Fallout 4

Fallout 4

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ZanyScum Sep 4, 2017 @ 11:47am
V.A.T. what values are used for it?
I get too many different opinions when I google.

1. Do "values" where we don't know the value effect V.A.T.?
Like:
- Hip-fire accuracy
- recoil

2. Which of the other values effect V.A.T.?



I currently see three target values in VAT:
- Accuracy
- Number of shots (from action points)
- Speed of slow time



There are different opinions out there, like:
- Firerate has no effect on VAT
- Reflex = more shots
- Zoom = less shots
- Weight has no effect on VAT


I think accuracy and number of shots are opposites here.

Is there a "best" build for VAC?
Or is there one best built with maximum accuracy and another for maximum number of shots?

I love VAC, even if I often start the fight with a manual bullet to the head, 99% is a lot better than 75% or whatever I get currently from VAC.

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Showing 1-6 of 6 comments
paugus Sep 4, 2017 @ 11:50am 
Best build for VATS is perception, agility and luck. Perception increases hit chance and has things like Penetrator and Concentrated Fire, Agility increases max AP and gives you things like Ninja, Gun Fu and Action Boy/Girl, and Luck buffs your crits to insane power, as well as the incredibly OP Grim Reaper Sprint that gives AP back after kills.
casualsailor Sep 4, 2017 @ 11:54am 
VATS requires AP. Each shot uses some. The Delliverer with the right mods can be fired 16 times (which is the max number of shots queued in VATS) and you still have AP to spare. Likewise a basic shotgun may permit 4 shots before you are out of AP. But if you put a Heavy Receiver on it you may only get 2 shots. But each of the shots will do more damage so its a trade off.

That's the only thing that is really important to remember about VATS and weapons mods except for a Critical in VATS always hits.


When you are upgrading a weapon (making it heavier) it will effect how much AP is required for each shot in VATS. The upgrades should indicate their effect +/- on AP when you hover over them.

You can test this yourself. Take a gun with a heavy receiver on it and queue up shots in VATS and count the shots. Then remove it and put a standard receiver on it and repeat. It should permit more shots.

Stocks and other mods also effect weight so they also cost AP.

Edit: All of this only applies to VATS. AP is not expended in free fire.
Last edited by casualsailor; Sep 4, 2017 @ 11:56am
Kameraden Sep 4, 2017 @ 11:59am 
Weapon Range + Perception boost general VATs Accuracy.

Agility increases AP available for Attacks.

Range Weapons Scopes Increase Cost of AP per Attack.

Luck Generally Boost Critical Gain per Attack.

Simple way to put it.
casualsailor Sep 4, 2017 @ 11:59am 
Follow up. If you really like VATS I'd go with a Luck build where you are banging out criticals like a bandit.

Here is an example with a good explaination.

https://www.youtube.com/watch?v=rB5TKcQAD1Y&list=PLWfn8XPMjoaNdk9KmK0j7OTzHgVFhxkbm&index=1
ghpstage Sep 4, 2017 @ 2:12pm 
The lower weight = less AP thing is a myth arising from misinterretings of whats actually going on, that many of the parts that reduce AP costs are indeed on the lighter end of the spectrum.
The reality is that the displayed stats themselves have absolutely no impact on AP costs, instead each part has its own personal AP modifier that is hidden in the unmodded game, and numerous parts have modifiers identical to some or all of their peers.

For basic ballistic guns,
Standard, calibrated powerful and powerful calibrated all have the same costs, the llight frame ones have drastically reduced costs, the heavy have considerably increased costs and the advanced ones have slightly reduced costs, automatics also have increased costs but are all the same. As light frame has such feeble DAM your normally best off avoiding them outside of very early game or if you want a dedicated crit gauge filler.

Stocks/grips. If you think of the short rifle stock as a zero, every rifle stock above that increases costs by the same amount while pistol grips reduce it by increasing amounts as the level increases. True on energy weapons too.

Barrels. Short light uses the least, other shorts use the same amount as long light hwile other long ones use the most.

Magazines. Quick eject reduces costs so is always nice, but smaller mags reduce costs in their own right (it is slight though), which you want to balance against capacity as reload costs will more than offset this.

Sights. What you heard is correct here, reflex uses the least while scopes increase it and get worse the logner they are.

Muzzle parts have no impact. True on energy weapons too.

My go to VATS rifles tend to be something along the lines of a short stock, long light barrel*, reflex sight and QE mag. Receiver depends on whether I want to use crits a lot, I tend not to so usually opt for the advanced types.
*I pick the long light over short light as the range on shorts sucks, severely hampering its practical damage and VATS accuracy.


My experience is that on a specific weapon the change in accuracy you get from swapping from a reflex sight to a scope has a very marginal impact (unless it is a rifle and you have the third rank of the sniper perk), nowhere near making up for the AP cost increase. Though you will notice the difference between weapons, the high accuracy on plasma for example is very apparent compared to most others.
Range seems to be the dominant stat for VATS accuracy, even if its only due to the large variation you can have on a specific weapon. The impact of range is most pronounced with a laser sniper with beam focuser on a pistol with gunslinger, a range of 395 almst feels liek cheating.
Last edited by ghpstage; Sep 4, 2017 @ 2:39pm
ZanyScum Sep 4, 2017 @ 3:01pm 
Ok, thank you. I think I'll have to have this open the next time I am configuring my weapons. No way I can remember this.

Thanks!
Last edited by ZanyScum; Sep 4, 2017 @ 3:01pm
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Date Posted: Sep 4, 2017 @ 11:47am
Posts: 6