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One of the recent updates lowered the DR/ER of mobs significantly but increased their HP to compensate. Head shot multiplier was also reduced on many mobs but it is still enough boost to nullify many of those new resistance values.
The way the damage equation works min[0.99, ((Dm*0.15)/Dr)^0.365] where Dm is the damage going in and Dr is the resistance, around 6.5 times Dm to Dr you'll achieve maximum natural armour penetration where your output is 99% of your pipboy listed 'paper' damage.
With a head shot multiplier of 1.5 on most mobs getting that Dm to 6.5 times Dr is much easier boosting Dm than reducing Dr, especially with the reduced values mobs have now (though a combination of the two factors is best).
It'll still work to help get that target ratio but at reduced effect, similar to Anti Armor vs. a damage boost legendary effect on weapons.
Doesn't AA apply to robots regardless of where you hit them?
but AA suffers from both diminishing returns and lower enemy resists
Once upon a time AA guns would out perform B guns with the same perk loadouts by 0.5%-1%
Now its not even close with B guns demolishing the DPS of AA guns
AA as in anti armour will work on any limb, but the weak spot is still the best location as it's 1.5 times the damage.
For robots it's all over the place. Protectrons it's the head, Sentry Bots the Fusion core, Gutsys the middle eye, Assaultrons the head I think.
But really for all robots just blow off all their arms, job done as they self destruct.
in my understanding, if your weapon does low damage and is fast firing, you will benefit from aa more than for example from junkies or aristocrats. in case of commando weapons id just stack anti armor, especially in raids.
It's the thrusters on Gutsys that give the orange higher damage numbers.
Assaultrons may show the orange 'weak spot' numbers but they never seem to have a traditional weak spot. Their legs are super-easy to cripple, though, and grounding them makes them a joke to kill.
Thanks, it seems better to maybe just put one star into it and adjust other perks. Wish I could put more into STR but so much is tied up in weight reduction, maybe the changes coming might help weight. Even with armour WR still need it in STR.
My fixer is FFR and was AA but it seemed weak in WestTek, it is also perforating so too much AA I guess. Aristocrats and FFR is better but only my bloody builds drop them quick since the "balancing". This is really apparent when detected and no stealth boost.
Melee is properly applying bleed, fire, and frost on my end.
You needed around 5 times more damage output to get maximum natural armour reduction in the olden days.
At 60ish you need 390 damage to bypass armour. Headshots that drops to 300. That pipboy damage is 'easy' to achieve with perks and buffs.
You can drop that damage requirement slightly with AA effects but since they only have 60 DR it doesn't do much. Tank killer is 36% reduction or 36.4 DR for 236.6 damage to nullify, 182 on headshots.
What it really comes down to is how many buffs you run to boost your pipboy damage as more damage naturally bypasses armour. If you can naturally achieve the higher values then AA is useless.