Fallout: New Vegas

Fallout: New Vegas

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Weapon Damage
Can someone explain to me how gun damage works? I know about the Strength requirement and how that can determine your effectiveness, like your accuracy. But, I don't quite get how Damage Threshold and DPS factor in with my Guns skill level. Need a simple rundown.
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https://lmgtfy.com/?q=fallout+new+vegas+wiki+damage

In particular the first result:

https://fallout.fandom.com/wiki/Fallout:_New_Vegas_combat


Damage calculations that follow are not to be taken as 100% accurate. There are various exceptions in how certain modifiers get included (most notably DT), so this is intended to be a general guide.

First, Dam needs to be calculated, where:

Dam=Dmg×Skill×Cond×Power+Bonus
Dmg = Unmodified, base weapon damage, as seen on individual weapon pages.
Skill = A weapon skill modifier ranging from .5 to 1.
Cond = A weapon condition modifier, ranging from .5 to 1.
Power = For any Melee/Unarmed power attack or any Melee/Unarmed non-sneak V.A.T.S. attack this is set to 2, otherwise 1.
Bonus = The player's strength bonus (if using melee), unarmed bonus (if using unarmed), or 0.
Second, Melee/Unarmed special attack multiplier, critical damage (if a critical roll succeeded) and armor reduction are added in, where:

Damadjusted1=(Dam×Special+isCrit×CritDmg×CritPerks)×DR
DTadjusted=max(0,DT×AmmoDTmult−AmmoDT)
Damadjusted2=max(Damadjusted1×0.2,Damadjusted1−DTadjusted)
Special = Melee/Unarmed V.A.T.S. Special Attack multiplier.
isCrit = 1 if a critical hit, otherwise 0.
CritDmg = Unmodified critical bonus damage, as seen on individual weapon pages.
CritPerks = Perks that multiply critical damage (Better Criticals, Stealth Girl, etc.) These usually stack multiplicatively, so Better Criticals and Just Lucky I'm Alive would result in 225% critical damage, instead of 200%.
DR = A number ranging from 1 to .15, representing the Damage resistance of the target.
DT = The Damage Threshold of the target. Note that DT cannot reduce damage (DR modified) below 20%.
AmmoDT_mult = Ammo DT multiplier (such as the x3 of HP ammo).
AmmoDT = Ammo DT reduction (such as the 15DT reduction of AP ammo). Note that it cannot reduce DT of the target below 0.
Finally, any other multiplicative modifiers are included, such as:

Final damage=Damadjusted2×SA×LM×AM×DM×Perks×Chems
SA = Sneak Attack multiplier: 2 if ranged, 5 if Melee/Unarmed.
LM = Location multiplier for ranged attacks. For example, most creatures with a head take 2x damage from headshots and ants take 0.5x damage to their legs.
AM = Ammo type damage multiplier (such as the x1.75 of HP ammo).
DM = Difficulty multiplier: 2 on very easy, 1 on normal difficulty, 0.5 on very hard.
Perks = Damage multipliers from perks such as Lord Death, Bloody Mess, Living Anatomy, etc. These usually stack multiplicatively as well, so Lord Death (rank 3) and Bloody Mess would be a 9.2% increase in damage instead of 9%.
Chems = Damage multipliers from Chems such as Psycho, Slasher, etc.
Dernière modification de Vyvyvn; 24 aout 2019 à 20h28
This helps a bit, but what does DT and DPS mean though?
ryantmurray94 a écrit :
This helps a bit, but what does DT and DPS mean though?
DT - Damage Threshold. Basically armor, the more something has the less damage it takes.

DPS - Damage Per Second. It's how much damage you can do in a given ammount of time.
adding on to Amanoob105, high DPS weapons *usually* have lower damage per-hit, and are better against opponents with little to no armor (because a bunch of weak hits against decent armor wont really get through, and youll just waste ammo).

-Armor piercing rounds ignore armor (5mm rounds do this by default; assault carbine is pretty dangerous)

-weapons with higher base damage are better against armored opponents if you dont have AP rounds, especially for sneak attacks.

Finally, be sure to specialize your character!
although you can get most skills to 100 with a full Intelligence character there are a lot of perks that make you better with certain weapons.
-For example, if you want to use shotguns the "shotgun surgeon" and the "stay back" perk gives you a major edge.
-or if you want to use a bunch of melee weapons "Slayer" and "Unstoppable Force" (i think thats what it was called) will make you much better with those.
- i usually specialize in one type of ranged weapon and one type of melee, so id do something like energy weapons and unarmed weapons

-if you need legitimately earned money, i hoard cigarettes and max my barter and repair early and get the "Jury Rigging" perk so i can fix expensive weapons with garbage tier stuff, like repairing 44 magnums with 9mm pistols. spend less caps on repairs and i get excellent stuff to sell.
i store stuff at the trailer in Goodsprings until i get my own room in NoVac (other places sometimes despawn stuff)

-Remember to check all the bodies in the Repconn facility, the Bright Brotherhood corpses have nice energy weapons

-I also hoard stuff to make weapon repair kits:
2 scrap metal
1 scrap electronics
1 wonderglue
1 wrench
1 duct tape
wrenches can be difficult to find

-You can also lug a Sasparilla crate around with all your junk in it. doesnt slow you down! but you have to keep track of it and save frequently cus it may rocket into Oblivion or something.
OK, that makes more sense.
If you have the living anatomy perk you can see enemy DT

Low DT enemies i like using a 9mm SMG with jhp hand load rounds

Cazadores night stalkers

High DT enemies you want something like a .303 sniper rifle with AP rounds

Legion hit squads super mutants deathclaws

A tribeam laser with max charge rounds works on everything
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Posté le 24 aout 2019 à 20h06
Messages : 6