Is it possible to reach Max Stats in Fallout: New Vegas?

I think you chose to lower the wrong stat.

Initial

S - 1  (Melee+2)
P - 5  (Ener+10, Lock+10, Expl+10)
E - 6  (Surv+12, Unarm+12)
C - 5  (Bart+10, Spch+10)
I - 10 (Med+20, Repr+20, Sci+20)
A - 5  (Guns+10, Sneak+10)
L - 8  (ALL +4)

SPECIAL TOTAL: +208

Also, all skills initially start at 2, so don't forget the extra (13*2)=+26 points]

Reasoning

Strength only controls Melee whereas Charisma controls Speech and Barter, resulting in a difference of 22(i.e. 2+10+10) - 14(i.e. 10+2+2) = 8. Luck at 9 will give the max of +5 to all skills, but that can be taken care of with an Implant later on, leaving more room to play with other skills via SPECIAL or Intense Training.

Traits

Add the two traits (Although you need to constantly find and wear glasses to keep you perception at 6 instead of 4 before any Intense Training or Implant).

This will add +10 skill points [PER(6) = 2 Ener + 2 Lock + 2 Expl) + (AGL(4) = 2 Guns + 2 Sneak)

Tags

Tag three skills (does not matter which I don't think) for another +45

Skill Books Assuming 4 skill books per skill (4*3*13= +156)

Perks

Taking Educated at level 4 will net you a total of +32 skill points until level 20.

Taking Comprehension before you read ANY skill books will net you an extra +52 (1*13*4) skill points (assuming 4 skill books per skill).

Taking Tag! will net you another +15

Intense Training

This is the only other perk that will grant you more skill points; via SPECIAL.

I recommend 3 for P erception (with an Implant and Four Eyes will max to ten) since that controls three skills (3*2*3 = +18).

Mix 4 more among E ndurance, C harisma, or A gility; since P and I are maxed, S only controls 1 skill, and Luck will be maxed out skill wise via implant. (4*2*2= +16).

Remember: Distribute elsewhere if a skill is already at 9, implants will take each to 10 later on.

Note: This covers ALL of the perks you will get through level 20.

Implants

Only the implants that affect SPECIAL will raise skill points.

Remember: You will need 6 Endurance for 6 implants.

S (+2)
P (+6)
E (+4)
C (+4)
I (*MAXED*)
A (+4)
L (+13) [+1 to ALL 13 skills when luck goes from 8->9]

Total: +33

Level Ups

After already accounting for Educated and with INT at 10 you are left with 15 points per level for 19 more levels with (19 * 15) = +285.

Remember: Only distribute a maximum of 57 (including any additional tag value) to a single skill (Dead Money: 53), because of points gained via skill books (16[DM: 20]) and the on the corresponding maxed SPECIAL and 9 Luck (27) value.

Initial: 234
+ Traits: 10
+ Tags:   45
+ Books: 156
+ Perks:  99
+ Train:  34
+ Implnt: 33
+ Lvl:   285
____________
         896

Which is 404 below the maximum of 1300 (100*13).

Dead Money

Adds 5 more levels and 13 more skill books.

5*17 = 85
4*13 = 52

And two more chances at Intense Training for E, C, or A = (2*2*2) = 8

Adding another +145 skill points.

Edit

I thought about it again and made some changes regarding luck, and some other things that were wrong.

Edit 2

This is going to end up being stupid long, but yes you can reach Max Skill Stats using clothing (which I kind of did already by relying on the 4 eyes perk) and skill magazines (utilizing the already added Comprehension perk) and you have the Dead Money DLC.

From the top:

You these two Traits:

  1. Small Frame
  2. Four Eyes

You need these three pieces of Clothing:

  1. The Followers Lab Coat
  2. Lucky Shades
  3. Motorunners Helmet

You need these Perks:

  1. Educated (must be taken at level 4, when you first can access it)
  2. Comprehension (must be taken before ANY skill books are read)
  3. Tag! (can be distributed to whatever you need at the time)
  4. Intense Training * 10
    • You can get it 2 additional times during DM
    • Use only on P, E, C, and A
    • Only use it on P once

This leaves 4 available perks.

Total = Floor(35/2) = 17

17 - 1 - 1 - 1 - 10 = 4

This also assumes ALL of the skill books from New Vegas AND Dead Money. There are conflicting reports of one more Big Book of Science and one less Wasteland Survival guide. I will take that into consideration, but in the end it doesn't matter too much.

Initial -> Trait -> Clothing -> Implant -> Training

S - 1                                          -> Implant +1             :  2
P - 5 -> 4-E -1 -> LukyShds +3 -> MotosHelm +1 -> Implant +1 -> Train +1 : 10
E - 7                                          -> Implant +1 -> Train +2 : 10
C - 5                                          -> Implant +1 -> Train +4 : 10
I - 10                                                                   : 10
A - 5 -> S-F +1 ->                             -> Implant +1 -> Train +3 : 10
L - 7           -> LukyShds +1                 -> Implant +1             :  9

I'll show the progression from least distributable points (skill dependent items or SPECIAL) to most distributable points (Tags and Level Ups). Note that this is out of any kind of in game chronological order, and I'm leaving out most of the step by step how to do it in a game (I'm not really up to writing a walk-through just yet).

This will establish a base on how to distribute the tags and leveling up points in game.

Initial -> Trait -> Implant -> Lucky Shades -> Moto's Helm -> Lab Coat -> Training : Skill Book

I'm doing it in this order so that I can do the Luck +1 ALL when adding on the Lucky Shades. Luck going from 7->8 doesn't effect any of the skills but I'm still counting that it happened during the add implants phase.

