Fallout 4

Fallout 4

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Legendary Effect Options
I am aware that the 2 Shot Legendary effect is the strongest. Ive gotten it on 3 weapons so far. A 2 shot sniper rifle, a 2 shot 10mm pistol, and I use overseer's guardian as a run and gun 2 shot rifle.

So far I haven't found a combat shotgun with that effect. Barring 50% dmg vs specific enemy types, which of these legendary effect is typically stronger damage wise or game mechanics wise? or is there one im missing?

Plasma Infused, which adds 10 points of energy damage. It shows as 15 on the weapon though.

+10% damage while aiming.

Ignores 30% of the targets damage and energy resistance.

20% chance to cripple the targets leg.

Time slows down for a moment while aiming.
Last edited by Omgwtfbbqkitten; Feb 13 @ 11:26am
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Showing 1-15 of 108 comments
Plasma Infused additional damage is per attack. One attack, one instance of extra damage. Wounding deals extra damage per projectile, and shotguns fire multiple projectiles per attack. And Wounding stacks (so you can have multiple instances of it on a target) and effects everything (even things that don't bleed). There is no resistance or immunity to Woundings extra damage.

With Wounding, each projectile will do an additional 25 points of damage (over 5 seconds). A combat shotgun normally has 7 projectiles per shot, for an additional 175 points of damage per shell, if all projectiles hit.
Last edited by steventirey; Feb 13 @ 11:37am
The Two Shot is the best of the effects you listed OP.

It is not necessarily the best overall effect.

The effects with highest DPS are explosive and wounding effects when coupled with high rate of fire and/or multiple projectiles per shot.
Plasma Infused, which adds 10 points of energy damage. It shows as 15 on the weapon though.

+10% damage while aiming.

Ignores 30% of the targets damage and energy resistance.

those 3 are craps

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Time slows down for a moment while aiming.

is nice , it's same as jet, but the time is too short, nevertheless it gives you an advantage.
it's not the top nevertheless. but if the slow time was a bit longer it would be op.

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20% chance to cripple the targets leg.

is nice but only usefull against fast enemies who use melee attacks like gouls or deathclaw etc ...
it's mostly effective on automatc weapons and miniguns, flamethrower, with the 2 last weapons you can put down a big group of mobs in just a few second.
against humans and supermutants it's useless because they can continue to shoot even when they're down and also because they get up after a short period of time. ( human use a stimpak and sm auto-regenerate )
this effect doesn't add dmg either.

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if you want something the level of 2shot , then explosive, wounding ( good only on auto weapons, miniguns and shotguns ).

but explosive is too much, too op especially if you have some points in demolition perk so it's boring to play with it.

actually , noctural is superior to 2shot but you need to use it between 10 pm and 6 am.
it deals more dmg than the 2shot without the huge recoil and low hipfire accurracy of the 2shot.
Last edited by 1545242564528; Feb 13 @ 2:08pm
Explosive and wounding (or any DoT effect, though wounding is the best) are fine on any rapid fire weapon. Does not need to be full auto. You will often get more hits per second with a rapid fire semiautomatic weapon than with full auto.
Last edited by The Inept European; Feb 13 @ 11:58am
Certain effect + weapon combinations are prohibited from generating.
At the end of the day it’s all just magic swords and it really has no place in a supposed science fiction game, even a campy retro one.
You can just farm on some dungeon.. using the quick/auto save thing.
Two Shot is generally the best "all-rounder" effect. Other effects are better for specific weapon types, like Explosive or Wounding for rapid fire, or Instigating for sniping.

Don't worry about finding Two Shot on a combat shotgun, because it's not all that good as a combination. In terms of gameplay mechanics, Two Shot adds a single extra "hit" of the weapon's base damage, and from what I remember, the way a shotgun already splits its damage over its pellet spray, you're basically getting one extra pellet instead of two shots worth of all pellets. So if there were seven pellets, you now get eight.

I also remember someone doing a comparison once for Penetrating (the effect that ignores 30% of a target's resistance) and my memory of their conclusion was that it was equivalent to an average of about 10-15% extra damage when considering both heavily armour and lightly-armoured enemies.

