My TSE handmade rifle did easily over 300 damage a shot with nothing invested in rifleman or. It used to be any kind of two shot, explosive weapon would destroy any enemies regardless of even your build or whether you invested extra damage into it. Recharging time takes 1 second to recharge 1 shot, and a fully. It is fitted with a microfusion breeder that provides it a virtually limitless power supply capped at 20 shots. Its a more advanced and compact version of the recharger rifle. The recharger pistol is the second version of a self-charging weapon with effectively limitless ammunition.This stat is most useful for comparing semi-automatic weapons such as rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one. For most guns, this is a single bullet, but for shotguns it is a single shell (containing several small pellets), for the Gatling laser it is a single beam, and for melee weapons it is a single hit. And shows the damage caused by a single click of the mouse/trigger.A bit on the low side, but not bad. Then we look at the pipe pistol and it does 13 damage. Thats respectable for a starting weapon.A gun has a DMG of 10 and fires 3 bullets per second. DPS: This stands for damage per second. 45 ACP bullet Thats embarrassing. For something thats suppose to shoot a.
Also it comes with a silencer so you don't have to. It's because of how many shots you can get off in VATS, the deliverer paired with the gun-fu perk, the concentrated fire perk, and all of the luck tree VATS related perks is super OP at lower levels and still decent at later levels. My irradiated 10mm pistol does 25 more dmg. Anders camp - west, inside an unmarked building.Even upgraded. Grip tape - increases condition. For guns emptying their magazine (clip) within this second, the reload time is considered.Devil's Wish is a unique Wild Wasteland melee weapon in Fallout: The Frontier. This modifier applies to each individual attack you make (e.g. Crit % Mult: The multiplier applied to your character's critical hit chance. 64 units is equal to 1 yard, 70 units equal to 1 meter. AoE DMG/Radius: Bonus damage in a certain "Area of Effect". But you can also go a lot further. You can increase a gun's magazine size and up its damage easily enough if that's all you need. This is done to compensate for the sheer number of bullets being fired. Is divided by the G.E.C.K.'s Fire Rate stat, hence the very small multiplier for automatic weapons. For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit % Mult stat in the G.E.C.K. For example, if your character has a critical hit chance of 5%, and the weapon you're using has a Crit % Mult of 2, then each shot has a 5% × 2 = 10% chance to critically hit. Top ten free to play fps games on steam for macCrit DMG: The amount of damage that is added when you score a critical strike. Some weapons have a multiplier of 0 mathematically correct, these weapons don't cause any critical hits, not even with sneak attacks. Attack with automatic weapons only checks for critical hit once and then applies the damage bonus for all bullets in such an attack if a critical hit occurs. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. It refers to the accuracy of a ranged weapon. (the Spread stat is not used). Spread: This is the Min Spread stat from the G.E.C.K. DMG/AP: Damage per single Action point. AP: The amount of Action Points used per shot/burst in V.A.T.S. The lower the condition of the weapon, the lower the damage and the more chance the weapon has to jam. HP: Health points or condition is the amount of health a weapon has. Basically, how many shots you can fire before having to reload. Clip: The magazine capacity of the firearm. Some weapons use more than 1 round per shot (numbers in brackets). Ammo: The type of ammunition used by the weapon. ![]()
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