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翻訳の問題を報告
https://steamcommunity.com/sharedfiles/filedetails/?id=2889813383
This seems to be solid scientific information wich we can work with.
The Capacitor Mods wich increse crit-damage seem to be ultra-rare, I find only 1 on my Enclave Plasma-Guns and have 1 in a box (titled: "Enclave Plasma Gun Severe Beta Wave Tuner", description: "Adds burning Damage, improved critical shot damage).
However,I have pilled up all my Enclave- and several non-Enclave Plasma Guns on my MBT and moded them to similar specs, I'm planning to do some testing to see if there are significant differences.
Maybe the RNG is just with me, as unlikely as that sounds. Got two stabilized stock/reflex sight rifles from three Dropped Connections today, and I'm pretty sure I've never had any before.
Now I just need to find those Beta Wave mods. I suspect that will be a great deal harder.
Edit: Come to think of it, I've had utterly horrible luck with legendaries on this character, both those I've found and those I've crafted. So maybe that's the balance.
I did wonder why my Commando build had no effect on the stats.
I do have Heavy/Rifleman PA build (that so far doesn't really work with the semi-weapons I have). I'd just hoped to be able to keep my Fixer.
Probably take a while to get the prime receiver. Still have lots of the common receivers to go through. This character is only seven days old or so, and I haven't done SBQ more than maybe six times so far.
It's really hard to tell the range on it.
I watched a video of someone using it and it seemed to have rather long range at times. Not like a rifle or anything like that, but still, far more than I'd thought.
The only useful perk I got was the Breaks Slower one, and it still breaks really fast, but I guess that balances it a bit. All those repair kits may come in handy after all.
It doesn't use quite as much ammo as I'd feared (not compared to a Flamer, for example).
I'll try it on my next Pitt attempt.
But the gun breaks fast, I have "Gunsmith" rank 5 and now try "luck of the draw" but it seems this perk triggers only every 10 seconds or so :(
For the non-Enclave Plasma the "forceful stock" is recommanded to get a longer lifebar.
For the Capacitor comparison I've crafted 4 non-Enclave non-legendary Plasma-guns,
Capacitors are: Standard, Calibrated Capacitor, Severe Beta Tuner and Vicious Capacitor.
All guns killed "swan" (Behemoth west of twin lakes) in 9-12 seconds, wich gave him time to counter attack and trigger "one for the team" (legendary perk, +40% dmg for 10sec.)
My MBT has only 6 in perception so I used rank 1 of the 3 rifleman perks and rank 3 of "tankkiller".
I didn't use VATS as the AP cost is to high that I run out of AP before I could hit the space bar...
-Calibrated Capacitor and Severe-Beta Tuner do the exact same damage, surprisingly for body* and headshots around 25% over standard.
Severe Beta has a burning effect wich is visible but seems to do no damge to higher ranking Enemies.
*Edit/ Disclaimer: this effect (Capacitors wich should increase critical damage also increase body damage) could be a glitch or unique to "Swan", I couldn't repeat it on other enemies.
-Vicious Capacitor gives +10% on body and headshots, so we forget about that.
Conclusion/ Prediction; with the standard Capacitor an enclave plasma should be inferior to a non enclave Plasma with improved Capacitor.
What I see from other testing: the Enclave Plasma with Severe Beta Tuner deals 10-15% more damage then the non-Enclave Plasma.
yeh, it's not easy. I do have a PA build with 15 Str and 14 Per, so I can switch to heavy if needed, but ... eh. So far I have a Bloodied explosive railway rifle, and a Bloodied, -25% AP cost lever action rifle, but I'm not Bloodied, so the only thing I really have that uses Rifleman is the plasma flamer.
Feels a little limiting.
Could make a semi Fixer I suppose (the semi one I have is, surprise, also Bloodied...).
heh. ouch. I haven't tried VATS with it yet.
hm. Some kind of hidden buff?
Thanks. Interesting stuff.
For the perks: Tank killer benefits single-shot and full-auto Rifles alike but also Pistols.
The Armor-penetratiom is more useful the better the Enemies Armor is (bosses and mini-bosses) while the effect of staggering an enemy depends on the hitrate (wich is very high for the Plasma gun with the flamethrower barrel).
Now there is an alternative combination: if the user has the Encalve-Plasma (or non-Enclave Plasma) with Flamer Barrel as Pistol he can choose the Gunslingers-perks under Agility but keep commando-Perks under Perception.
The downside is that the Plasma Pistol looks like hairdryer but would combine best of both world:
Full-auto Rifle plus Plasma-Pistol Flamer for short range.
A little bit off topic:
How to use Bloody weapons on "full health" build: easiest way is to have a lot of health and damage resistance, 20% radiation, perk "born survivor" 1, Serendipity rank 3 and then permenantly take damage to hoover around 50% health (Nerd range perk is optional).
Another important defensive perk for melee or short Range weapon users is "Blocker" rank 3 wich reduces melees Attacks by 45%, useful against cave crickets or other melee enemies sneaking up from behind.
I think I'll give it a try with a non-enclave plasma pistol first, just to see how well it works before I spend my last flamer barrel.
hehe. Well, if it's a deadly enough hairdryer I can probably live with it.
Thanks. This is supposed to turn into a Bloodied/Unyielding character, but with my luck with legendary crafting so far (and the daily scrip limit), it'll probably take around 48 years before I get anywhere (and when I finally get a set, it'll probably be just in time for Beth to nerf it...).
Not entirtely sure how to do without "What Rads?", though. Rad Resistant doesn't come close to giving the same resistance.
[*Edit/ Disclaimer: this effect (Capacitors wich should increase critical damage also increase body damage) could be a glitch or unique to "Swan", I couldn't repeat it on other enemies.]
I wasn't awrae of that, maybe a glitch, need to revisite "Swan" and some others...
However, Armor is actually one of my favorite topics:
The Rad-Protection from Secret Service Armor is brilliant and the reason why I stick with it.
But some of my characters use different pieces if these have the Sentinel effect.
My personal favorite is forrest scout (and urban, but not as nice), though covert Scout is the same + stealth.
Mods can be bought at Modus.
Robo, Trapper(?) and sometimes Marine come with radiation protection included, so these are valid alternatives until something better appears.
Due to multiple deathly incidents my chracters are overequipped:
1 Set of unyiedling with 2 Chest pieces (dense + Asbestos) and a Set of Troubleshooter Armor for "Encrypted" and daily OPS.
PA when things get rough, I'm just in the process to switch from legendary Excavtor to Union for the poison Resistance, there is a Gap in my defense.