Kneecapper is fun and can completely disable melee-only opponents, but it's also kind of niche, since it generally doesn't help you kill your target any faster; the ultimate way to disable anyone. Sure, you can make them a literal sitting duck, but since you usually have to hit them a few times to trigger the kneecapper effect, why not hit them with more damage and just make them dead?
Aegyssus Feb 13 @ 8:03pm 
Furious Effect

"(...)increases the damage by 15% of that amount with every consecutive hit" , oin the same target.

"2 shots"
means double damage on the original weapon without any weapon modification.

A total "2 shots" 38 damage based on the original 20 damage means
40 (the 2 shot effect) plus the 18 weapon modifications. thus a total of 58

Thus after "2 shot" effect of 5 hits, target gets 58 x 5 = 290 total damage
By the 15th hit the total damage will be 870

---

Furious is on Damage dealt.
Is calculated on the total damage on target + 15%

Ex:
1st hit:
38 (with weapon modifications) + 15% of that 38 = 44
2nd hit:
44 (the total damage of the 1st hit) + 15% = 50.5
3rd hit :
50.5 ( total previous damage) + 15% = 58
4th hit:
58 (total previous damage) + 15% = 66.7 damage
5th hit
66.7 (total previous damage) + 15% = 76.7

Thus after "Furious" 5 hits
target gets 47 + 53 +61 +70 + 80 = 297 total damage
However,
By the 15th hit, the total damage dealt will be about 1200 (+/-)

---

Furious Effect is the ultimate killing due to it's progressive dealt damage and it will cut through anything, Albino-Legendary-uber-Whatever, like through butter ...
Last edited by Aegyssus; Feb 13 @ 8:12pm
Originally posted by Aegyssus:
Furious Effect

"(...)increases the damage by 15% of that amount with every consecutive hit" , oin the same target.

"2 shots"
means double damage on the original weapon without any weapon modification.

A total "2 shots" 38 damage based on the original 20 damage means
40 (the 2 shot effect) plus the 18 weapon modifications. thus a total of 58

Thus after "2 shot" effect of 5 hits, target gets 58 x 5 = 290 total damage
By the 15th hit the total damage will be 870

---

Furious is on Damage dealt.
Is calculated on the total damage on target + 15%

Ex:
1st hit:
38 (with weapon modifications) + 18% of that 38 = 47
2nd hit:
47 (the total damage of the 1st hit) + 15% = 53
3rd hit :
53 ( total previous damage) + 15% = 61
4th hit:
61 (total previous damage) + 15% = 70 damage
5th hit
70 (total previous damage) + 15% = 80

Thus after "Furious" 5 hits
target gets 47 + 53 +61 +70 + 80 = 311 total damage
By the 15th hit damage dealt will be about 1200 (+/-)

---

Furious Effect is the ultimate killing due to it's progressive dealt damage and it will cut through anything, Albino-Legendary-uber-Whatever, like through butter ...
Its main weakness is that it takes time to build that up, putting it at the opposite end of the scale from something like Instigating, which deals a single massive initial dose of damage. In the end, nothing will stand against Furious, but many targets will die faster from a different effect, because you just don't need that much damage to kill them.

The other thing to remember with Furious is that it only randomly generates on melee/unarmed legendary weapons. There are two handmade rifles that you can get in Nuka World with the Furious effect already on them, but you'll never find it randomly showing up on any other legendary ranged weapon.
Last edited by DouglasGrave; Feb 13 @ 8:14pm
Aegyssus Feb 13 @ 8:24pm 
Originally posted by DouglasGrave:
Originally posted by Aegyssus:
Furious Effect

"(...)increases the damage by 15% of that amount with every consecutive hit" , oin the same target.

"2 shots"
means double damage on the original weapon without any weapon modification.

