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I'm writing a Guide to, piece by piece. Here are the newest/most popular pages:. New - A guide to making a. New - A guide to making a.

New -All locations and details. For New Players - Read. New -. New -. New -. New -.See a full list of guides on the. I've written over a dozen in just a week and plan to continue.

Higher Damage Mod? Kinda possible in theory - posted in Fallout 4 Mod Talk: The first esp mods are out now and we have the ability to change some stuff like gamesettings and global variables. I was playing around with this for some hours now and I found a way to greatly increase the damage both enemies and the player take from weapons. In the Fallout.esm are some gamesettings ending with.

There is much more to this DLC, it will just take time to write it all. Check back for more. Comment on the appropriate page if you have a tip to share with other readers.Fallout 4 Critical Hits How they Work, Damage Formula, and Crit Meter Fill by Luck A Critical Hit in Fallout 4. This time, the player is in control of when to use them and it becomes a part of the gameplay strategy.

Killing blows with them tend to lead to violent deaths, maybe even a 10mm round throwing a poor Raider into the ceiling.Critical Hits in Fallout 4 are player-controlled, tactical opportunities that come from using. This guide will teach you how crits work, along with other mechanics such as how many hits it takes to fill the critical meter with each rank of Luck - from 1-16, assuming some of you get creative and reach that point. This may help you to decide when to stop taking extra luck, as there are other means of influencing the stat, while you can also get a base of 11 by waiting until 10 to get the, among other means to go toward 20 which are mentioned below. How Criticals Work & Using Them Critical Hits are good to cripple opponents' limbs, giving you a minor advantage in combat. Of course, taking out this Deathclaw's leg might have been a better idea.

They can smell you.Filling the MeterWhile using VATS - melee or ranged - there is a meter at the bottom of the screen. As you fire or swing on an opponent, the meter will fill. Once full, press the jump button just before the next attack and you'll execute a critical hit, which will land no matter what chance was displayed (ranged). So long as it's 1%, you can use the Critical Hit for full damage, even at extreme distances. The rate that crits fill up is independent of the speed or type of the weapon, or whether it's a standard pistol, automatic shotgun, sniper rifle, or super sledge. These more powerful and slower weapons cost more to fire in VATS, but deliver more powerful critical hits assuming the base damage is higher.

How many Hits to Fill the Meter with X Luck Want to use Critical Hits more often? Here's how many hits it takes to Crit per rank of Luck: LuckHits to Fill MeterLuckHits to Fill Meter64. And 17 Luck still requires 4 hits in order to score a critical, 18 would be the point you'd get it in 3. Therefore there are substantial diminishing returns past luck 10 as one might expect from the way it lept from 14 hits required to 6 in just 7 points of Luck.How to Use this InformationIf you're thinking going past certain ranks is pointless, realize there is a perk called, which will let you continue to fill the meter and stock up to 3 crits - overflow counts, so that means you're able to fill 2 crit meters with rank 15 luck and 7 shots - not 8. Note the stars?

When all 3 are full, plus the critical meter, you can execute 4 crits in a row with Critical Banker, a Luck Perk. Don't take this Perk without also taking Better Criticals!!Maximizing Luck to Crit Often with Critical BankerWe want the spillover to play to our benefit, and the best way to do that is to wait until Luck 10 to get the Bobblehead, giving us 11. You can then take Party Boy (a Charisma Perk) to get +3 Luck while under the effects of alcohol, while simultaneously never being addicted to it. So we have 14 there. One magazine named Live and Love from will give you +1 when drinking with a Companion ( doesn't count as a drinking buddy). So there's 15. (Thanks Henry!) Additionally, you can find legendary armor with mods to give you luck and go beyond this!

With 'Lucky' gear it's theoretically doable to get past 20 Luck, possibly even 23 total. Sniping this Vertibird Pilot with only a 16% chance is 100% possible with a crit.

They don't fly themselves, so that's a win for the. Well, no one really.Using Criticals WellFor average play, you can target 'sure hits' - close or easy targets - at 95%, and fire one less than you need to crit based on the table above, then target the last shot at a weak point such as the head of a human or belly of a deathclaw (requires minimum 1% chance to target). You can then fire your salvo and use the crit on the last shot. You can use this crit on an entirely different target, or switch weapons after you've built the meter to fire at a distant target and eliminate a threat. Remember - a 1% chance is a guaranteed critical if you use the meter.

