Fallout 4

Fallout 4

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Blinkicide Nov 20, 2015 @ 10:07pm
Armor Piercing does less dmg?
My test:

1: 10mm with "hardened auto receiver"
2: 10mm with "hardened piercing auto receiver"

The only difference between the two guns is one has the piercing receiver, otherwise the stats of the two guns are identical -- same dmg, fire rate, etc.

Tested Damage:

- I execute several attacks in VATS on the torso with both weapons, I am not sneaking, the non-piercing gun does more damage vs lvl 2 settler w/ 48 armor.

- I then decide to unload one clip into a settler not in VATS, backside, at his torso, and again the non-piercing gun does more damage vs. settler (stats same as above).

So I think that armor-piercing is bugged.

Edit: I was wrong, results biased (mostly) by fact I was testing on friendlies that were flipping hostile at different points, and damage is halved versus hostiles on higher difficulties.
Last edited by Blinkicide; Nov 21, 2015 @ 1:16am
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Showing 1-15 of 24 comments
Transphobic Nov 20, 2015 @ 10:09pm 
So you use an armor piercing weapon, on a target with a little armor. GG best study NA
Last edited by Transphobic; Nov 20, 2015 @ 10:10pm
Blinkicide Nov 20, 2015 @ 10:10pm 
Originally posted by Slack Attack:
So you use an armor piercing weapon, on a target with little to no armor. GG best study NA

48 armor isn't that little, it makes a huge difference for a 10mm gun. And i also did it on a 1.1k armor companion in power armor and got the same results.

It also should not matter if you think the armor is too little. Your conjecture would be relevant only if the piercing weapon had some stat that was lower than the non-piercing mod. Under no circumstance should the gun be doing consistently less damage than its non-piercing counterpart, when all other stats are the same.
Last edited by Blinkicide; Nov 20, 2015 @ 10:13pm
Transphobic Nov 20, 2015 @ 10:13pm 
So youre finding the armor cap right? The cap that like every Bethesda game has, then taking down more than a few attempts? Finding what that cap equates too? like 80% etc. Or finding how much armor its supposed to "pierce," or you just want to look like you attempted science?

Are you also going on the that DMG number is more of a guideline? Because sometimes my rifle with a metric ton of armor pen, hits really hard. Then maybe one or two shots put little damage onto the target.
Last edited by Transphobic; Nov 20, 2015 @ 10:15pm
Blinkicide Nov 20, 2015 @ 10:16pm 
Originally posted by Slack Attack:
So youre finding the armor cap right? The cap that like every Bethesda game has, then taking down more than a few attempts? Finding what that cap equates too? like 80% etc. Or finding how much armor its supposed to "pierce," or you just want to look like you attempted science?

Under what circumstance would any of that be relevant when the stats of the gun are identical. As i said, i tested on both 48 armor and 1100 armor, same results. The higher tier armor peircing mod does less dmg than its non-piercing counterpart --all other stats are equal. You're quite condescending for how little sense you're making.
Last edited by Blinkicide; Nov 20, 2015 @ 10:17pm
OH Nov 20, 2015 @ 10:19pm 
Oh, a science experiment, facinating. :D
Spool Nov 20, 2015 @ 10:22pm 
Same damage different tier of mod.

Please stop posting if you can't comprehend something so simple.
Transphobic Nov 20, 2015 @ 10:22pm 
Originally posted by Blinkicide:
My test:

1: 10mm with "hardened auto receiver"
2: 10mm with "hardened piercing auto receiver"

The only difference between the two guns is one has the piercing receiver, otherwise the stats of the two guns are identical -- same dmg, fire rate, etc.




Originally posted by Blinkicide:
Originally posted by Slack Attack:
So youre finding the armor cap right? The cap that like every Bethesda game has, then taking down more than a few attempts? Finding what that cap equates too? like 80% etc. Or finding how much armor its supposed to "pierce," or you just want to look like you attempted science?

