Fallout 4

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Smithy Mar 19, 2018 @ 5:52am
Question about plasma thrower's
I just dropped a two-shot plasma rifle and I want to modify it into a plasma flame thrower. I wanted to know whether the overcharged capacitor or the boosted gamma wave emitter is more effective and also which perks will affect its dps?
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Showing 1-14 of 14 comments
s.turner3030 Mar 19, 2018 @ 6:49am 
Use a weapons work bench and choose that weapon, you can check what each mod that can be added to it will do, without changeing the weapon, when you decide on which change then do them.

Perk wise I think it would be commando for the auto weapons and maybe science, not too sure about that as I never use plasma weapons, the shots are way too slow for my liking.
Smithy Mar 19, 2018 @ 7:01am 
Originally posted by s.turner3030:
Use a weapons work bench and choose that weapon, you can check what each mod that can be added to it will do, without changeing the weapon, when you decide on which change then do them.

That wasn't what I was asking. I know how to modify weapons but I don't know whether the boosted gamma wave emitter (which adds better burning damage) or the overcharged capacitor (which has better base damage) is better for the flamethrower variant.
DouglasGrave Mar 19, 2018 @ 7:04am 
From the information I've noted when messing around with glitch weapons, the flamer barrel (the part that makes the plasma gun into a plasma thrower) does make the weapon count as automatic, which should override the pistol or rifle keywords from a pistol grip or rifle stock.

As an automatic weapon, that should mean that the plasma thrower is affected by the Commando perk, and should prevent the Gunslinger or Rifleman perks from applying.
Smithy Mar 19, 2018 @ 7:07am 
Originally posted by DouglasGrave:
From the information I've noted when messing around with glitch weapons, the flamer barrel (the part that makes the plasma gun into a plasma thrower) does make the weapon count as automatic, which should override the pistol or rifle keywords from a pistol grip or rifle stock.

As an automatic weapon, that should mean that the plasma thrower is affected by the Commando perk, and should prevent the Gunslinger or Rifleman perks from applying.

I actually just tested this a second ago and the commando perk doesn't seem to affect its damage at all despite the wikipedia page saying that it does. Heavy weapons also has no effect.

Currently it does 124 +124 damage and I already have rifleman maxed out so I'm assuming that it's still affected by rifleman. That or its stats aren't updating in my pip-boy for whatever reason.
DouglasGrave Mar 19, 2018 @ 7:13am 
Originally posted by Smithy:
Originally posted by DouglasGrave:
From the information I've noted when messing around with glitch weapons, the flamer barrel (the part that makes the plasma gun into a plasma thrower) does make the weapon count as automatic, which should override the pistol or rifle keywords from a pistol grip or rifle stock.

As an automatic weapon, that should mean that the plasma thrower is affected by the Commando perk, and should prevent the Gunslinger or Rifleman perks from applying.
I actually just tested this a second ago and the commando perk doesn't seem to affect its damage at all despite the wikipedia page saying that it does. Heavy weapons also has no effect.

Currently it does 124 +124 damage and I already have rifleman maxed out so I'm assuming that it's still affected by rifleman. That or its stats aren't updating in my pip-boy for whatever reason.
That's unusual, since the weapon is being made automatic by the barrel modification (there's a thing on the mod that sets the automatic state to true so that it fires repeatedly), and if it were an independent projectile effect, it shouldn't be benefitting from Rifleman.

Are you saying this after already modifying the barrel to be a flamer barrel, or based on observing the predicted effect when you select the part to apply?
Smithy Mar 19, 2018 @ 7:18am 
Originally posted by DouglasGrave:
Are you saying this after already modifying the barrel to be a flamer barrel, or based on observing the predicted effect when you select the part to apply?

I've already made the modification and tested the gun. It's very effective so it does seem to scale off rifleman.
DouglasGrave Mar 19, 2018 @ 7:22am 
Originally posted by Smithy:
Originally posted by DouglasGrave:
Are you saying this after already modifying the barrel to be a flamer barrel, or based on observing the predicted effect when you select the part to apply?

I've already made the modification and tested the gun. It's very effective so it does seem to scale off rifleman.
I just checked back on the Creation Kit data, and it looks like the flamer barrel sets the automatic state, but doesn't apply the automatic-related keywords that are applied by all the automatic receivers on guns.

I can't say whether or not that's intentional, but it does make sense for it to still be affected by Rifleman if it doesn't have the right keywords for Commando. If you put a pistol grip on it, it should likewise switch to Gunslinger.
Last edited by DouglasGrave; Mar 19, 2018 @ 7:22am
Smithy Mar 19, 2018 @ 7:32am 
Originally posted by DouglasGrave:
I just checked back on the Creation Kit data, and it looks like the flamer barrel sets the automatic state, but doesn't apply the automatic-related keywords that are applied by all the automatic receivers on guns.

I can't say whether or not that's intentional, but it does make sense for it to still be affected by Rifleman if it doesn't have the right keywords for Commando.
Works for me. I already have rifleman maxed so I can work on making a god tier radiation weapon next.