The makes this exceptionally easy to accomplish. Enemies' own body parts will not block those you are targeting, nor will the cover that they cower behind.Sneak Attacks and Critical Hits: Do they Stack?In my testing, I found sneak attacks and critical hits are not multiplied together. This means you will not see extreme damage numbers when coupled with the. However, so long as you are hidden, you can use other mechanics to your favor.

You may miss with a sneak attack, but make it a critical and you're able to guarantee the sneak attack works, allowing you 2x more damage being added to your critical. Another Critical Source - Making Overdrive Overdrive is one of the best drugs in Fallout 4, and only takes one rank in Chemist. This wonderful chem gives you +25% Crit chance in and out of VATS!There is a drug that requires Rank 1 of the to create, and I've never actually found it in-game.

This is the only way that I know of to score critical hits outside VATS. It requires Nuka Cola, Acid, and Psycho to make Overdrive. It's an unique drug with its own mild addiction that gives you a 25% chance to crit and +25% extra damage for 8 minutes, enough to clear a building.

In my testing of this wonderful 'product', I found that it tells you when you crit, and the crits deal every bit as much damage - it just relies on you aiming at a weak point manually in order to be as effective as a VATS crit. Crit Damage Formula Critical hits are not multiplied by sneak attacks; they are added together. This means you don't get insane damage numbers by doing both at once, but you CAN guarantee a sneak attack will hit and do the additional critical hit damage.Please note all info below is before taking damage resistance into consideration, which in some cases will greatly reduce the damage taken and make it look like you've done far less than stated here. The higher the damage, the more is taken off by DR. Additionally, playing on will result in this new damage being cut in half. Additionally, when saying 'base' damage below, it is without Perks.

Someone with Gunslinger at Rank 5 would do 12.5x the damage they see in Pip boy with certain mods, while a person with 0 ranks would reach the high numbers stated here - but the person with Gunslinger would be doing more damage as they're multiplying a higher number.Critical hit damage is typically the base damage (with mods included) plus the weapon's damage you see in the Pip Boy (with perks included). What follows is an equation of (base damage (with mods) + weapon with mods AND Perks) x multiplier. Multipliers are additive - the base is 1x, so you'd only hit double damage without any perks. If you have or at 100% damage bonus, this means you can go from hitting double damage to triple damage with a crit (the modded factor is doubled hence 3x.). Where it gets more complex are the that add 25% damage.

With them, you'll do almost 4x normal damage (3.75). Maximizing Critical Damage (Warning: Math!)If you take the weapon mods that say they add to critical hit damage (improved crit damage), you get a 2x multiplier added on top of the base of 1. So you could get 2 x 3.25 without gunslinger and deal 7.75x the weapon's base damage, or 10.25x damage with gunslinger/commando factored into the equation. A high luck build could therefore make a very powerful sniper rifle focused on crits (with ) and deal insane damage even at great distances with low hit chances. This modification is available on most types of rifles/pistols, including energy weapons. Complete some quests for the Brotherhood early on and you'll get this great weapon - Righteous Authority. When upgraded for more damage and stronger criticals, it can last you to Fallout 4's end game and play a pivotal role in your build.The Photon Agitator addon for regular and institute laser rifles/pistols gives a 4x modifier, while also increasing the weapon's base damage.

This can lead to some crazy crits that deal up to 3 x 5.25 damage for over 15x the weapon's base damage. So it may be even better than a normal sniper rifle for crits, though it would take a lot of AP to fill the meter. Use Righteous Authority - a unique weapon from working with the Brotherhood early on, which is basically a laser pistol with Lucky Weapon mod - and upgrade it later into a supercharged killing machine with 15% faster crit meter fill and another 2x on the damage multiplier - should get you at least 21x damage.Another idea is the Two Shot Rifle of any kind.

