness	improves base attributes without effecting stats or skills 8	commando	vats is always fun and this will make it better 9	strong back	improves strength base attributes without effecting stats or skills 10	finesse	improves luck base attributes without effecting stats or skills 11	mysterious stranger	vats is always fun and this will make it better 12	robotics expert	extremely handy for sneak 13	sniper	vats is always fun and this will make it better 14	cyborg	awesome in every concevable way 15	fast metabolism	improves base attributes without effecting stats or skills 16	better criticals	awesome in every concevable way 17	action boy/girl	vats is always fun and this will make it better 18	concentrated fire	vats is always fun and this will make it better 19	paralyzing palm	vats is always fun and this will make it better also allowing you to be extremely effective with unarmed 20	grim reaper's sprint	vats is always fun and this will make it better 21	ninja	this will make it better also allowing you to be extremely effective with unarmed 22	adamantium skeleton	pretty much never get paralyzed 23	silent running	extremely handy for sneak 24	life giver	improves base attributes without effecting stats or skills 25	light step	extremely handy for sneak 26	nerves of steel	vats is always fun and this will make it better 27	pyromaniac	improves effectiveness with fire which comes in handy occasionally 28	iron fist or demolition expert	improves unarmed or explosives base attributes without effecting stats or skills 29	iron fist or demolition expert	improves unarmed or explosives base attributes without effecting stats or skills 30	almost perfect	this makes up for skipping intense training and that hoard of +10 and +15 skill perks and then some

finally, do not pick up the bobble heads (except for intelligence) until level 30, and also, since neither comprehension nor educated are obtained a great deal of effort must be put into locating skill books, as I recall somewhere in the neighborhood of 150 are required.

finally, when leveling up make sure that your not wasting points. when you get up toward level 30 you will be tempted to go nuts and max out some of your skills. Resist this urge. once almost perfect is taken many of your skills (most notably speech and barter) will jump. Your skills after leveling up at 30 but before perk selection should be at least as follows:

skills must be at least barter			80 big guns		90 energy weapons		88 explosives		88 lockpick		88 medicine		98 melee weapons		90 repair			98 science			98 small guns		92 sneak			92 speech			80 unarmed			90

or else you will find yourself searching the wasteland for specific books, and that my friend is a colossal pain. i suppose thats it then. I hope that you enjoy the fruits of my ocd