Skill = 2 + (Stat * 2) + Ceil(Luck/2)

My order of intense training is pretty arbitrary, but I need something solid here to base everything else off of. So I'm just doing top-down P, E, C, A. Everything will end up at 80 in the end (with some left over). But there is definitely room for variation in getting there within those 4 categories.

C - Barter - 16       -> 18 -> 19             -> 27 : 47
P - Energy - 16 -> 14 -> 16 -> 23 -> 25       -> 27 : 47
P - Explos - 16 -> 14 -> 16 -> 23 -> 25       -> 27 : 47
A - Guns   - 16 -> 18 -> 20 -> 21             -> 25 : 45
P - LockPk - 16 -> 14 -> 16 -> 23 -> 25       -> 27 : 47
I - Med    - 26             -> 27       -> 37       : 57
S - Melee  - 10       -> 12 -> 13 -> 18             : 38
I - Repair - 26             -> 27                   : 47
I - Scienc - 26             -> 27       -> 37       : 61
A - Sneak  - 16 -> 18 -> 20 -> 21             -> 25 : 45
C - Speech - 16       -> 18 -> 19             -> 27 : 47
E - Surviv - 20       -> 22 -> 23             -> 27 : 43
E - Unarm  - 20       -> 22 -> 23             -> 27 : 47
---------------------------------------------------------
                                                     618

To get all of the skills up to 80 (the effective maximum with skill magazines) you need (80*13)=1040 points.

The current base after all of the non-distributable points have been established is shown to be 618.

1040 - 618 = 422

Subtract the following:

Points you get from level ups through 25 (includes DM and Educated Perk): -402

Points you get from 4 tags (includes the Tag! Perk): -60

And you end up with 42 points to distribute as you see fit after each skill is at 80.

C - Barter - 47           -> Need 33
P - Energy - 47           -> Need 33
P - Explos - 47           -> Need 33
A - Guns   - 45 -> Tag 60 -> Need 20
P - LockPk - 47           -> Need 33
I - Med    - 57           -> Need 23
S - Melee  - 38 -> Tag 53 -> Need 27
I - Repair - 47           -> Need 33
I - Scienc - 61           -> Need 19
A - Sneak  - 45 -> Tag 60 -> Need 20
C - Speech - 47           -> Need 33
E - Surviv - 43 -> Tag 58 -> Need 22
E - Unarm  - 47           -> Need 33
-------------------------------------
                             Need 362 from leveling

Again this is an effective maximum at 80, because you can get to 100 if you need to via a skill magazine. This is all theoretical, and probably a hard build, because you need to get into Caesar's safe house to get the lucky shades AND for the most part you're walking around with a Strength of 1 or 2. There is some fine tuning that could be made, but that is neither here nor there, in the end it is possible using this definition of a "Max Stats".


Correct, at least without using mods or console commands. Making the game more challenging than Fallout 3, throughout all 30 levels of your character, was one of Obsidian's goals when designing New Vegas. In Fallout 3, while maxing out everything was fairly difficult, it was not uncommon to (by level 30, with the right build) have almost all skills at 100. At that point, you were pretty much an unstoppable murder machine who ate super mutant behemoth heads for breakfast. (In Fallout 3, some of the new monsters with the Brotherhood add-on were designed entirely for the purpose of providing some challenge at high levels -- albino radscorpions, feral ghoul reavers, etc. I can vouch for reavers having made it to New Vegas.)

That's part of why perks were returned to being every two levels instead of every level, some of them were adjusted (EG, Grim Reaper's Sprint now only restores a certain number of AP, instead of all of them), skills were adjusted, the skill point allocation was adjusted and a variety of other tweaks were made.


This is calculated with the Dead Money DLC, which raises the level cap to 35:

Starting Stats

  • Strength: 1
  • Perception: 5
  • Endurance: 6
  • Charisma: 5
  • Intelligence: 10
  • Agility: 5
  • Luck: 8

Skill Books add +3 to a given skill. There are currently 5 skill books for each skill. You need the Comprehension perk (accessible with 4 Intelligence) to add an additional +1 to the +3 you get from the Skill Books. You also need the Educated perk (which you get at level 4), which adds +2 skill points to your total. Also, if selected, the additional Tag! perk adds 15 to any selected skill.

Barter             16                        + 5 skill books (+20) = 36x     
Energy Weapons     16                        + 5 skill books (+20) = 36x
Explosives         16                        + 5 skill books (+20) = 36x
Guns               16                        + 5 skill books (+20) = 36x
Lock pick          16 + Tag skill (+15) = 31 + 5 skill books (+20) = 51
Medicine           26 + Tag skill (+15) = 41 + 5 skill books (+20) = 61x
Melee Weapons       8                        + 5 skill books (+20) = 28
Repair             26                        + 5 skill books (+20) = 36x
Science            26 + Tag skill (+15) = 41 + 5 skill books (+20) = 61x
Sneak              16                        + 5 skill books (+20) = 36x
Speech             16 + Tag skill (+15) = 31 + 5 skill books (+20) = 51
Survival           18                        + 5 skill books (+20) = 38
Unarmed            18                        + 5 skill books (+20) = 38   

1- 28 skills which needs 72 points to reach 100

6- 36 skills which needs 64 points to reach 100

2- 38 skills which needs 62 points to reach 100

2- 61 skills which needs 39 points to reach 100

72 + (6*64) + (2*62) + (2*39) = 658
72 + 384 + 124 + 78 = 658 

So with that you need 658 skill points to max out. For the first 4 levels you will receive 15 skill points per level (60 skill points) until you get the Educated perk, after which you will receive 17 skill points per level (527 skill points), totaling 587 skill points at the level cap of 35. This means you will currently be off 71 skill points to max out.