Under what circumstance would any of that be relevant when the stats of the gun are identical. As i said, i tested on both 48 armor and 1100 armor, same results. The higher tier armor peircing mod does less dmg than its non-piercing counterpart --all other stats are equal. You're quite condescending for how little sense you're making.

Which one is it, they have the same damage stat, or different?
OH Nov 20, 2015 @ 10:24pm 
Originally posted by insano:
Same damage different tier of mod.

Please stop posting if you can't comprehend something so simple.
It's probably not a matter of comprehension but of over-analytics..?
Spool Nov 20, 2015 @ 10:25pm 
I replied to a post he deleted, maybe he figured it out.

I would have to agree that AP ammo seems bugged.
Last edited by Spool; Nov 20, 2015 @ 10:25pm
OH Nov 20, 2015 @ 10:26pm 
Perhaps we're all confused
Transphobic Nov 20, 2015 @ 10:31pm 
the amount of damage reduction the player character gets out of the damage resistance is actually based on how much potential weapon damage is coming in; unlike previous games, net damage reduction is based on a ratio between the potential weapon damage done and the damage resistance, with diminishing returns for high damage resistance.


Note that the most important factor is the ratio between damage resistance and potential weapon damage.

50 potential weapon damage against 0 damage resistance (no ratio): ~50 damage is done (0% damage reduction).
60 potential weapon damage against 10 damage resistance (1/6 ratio): ~57 damage is done (~5% damage reduction).
20 potential weapon damage against 10 damage resistance (1/2 ratio): ~13 damage is done (~35% damage reduction).
20 potential weapon damage against 20 damage resistance (1/1 ratio): 10 damage is done (50% damage reduction).
30 potential weapon damage against 60 damage resistance (2/1 ratio): ~10 damage is done (~61% damage reduction).
25 potential weapon damage against 500 damage resistance (20/1 ratio, easily possible with power armor):~4 damage is done (~83% damage reduction).

So simply put armor doesnt just mean you negate a flat % anymore, it also relates to what amount of damage is coming in. Meaning a 10mm pistol has such little damage, that the higher damage is just plain better than penetration
Last edited by Transphobic; Nov 20, 2015 @ 10:34pm
OH Nov 20, 2015 @ 10:50pm 
Originally posted by Slack Attack:
Meaning a 10mm pistol has such little damage, that the higher damage is just plain better than penetration
So my theory on "Armor Thresholds" holds true? You can ignore armor by overwelming it with raw damage? :D
Transphobic Nov 20, 2015 @ 10:59pm 
Originally posted by Doctor Krister:
Originally posted by Slack Attack:
Meaning a 10mm pistol has such little damage, that the higher damage is just plain better than penetration
So my theory on "Armor Thresholds" holds true? You can ignore armor by overwelming it with raw damage? :D
Well something i totally forgot to ask is what difficulty is he on?
Since each difficulty modifies how much damage you do

And what i dont know is if settlers have some damage reduction built into their characters to assist in defending. As it would help out a lot since they wouldnt die so easy.
McKnuckles Nov 20, 2015 @ 11:01pm 
Originally posted by insano:
I replied to a post he deleted, maybe he figured it out.

I would have to agree that AP ammo seems bugged.
So is it better just using the perks that increases damage for a gun and eventually allows you to bypass a percentage of armor are better than using the armor piercing mod?
Transphobic Nov 20, 2015 @ 11:03pm 
Originally posted by McKnuckles:
Originally posted by insano:
I replied to a post he deleted, maybe he figured it out.

I would have to agree that AP ammo seems bugged.
So is it better just using the perks that increases damage for a gun and eventually allows you to bypass a percentage of armor are better than using the armor piercing mod?
Well I believe only rifleman ignore armor. other than that, your only option would to find a legendary weapon with the ignore % armor buff
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Date Posted: Nov 20, 2015 @ 10:07pm
Posts: 24