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回報翻譯問題
Durability isn't created equal. The bar graph is a poor representation as it isn't directly comparable between weapon classes, only within classes.
There are several groups. Without the datamines this is mostly off memory and won't be accurate. The groups are things like low/high durability energy, low/high durabily melee, low/high durability ballistics, heavy weapons, explosive... you get the point.
Low durability energy are the weakest group and will break ridiculously quickly (gotta try sell repair kits, right?). Explosive are stronger because I think the explosive part doesn't reduce durability, only the direct hit pellet.
In short durability is a scam. The only way to know if a weapon is strong enough for practical use is to use it. If the repair cycle outweighs the fun cycle, time to use something else.
Thanks again Moomaster.
https://www.youtube.com/watch?v=7uYoJwMuN_8
https://youtu.be/HA0xG8ThyE4?si=6326H1uzZ_uVVNXX
Best scene.
https://youtu.be/EUeCnpkjEV4?si=Ts8HXV-W3MV_rLYP
PA usually takes very little damage but this is something else. Done tons of events like SBQ, Earle, Nuka world titan and eviction notice plus just regular free roam and i cannot even see the bar move one pixel off 200% durability.
Pretty much stopped using my gatling plasma for this reason. The speed that it breaks is just not fun at all. I have no shortage of improved repair kits but i would just rather use something else that takes longer before breaking. Not fun at all the be repairing it basically after every 3 cores even with using gunsmith at max.
On another note i frequently get the bug where the same two weapons or armour pieces with the exact same mods have very different durability bars.
I go through stages where my pa needs to be repaired all the time, and then others I can go for weeks.
I have over 150 repair kits from scorched earth. Just not needing to use them much at all,
This bit probably goes right back to when they were created. Crafted gear gets bonus durability from the intelligence stat and dropped gear from the luck stat. I think, but not sure, the bonus maxes out at 15.
Everything has a base value based on the level, then a bonus when created, then mods add or subtract. The range can be fairly large.