Requirements: Level 16, Agility 6
“With the Action Boy perk, you gain an additional 25 Action Points to use in V.A.T.S.”
Action Boy comprises nearly a quarter of the potential action points you can get in this game… If you plan to use V.A.T.S., get Action Boy .
Requirements: Level 16, Perception 6, Luck 6
“With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent.”
Your critical chance is determined by your Luck-1 point of Luck equals a 1% chance of landing a critical hit. This doesn’t increase your chance of landing a critical hit, instead Better Criticals improves the damage you deal when you do land a critical hit. Therefore the usefulness of this perk is directly related to how high your Luck is. With sneak attack criticals, the Sniper perk, or the Finesse perk, Better Criticals becomes greatly useful, but it really depends on your build. No character is hurt by having high Luck however, so it stands to suggest that most characters could benefit greatly from this perk.. And since you need a Luck score of 6 for this perk, if you can get it, you might as well.
Requirements: Level 16, Medicine 60%
“Having the Chem Resistant perk means you’re 50% less likely to develop an addiction to chems, like Psycho or Jet.”
Chems can be useful from time to time, but they’re not really necessary. Also, addiction isn’t a big deal. You can always get your addiction cured at a hospital, or you could just reload if you become addicted (although constant use makes subsequent uses more likely to cause addiction). If doubling the duration of chems didn’t appeal to you, this shouldn’t either.
Requirements: Level 16
“The Tag! perk allows you to select a fourth Skill to be a Tag skill, which instantly raises it by 15 points.”
Okay, it’s not quite a 10 skill point perk… it’s a whopping 15 point perk, and you get to choose any skill to boost you want. With Educated and Comprehension , you shouldn’t really need this perk, especially if your Intelligence is high.