You can use this to deliver big criticals, although there's nothing on par with the Photon Agitator. I assume the Better Criticals there will give you 2x multiplier like the laser weapon variety.Better Criticals & Bloody MessFinally, I'll mention these two. Bloody Mess can add to the weapon's perk damage in the formula, while Better Criticals adds 0.5 per rank. Remember, the multiplier is additive. So, with our photon agitator delivering an extra 4x to the base of 1x (5x), better criticals adding 1.5x, (6.5x) and Rifleman doubling our damage with all types of rifles we would see 3x 6.5 or 19.5x damage - 25x damage with a weapon like Righteous Authority - it comes out to 12.75x the damage you see in pip boy. With Bloody Mess it would be 3.15 x 8.5 for 27x damage with Righteous Authority or any weapon with the Lucky Weapon Modifier.

However, many players don't care for Bloody Mess, and I'm one of them. More Fallout 4 GuidesShare Tips and Strategies Below. Play as a Raider in this DLC. Learn about the DLC, its secrets, and read walkthroughs. Guides to building bots and quest walkthroughs. An in-depth guide to Settlements and managing them. the best perks for a melee character.

Learn to be stealthy. Shots to Crit and Crit damage mechanics. General advice for creating your own build. AP and all the things that affect it. all about the V.A.T.S.

And AP usage on weapons. pointers that will help new players. Weapon mod examples.

Heavy hitter and fast-firing Comparison - two guns from the same base. Your shots are probably getting blocked.get the penetrator perk. It will make crits go through barriers and even other enemies. I routinely kill two enemies with one bullet with this perk.

Just make sure to crit the one behind the extra baddy you want to kill. Also penetrator as i understand it, doesn't necessarily work with energy weapons, but my experience has told me it does, at least with the gamma gun. I don't use lasers or plasma because they aren't effective for my builds so i haven't checked for myself how they work with penetrator.a nice benefit is sentries become very easy to kill with this perk - just aim for the fusion cores - you can shoot them right through a sentry's torso without waiting for their cool down, making them vulnerable even to deliverer.

The Fallout series has some pretty insane weapons, and Fallout 4 is no different. In the latest installment of the franchise, the world is filled with all kinds of weapons you can find, use, and modify. However, not all of them are all that useful. Though there are plenty of insanely powerful weapons in the post-apocalyptic wasteland of the Commonwealth, there are just as many that are straight up horrible. Sure, when you're starting out, commonly found items are useful to ward off low-level enemies before you find more useful weapons, but once Death Claws and other horrendous wasteland monsters get involved, you'll want something more powerful.Most of the stuff you find lying around are useless weapons, often capable of little damage against enemies. The most powerful weapons in the game, usually acquired through a special mission or alliance, not only deal a ton of damage, but also have a special ability which gives an advantage in combat.We've gathered up some of the most useless and most powerful weapons in Fallout 4. Our rules are simple, we're measuring the damage and special abilities of all Fallout 4, weapons excluding those that can only be acquired in DLC.Here are Fallout 4's 8 Most Powerful (And 7 Most Useless) Weapons, Ranked. The Pipe Gun might seem unassuming at first, but looks can be deceiving.

After all, it might be one of the most common weapons in all of Fallout 4, but Pipe Guns have something that puts them above other common firearms, customizability. Pipe guns have more customization options than any other firearm in the game, which is great for a couple of reasons.First of all, it takes less materials to turn a common pipe gun into a full-fledged rifle that's reliable, lightweight, and deadly. Even better, because of how common they are, especially when looting raiders, you can constantly get the materials for upgrades and modifications. They might be weak on their own, but it doesn't take much to turn a pipe gun into one of your go-to weapons.

Fallout 4 Increase Damage Mod

Though a rolling pin in Fallout 4 can also be modified, why would you want to? A rolling pin. Even with spikes or an aluminum upgrade, the rolling pin has to be one of the most useless weapons in the game. Seriously, who wasted their time finding or modifying one of these?!The standard rolling pin only does 11 damage at a medium speed and still manages to use up 25 action points. The sharp, spiked, and aluminum upgrades only adds three damage each, not worth using the adhesive and screws. Also, the idea of using a rolling pin as a weapon, though funny, is just plain silly. If you ever come across this pointless weapon in Fallout 4, just scrap it for the wood.

