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Best to keep more than one weapon for different situations.
Two-shot only works on Base damage and increase Recoil (60% increase on average)
Explosive is one of the best, Demo Expert and Explosive Bottle head. Pretty much insane on Shotguns (each pellet gets the explosive damaged) and automatics. Do not use this up close however.
Vats Enhanced is insanely good for Vats Characters, Melee characters get a -40% cost allowing Blitz to be insane.
Staggering is similar on Automatic and fast weapons can cause them to stun-lock
Furious is also insane.
As for 2 shot, Junkies is even better than 2 shot, if you build and stack all addictions.
The Two shot modifier makes the weapon fire an additional projectile while still using only 1 ammo and at slightly reduced accuracy and can greatly increase recoil. The game adds the base (i.e. unmodded) damage of the gun to its current (modded) damage and then splits the combined damage evenly into two projectiles. For example, an unmodded Hunting rifle does 37 damage, while a .50 cal Hunting rifle does 64. So a Two-shot .50 cal Hunting rifle does 64+37 = 101 damage, resulting in two projectiles hitting for 50.5 each. The damage value displayed in the Pip-Boy is the damage of both projectiles combined.
Where as Explosive.....
The damage dealt by the Explosive prefix is increased by the Demolition Expert perk as well as the Explosives bobblehead. With 4 ranks in Demolition Expert plus the Explosives bobblehead, Explosive weapons actually deal 32.25 explosive splash damage per pellet.
The area-of-effect damage dealt by the Explosive prefix is also increased by Commando/Gunslinger/Heavy Gunner/Rifleman perks. Heavy Gunner increases damage more than its counterparts.
https://fallout.fandom.com/wiki/Legendary_weapon_effects
It's also unusual in that the damage is added to the weapons parts DAM, and so boosts crits while multipliers such as Instigating don't.
It does suffer from a heck of a lot of recoil though.
Someone finally added that on the wiki I see
but more generally the pipboy is horribly inaccurate when scoring explosive damage, failing to recognise that almost all damage multipliers will act on them.... it counts only Demo Expert, Lone wanderer and Heavy Gunner can, and it gets the scale of two of those wrong.
Two shot requires no investment aside from the default gun damage perks and while not as powerful as explosive it's still a good all rounder and much safer to use in CQC.
So pick your poison.
Constant higher damage is what I want, for the bullet sponges. Tearing a mid raider into tiny pieces, any gun can do that at this point in my levels.
Rather kill them before they get to me. Poisoner works better on melee weapons with stun, doesn't seem to do much to Potato Mutants. On very hard, the warlords take about 3-4 drums of ammo ea..
You again. Talking utter botty water about things you clearly have no idea about.
Instigator is used for [long range] sneak attacks. Stick Instigator on a Gauss Rifle and not much survives a sneak attack from it.
You say you want more consistent damage? Explosive is more consistent damage. Not to mention better at not just crippling enemies but groups of enemies. Go back up and read Wawrzyniec's post. Two-shot spreads the damage over two projectiles, the second one is way less accurate than the first projectile (at least from my personal experience). So in close range it works fine but mid-long range you probably lose dps with Two-shot because of the increased recoil/accuracy of the second projectile. Powerful is a better, more consistent affix for guns than Two-shot is because it's a 25% damage boost without the increased recoil or accuracy loss at longer ranges.