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I get your point when it comes to High-Technicalities, which always seemed to me like a poor excuse for investing in Int with guns.
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"Poor"? Math says otherwise. Late-game, High Technicalities beats extra effective Guns skill points from extra Perception, and dramatically so. Here's the numbers.
Consider this probable example: lvl 26 energy pistol build, Guns skill maxed at 140 hard points at the time. 16 perception, 10 Int before taking +2 stat feat. Now let's see which +2 stat gives more damage - Int or Per:
- +2 Per means: before gear / consumales, effective Guns skill gets increased from (140 + 12*8.5% =) 282.8 to (140 + 14*8.5%) = 306.6. The skill increases damage by this calc: 1 + 0.7 * Effective Guns Skill / 100. So, with 282.8 Guns skill, we do 1 + 0.7 * 2.828 = x2.9797 damage over base weapon damage stat. And this is our "100% damage dealt" before taking the feat. With +2 Per, we then do 1 + 0.7 * 3.066 = x3.1462 damage, which means +2 Per increased our damage by 3.1462 / 2.9796 - 100% =
+5.591% damage by taking +2 Per. Damage bonus from High Technicalities remain the same, so no need to factor it in. +5.6% damage - is significant, but not oh too big increase, see?
- +2 Int instead - means: with 10 Int we had +40% bonus damage from High Technicalities, meaning our "pre-feat 100%" damage regarding the feat - was 140% of "everything else factored in" dealt. With +2 Int feat taken, this becomes +56%. Meaning, our damage, by taking +2 Int with HT present, increased by 156% / 140% - 100% =
+11.428% damage by taking +2 Int. And that's even without any spec points spent into High Technicalities - with full 5/5 specced, it's 170% / 150% - 100% =
+13.333% damage.
Conclusion: depending on how high Per and Int are at any given time, whether or not High Technicalities are specced, and whether Guns skill is maxed or not - extra points into Int can provide much higher, at times even more than twice higher, increase to energy pistol damage than same stat points spent into Per.
P.S. This is due to diminishing returns in Guns skill damage calculation: the higher it gets, the smaller and smaller relative gain it gives relative to already-existing level of skill. In fact, if to properly min-max Per / Int for High Technicalities build, significantly higher than 12 Int and much lower than 18 Per are the optimum, as obvious from the above; much depends at which level the player wants to arrive to "optimal" combination of damage bonuses in action, whether to spec High Technicalities, even how often / much +Perception / +Int consumables are being used in combat (so related to how high Biology skill is - whether crafting consumables or not), etc.