The only other thing was specific stats regarding the boosted gamma wave emitter. I can't find any information about it online and the game just says 'improved burning damage' or something like that.
Chilli Dog Dave Mar 19, 2018 @ 7:51am 
Originally posted by Smithy:
I just dropped a two-shot plasma rifle and I want to modify it into a plasma flame thrower. I wanted to know whether the overcharged capacitor or the boosted gamma wave emitter is more effective and also which perks will affect its dps?
the handle still plays a big role dispite it being a flamer, so rifle for big handles, pistols for small, but cause its 50/50 on energy+balistic it only takes in half of the power of end rank rifleman.

burning capaciter is meh due to not fully stacking so go overcharged not to mention its 2shot not something op like wounding(for a flamer) so you need more damage to make the most of it, twoshot is still stronk, very worth carrying on the close range pocket for a sniper due to being light+scales with rifleman.
i keep a wounding one on me myself.

so congrats on a strong drop :)
DouglasGrave Mar 19, 2018 @ 7:52am 
Originally posted by Smithy:
Originally posted by DouglasGrave:
I just checked back on the Creation Kit data, and it looks like the flamer barrel sets the automatic state, but doesn't apply the automatic-related keywords that are applied by all the automatic receivers on guns.

I can't say whether or not that's intentional, but it does make sense for it to still be affected by Rifleman if it doesn't have the right keywords for Commando.
Works for me. I already have rifleman maxed so I can work on making a god tier radiation weapon next.

The only other thing was specific stats regarding the boosted gamma wave emitter. I can't find any information about it online and the game just says 'improved burning damage' or something like that.
Most of the statistics you can see for yourself, but the extra burning damage is a pretty weak effect, amounting to about 9 extra damage for the unboosted emitter, and 15 for the boosted one. The extra visibility of being on fire can be useful for keeping track of enemies/corpses, though.
Smithy Mar 19, 2018 @ 8:21am 
Originally posted by Chilli Dog Dave:
the handle still plays a big role dispite it being a flamer, so rifle for big handles, pistols for small, but cause its 50/50 on energy+balistic it only takes in half of the power of end rank rifleman.

burning capaciter is meh due to not fully stacking so go overcharged not to mention its 2shot not something op like wounding(for a flamer) so you need more damage to make the most of it, twoshot is still stronk, very worth carrying on the close range pocket for a sniper due to being light+scales with rifleman.
i keep a wounding one on me myself.

so congrats on a strong drop :)

I guess I'm wrong in thinking 2-shot is the be all and end all of legendary effects. I found it a little disappointing against the first deathclaw I've used it on and considering its poor ammo efficiency I won't be making use of it.

Thanks for the help all.
DouglasGrave Mar 19, 2018 @ 8:28am 
Originally posted by Smithy:
Originally posted by Chilli Dog Dave:
the handle still plays a big role dispite it being a flamer, so rifle for big handles, pistols for small, but cause its 50/50 on energy+balistic it only takes in half of the power of end rank rifleman.

burning capaciter is meh due to not fully stacking so go overcharged not to mention its 2shot not something op like wounding(for a flamer) so you need more damage to make the most of it, twoshot is still stronk, very worth carrying on the close range pocket for a sniper due to being light+scales with rifleman.
i keep a wounding one on me myself.

so congrats on a strong drop :)
I guess I'm wrong in thinking 2-shot is the be all and end all of legendary effects. I found it a little disappointing against the first deathclaw I've used it on and considering its poor ammo efficiency I won't be making use of it.

Thanks for the help all.
Two Shot is a solid legendary prefix that works well on most things (and is probably the best effect overall), but its benefit isn't as specific as Instigating (which works well with big individual hits) or Wounding (which works well with multiple fast hits) when it comes to improving certain types of weapon.
Last edited by DouglasGrave; Mar 19, 2018 @ 8:29am
Chilli Dog Dave Mar 19, 2018 @ 12:50pm 
Originally posted by Smithy:
Originally posted by Chilli Dog Dave:
the handle still plays a big role dispite it being a flamer, so rifle for big handles, pistols for small, but cause its 50/50 on energy+balistic it only takes in half of the power of end rank rifleman.

burning capaciter is meh due to not fully stacking so go overcharged not to mention its 2shot not something op like wounding(for a flamer) so you need more damage to make the most of it, twoshot is still stronk, very worth carrying on the close range pocket for a sniper due to being light+scales with rifleman.
i keep a wounding one on me myself.

so congrats on a strong drop :)

I guess I'm wrong in thinking 2-shot is the be all and end all of legendary effects. I found it a little disappointing against the first deathclaw I've used it on and considering its poor ammo efficiency I won't be making use of it.

Thanks for the help all.
part of what makes legandaries so fun, different ones work better on different weapons, a sniper with two shot is a god while a flamer or ripper with woulding is just a demon.
pray n spray is actually out shined by an explosive pipe machinegun due to how common bullets are :)
its fun finding the different options :D
Drake Ravenwolf Mar 19, 2018 @ 1:28pm 
Originally posted by Chilli Dog Dave:
burning capaciter is meh due to not fully stacking so go overcharged
There is a serious balance issue between bleeds and all other DoT effects in this game, I have no idea why they made it this way. But ya, bleed effects stack (which makes them amazingly good) while all other DoTs only refresh their duration when re-applied (which makes them terrible)

This is why Wounding on a fast hitting weapon like the Plasma Thrower is so OP. But you can calculate which modification is better for yourself; just take the DoT damage and divide by its duration to find its DPS then compare that to 2x the difference the other mod adds to base damage (2x due to 2 shot)

BTW anyone have a download that would change all DoTs to use the same mechanic as bleeds?
Last edited by Drake Ravenwolf; Mar 19, 2018 @ 1:30pm
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Date Posted: Mar 19, 2018 @ 5:52am
Posts: 14