I played chemgun before, and again now.
My stats are S3 D8 A6 C3 P10 W3 I7
7int for Mad Chemist
6agi for Sprint and stealth that is useful
10per to actually hit anything, and detect stealthed enemies
Rest in dex
Level ups into per and dex
Also, perhaps thos can help,
I am lazy, so I copy a post I made a while back:
Just a few pointers, as I just played a stealth/chemguns character.
-If you either have perception=8 or Versatility, you will have mediocre hit chance. You can have 95% cth against slow bricks or enemies up close, but against enemies at range, or e.g. Dogs, prepare for 60% hit chance. Cooked Shot can help as it is AOE, so does not care about target evasion.
-Max range of a chemgun is 7. You will need to get rather close to enemies. Prepare accordingly
-With melee Versatility, you will have to max melee to get any use of your chemgun, and have very high dex. At this point, when you need to be pretty close to enemies as well to hit them, you dont really need the chemgun, melee is better. So for me that kind of deafeat the point of the build. I would personally not do this, but that is personal preference. It is just a different build.
-Freezing enemies with a cryogun removes vision, so you can restealth and end combat. Occationally useful.
-Cooked Shot is awesome, take it at first opportunity.
EDIT: Cooked Shot at close range, like grenades, can have unforseen side effects. In my run, I managed to freeze myself, entangle myself in acid, and set myself on fire. Multiple times. Prepare accordingly.
-I used Quick Tinkering a lot. It works great with stealth. You craft heavy explosives with high chemistry, and blow enemies up, and set bear traps so you trap and actually hit evasive enemies, instead of missing 4/4 shots. Lifesaver #1 in the Arena.