Fallout 4

Fallout 4

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Explosive or Never ending Effect
I just went to National Guard training yard then i went into the barrack kill some legendary ghoul and got a never ending combat rife then i died cuz of glowing one. After reload the safe i got combat rifle again but with explosive and i have 2 choice to reload the save after im close the pip boy to get never ending version or this explosive version.
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Showing 16-21 of 21 comments
EolSunder Feb 21, 2021 @ 1:58pm 
most weapons with explosive effect are very nice ,especially those you can turn into automatic weapons. Or those with big magazines that you can hip fire nicely. Never ending is only good for low magazine weapons. It doesn't let you do more damage, it just eliminates the loading effect, so its very good on such weapons like 2 shot shotguns, or other weapons with small magazines that you have to reload all the time.

But explosive, a good legendary effect. Not super great on 1 shot weapons like bolt rifles, etc. But great on automatics, and great on fast shot weapons with larger magazines. A hip fire combat shotgun with explosive rounds, sweet.
ghpstage Feb 21, 2021 @ 2:07pm 
Originally posted by 76561197994717730:
Yea i noticed this abnormality in damage in other weapons aswell. Like when i tried to rebalance my Splatgun modification for the Tesla Rifle (lobs a explosive energy orb in similar fashion like Borderlands 2 Splatguns) it dealt WAY too much damage than it should.
It frequently gets blamed on explosives applying their full damage to multiple limbs caught in the blast, but it proved nonsense when I tested it.

A related oddity exists with multiplier type legendary effects too. Their effects are applied to the player in a perk like manner and so act on other weapons equipped at the time, grenades and gun bashing. They do have to meet the criteria so throwing an instigating grenade at a full HP enemy will only cause double damage if it doesn't physically hit them.
Grenades suffer the above hidden multiplier problem as they only have 1 impact damage it wasn't easy to notice, but it can be very visible with caltrops, furious is fun
https://steamcommunity.com/sharedfiles/filedetails/?id=1418866450
This could allow those silly legendary walking sticks and similar to be useful, and makes space for some creativity Defiant!
Last edited by ghpstage; Feb 21, 2021 @ 2:17pm
Alucard † Feb 21, 2021 @ 2:55pm 
Returning to the Splatgun modification i noticed when lobber is set to explode on impact it feels as its doing triple the damage on explosion even if its not a direct hit.

But when i set it to delayed lobber explosion it doesnt cause this much damage regardless of distance from target.

I tried disabling LOS check on both of these out of curiosity. Still same thing happens.

And i still don't quite understand why.
jeffy Feb 21, 2021 @ 3:52pm 
Originally posted by wtiger27:
Originally posted by Von Faustien:
neverending is best on missile launchers or the fatman

Lol. yeah, that certainly would be nice.


i used the big boy legendary launcher plus the bowling ball attachment

thus unlimted ammo and fires two at enemy each time haha
Von Faustien Feb 21, 2021 @ 5:01pm 
Originally posted by jeffy:
Originally posted by wtiger27:

Lol. yeah, that certainly would be nice.


i used the big boy legendary launcher plus the bowling ball attachment

thus unlimted ammo and fires two at enemy each time haha

i pulled the special mod from the nuka nuke and slaped it on bigboy

that was fun

the best unique weapons are the ones that have special parts and not just an effect so you can slap em on other legendary weapons
Iron Knights (Banned) Feb 21, 2021 @ 6:06pm 
I got the 5.56mm gun with explosive rounds, turned it auto, fully tuned 82dmg./round. Plasma is 74/74, sounds sweet but ammo is scarce & cannot manufacture it.
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Date Posted: Feb 21, 2021 @ 7:37am
Posts: 21