You're better off that way. Like we mentioned, the special abilities of weapons are a huge advantage in Fallout 4. An excellent example of this is 'The Last Minute,' a special version of the Gauss Rifle. Half life 2 manhack. A Gauss rifle shoots bullets using electromagnets, allowing for incredible projectile speed as well as the option to charge each shot for more damage.

That already sounds awesome on its own, but 'The Last Minute' takes things even further.In addition to having a capacitor booster, which increases the ammo capacity and damage, 'The Last Minute' also has a crippling effect. The special ability of the weapon causes 50% more damage when shooting at limbs, which is incredibly useful in stopping enemies from getting away or slowing them down. This legendary weapon is one you have to earn and buy after completing the the 'Old Guns' quest. There's a reason that raiders are so easy to beat: they carry crappy weapons.

Though pipe guns have their usefulness and raider bosses often have great rifles, your average raider is usually found with nothing more than a simple pistol and/or a switchblade. The latter is probably one of the most useless bladed weapons in the game.Though the switchblade is fast, it only deals eight damage and has very little customization.

In fact, the only modification you can add is a serrated edge! There are a few perks that can go with the switchblade, but nothing specific to it that makes it worth carrying. Raiders need to start carrying better weapons, since this one is worth more as the material you can get from scrapping it. The bottle cap mine is kind of a unique weapon, but it's pretty useful no matter how you look at it. If you find one in the wasteland, it is both an incredibly powerful anti-personnel mine and a rather valuable find. If you use the mine, it has a range of 93 and causes 301 damage.If that wasn't cool enough, if the area is clear enough after using the mine, you can raid the area for all the bottle caps it drops. In other words, you can cause a ton of damage and actually get paid for it.

Even better, crafting the mine doesn't require any bottle caps itself: just a lunchbox and some common materials. Yu can take out enemies and create money at the same time. Alright, so this one is a bit of a technicality since a pool cue isn't completely useless. In a pinch, a pool cue and similar weapons definitely have their uses. For example, if you're low on ammo and find a pool cue, it can serve as a way to get past an enemy and find some ammo. Otherwise, the pool cue is one of the weakest melee weapons in Fallout 4.Literally, it's one of the absolute weakest.

Not only does it deal low damage and have low customizability, the Fallout Wikia literally describes it as one of the weakest! Seriously, there's no reason to make a pool cue one of your go-to weapons, or even to use it beyond the place you found it originally. You can make it barbed or sharp and even pair it with a perk, but it's not worth it in the long run. Here's another awesome legendary weapon; one that you get by just going through the main story of the game.

This pistol might seem like a regular gun, but it has a lot of history behind it. The gun was given to Kellogg as his only means of protection as a child and was the very gun used to kill your spouse in the beginning of Fallout 4. That's just the history of the gun - the damage it can deal is even greater.The pistol might only deal 48 damage, but it can be heavily modified, resulting in higher damage, higher accuracy and a higher rate of fire. This is just the tip of the iceberg. The greatest attribute of Kellogg's pistol is that it refills your action points with every critical hit, meaning you can almost continuously used VATS as long as you cause critical damage. Depending on how much you like melee weapons, this one might be a bit up in the air. The pole hook is a fish hook that has been repurposed as a melee weapon.

The speed is slow, but the damage is high and can be made even higher by adding the puncturing modification, adding an additional 36 damage to the standard 68.That might sound like a pretty good speed/damage tradeoff, but in the larger scale of things, there are better weapons out there. Some bladed weapons will deal way more damage with way more speed and do not require any modification to do so. Plus, the pole hook uses up way too much AP for how slow and weak it is. Like a lot of unique weapons in the game, the 'Righteous Authority' is acquired through special requirements. It is given to you by Paladin Danse of the Brotherhood of Steel if you complete 'Call to Arms,' though there are a few other ways to get it. The weapon is a unique version of the standard laser rifle, modified by Paladin Danse himself.Amongst a few modifications that can be further improved upon at the weapons workshop, the 'Righteous Authority' has a rather useful perk.

