
Although The Professional says "when sneaking" as a requirement it's wrong, and it will apply the 20% damage boost on ALL critical strikes. Now, want even more damage? Better critical provides 50% bonus damage but The Professional also provides +20% critical damage. With laser commander the late game perk you'll be at 33% critical chance, which will mean with the right weapon you'll critical almost every time. ( Note, ratslayer the unique varmint rifle has x5 critical chance, making 20% = 100% which may be useful as there are no silenced energy weapons ). With these four basics you should be at about 23% critical chance, which with the multipliers from certain weapons can bring you to 50%+. I find that my early game damage is off the charts and thus choose skills I need ASAP like lockpicking, survival ( for rad child ), and sneak. Remember when choosing Tag! skills that they're only for early game importance. By getting this perk and Boone's hat ( either by killing him, or completing his quest, or killing his other ranger friend ) you gain an additional 5% critical chance. As you level up, I believe before level 12 you'll see a "Finesse" perk which will ad 5% critical strike chance. I usually take 8-9 luck ( 1 from implant to make 9-10 ) and then take "built to destroy" which ads 3% critical strike chance.



Take as many points in INT and Luck as you can, ensure that you also hit 6 perception ( for better criticals perk ) and then spend the other points how you wish. Thus in order to be a powerful energy weapons character you need to play a critical strike build.

You'll notice that a few perks cater specifically to this and many energy weapons have a higher critical strike modifier than other weapons. Energy weapons are all about critical strikes.