The weapon uses the lucky modifier causing damage for critical hits to double. On top of this, 'Righteous Authority' also makes the critical meter fill 15% faster when using VATS to fire weapons.All these perks are fantastic, and with the right modifications, you can turn the 'Righteous Authority' into one of your best go-to weapons. There seems to be a bit of a recurring theme with the worthless weapons on this list, doesn't there?

Common items found in everyday life don't always make for good weapons, despite the fact that a lot of apocalyptic weapons are crafted from them. That said, we doubt anyone would find a walking cane useful as a weapon in the apocalypse.And yet, it is included as a melee weapon in Fallout 4.

Who thought players would want this? We're surprised that this is a weapon and not just an item meant to be scrapped for materials. The speed is medium and the damage is only ten, increasing by four with added spikes or barbs. Even with modifications, there are far better weapons out there, making the walking cane incredibly worthless beyond materials.

What's more awesome than a flamethrower? Well, in any other situation, not much, but because it's in Fallout, it might not be the highest on the list. That said, the flamer is still one of the coolest and most powerful weapons in Fallout 4. Unlike the flamers in previous games, this one has a higher fuel capacity and benefits from the heavy gunner perk, as it is considered a heavy weapon.The flamer deals 12 damage, something that might not seem like much, but becomes insanely powerful when fired at a rate of 90. Even better, the flamer has a ton of modifications that can be added to increase the ammo capacity and damage. And the best part of it all?

Fallout 4 Weapon Damage Mod

You don't need any perks to make these mods, so you can get the best flamer without even trying! You might have noticed that we tend to favor projectile weapons over melee weapons. While that is true, since they are superior, not every gun is worth picking up.

For example, there's the flare gun, which isn't, as you might imagine, great for dealing damage. To be fair, it is not meant to to do so - rather it is instead used to summon nearby Minutmen or even Veritbirds.That said, the flare gun is still pretty useless. There might be one or two situations in which assistance is needed, but seriously, can any of you Fallout 4 players out there honestly say you used the flare gun more than once?

Fallout 4 Increase Damage Mod

With a fire rate of 3 with only 10 damage, don't bother keeping this thing around. One of the coolest weapons in all of the Fallout franchise can be found amongst wreckage of an alien ship and the aliens who flew it. After tracking down the spacecraft, you can take out the aliens that attack and take one of their guns. What makes an alien blaster pistol so powerful is the fact that it can be modded for continuous use.See, while an alien pistol comes with ammo, the ammo is (surprise) of an alien origin. This means that once the ammo runs out, it can no longer be used.

Fallout 4 Increase Damage Models

But, with maximum 'Science!' Perks, you can modify it to run on fusion cells, thus ensuring you can use it forever. The alien blaster pistol deals 50 damage at a fire rate of 100, way better than a flamer, and can take advantage of various perks. We're not saying that a submachine gun is worthless, not at all, but the silver submachine gun? Completely pointless.

It is given to you after completing missions as the Silver Shroud, a pulp radio hero who was never seen without his signature submachine gun. Now, you'd think that after completing so many missions or the fact that it is paired with an entire outfit might mean the silver submachine gun has a special perk with it.But no, there is literally nothing different about the silver submachine gun except the color. It's just shinier than a standard gun. Are you kidding?! It has so many requirements and then does nothing and doesn't get any special mods?! And no, we're not counting 'looking cool' as a perk. Seriously, why was there no reward for this thing?!

Before we get into this specific legendary weapon, let's talk a bit about the standard version of a 'Fat Man.' The 'Fat Man' is sort of like a grenade launcher, but instead of launching grenades, it launches mini-nukes.

Yes, that's right, miniature nukes that you can just casually toss around. It's freaking awesome, and 'The Big Boy' only makes things better.Dealing 2691 damage with a range of 117, the Big Boy is already pretty powerful. Add to that its incredibly powerful perk and you have yourself the power of a god in weapon form.

'The Big Boy' can shoot multiple mini-nukes at once while only using up one, starting with two with the option to mod up to 12 at once. Because of this, 'The Big Boy' is the highest damage rate from a single shot in the entire game.

However, it is incredibly expensive to acquire.-What's your favorite weapon in Fallout 4? Let us know in the comments!

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