A total "2 shots" 38 damage based on the original 20 damage means
40 (the 2 shot effect) plus the 18 weapon modifications. thus a total of 58

Thus after "2 shot" effect of 5 hits, target gets 58 x 5 = 290 total damage
By the 15th hit the total damage will be 870

---

Furious is on Damage dealt.
Is calculated on the total damage on target + 15%

Ex:
1st hit:
38 (with weapon modifications) + 18% of that 38 = 47
2nd hit:
47 (the total damage of the 1st hit) + 15% = 53
3rd hit :
53 ( total previous damage) + 15% = 61
4th hit:
61 (total previous damage) + 15% = 70 damage
5th hit
70 (total previous damage) + 15% = 80

Thus after "Furious" 5 hits
target gets 47 + 53 +61 +70 + 80 = 311 total damage
By the 15th hit damage dealt will be about 1200 (+/-)

---

Furious Effect is the ultimate killing due to it's progressive dealt damage and it will cut through anything, Albino-Legendary-uber-Whatever, like through butter ...
Its main weakness is that it takes time to build that up, putting it at the opposite end of the scale from something like Instigating, which deals a massive initial dose of damage, followed by nothing extra (but unlike Two Shot, Instigating multiplies the entire damage of the weapon, so it's a very large single dose). In the end, nothing will stand against Furious, but many targets will die faster from a different effect, because you just don't need that much damage to kill them.

The other thing to remember with Furious is that it only randomly generates on melee/unarmed legendary weapons. There are two handmade rifles that you can get in Nuka World with the Furious effect already on them, but you'll never find it randomly showing up on any other legendary ranged weapon.


Oh
I re-edited my maths (did mistakes sorry).
---

Well, I use only high magazine automatic weapons.

The Nuka-World, Splattercannon / Problem Solver 7.62mm Rifles with drum magazines of 75.
And a Furious Mini-gun with 500 bulets ...

On full automatic the furious build-up is a blink of an eye so to speak ...

-

When Attacked by 3 Deathclaws only 2 legendary weapons can stop them
furious and kneecapper

Thus I will correct myself:
Furious AND Kneecapper are the best Legendary ...
But my favourite is Furious :steamhappy:
Bigger than all: Explosive on a singlefire combat shotgun.... as long you wear a dense breastplate or if you are an PA Fan Explosive shielded PA parts
Last edited by Stardustfire; Feb 13 @ 9:43pm
Originally posted by Aegyssus:
Originally posted by DouglasGrave:
Its main weakness is that it takes time to build that up, putting it at the opposite end of the scale from something like Instigating, which deals a massive initial dose of damage, followed by nothing extra (but unlike Two Shot, Instigating multiplies the entire damage of the weapon, so it's a very large single dose). In the end, nothing will stand against Furious, but many targets will die faster from a different effect, because you just don't need that much damage to kill them.

The other thing to remember with Furious is that it only randomly generates on melee/unarmed legendary weapons. There are two handmade rifles that you can get in Nuka World with the Furious effect already on them, but you'll never find it randomly showing up on any other legendary ranged weapon.


Oh
I re-edited my maths (did mistakes sorry).
---

Well, I use only high magazine automatic weapons.

The Nuka-World, Splattercannon / Problem Solver 7.62mm Rifles with drum magazines of 75.
And a Furious Mini-gun with 500 bulets ...

On full automatic the furious build-up is a blink of an eye so to speak ...

-

When Attacked by 3 Deathclaws only 2 legendary weapons can stop them
furious and kneecapper

Thus I will correct myself:
Furious AND Kneecapper are the best Legendary ...
But my favourite is Furious :steamhappy:
I recently went wandering through the Glowing Sea and my Instigating rifle was one-shotting every deathclaw I met. I prefer sniping and Instigating is basically the ideal effect for that. A lot of it is about the right tool for the job, and the one that best suits your playstyle.

If we're talking miniguns specifically, it's hard to match up to Explosive when it comes to raw damage output, since the perk benefits are especially favourable for high-speed fire and having Explosive means the minigun double-dips on the Heavy Gunner perk (whose benefit is made of two separate bonuses; one for regular damage and one for explosive damage), in addition to being able to benefit from Demolition Expert like any Explosive/explosive weapon. Furious will obviously outstrip it if you're attacking something that survives for long enough, there just won't be many cases of that.
Originally posted by Stardustfire:
Bigger than all: Explosive on a singlefire combat shotgun.... as long you wear a dense breastplate or if you are an PA Fan Explosive shielded PA parts
I feel like the Explosive minigun is a slightly safer option than the Explosive combat shotgun, if only because there's a brief spin-up and you don't immediately kill yourself the moment you accidentally fire into a wall. :steammocking:
Originally posted by DouglasGrave:
Originally posted by Aegyssus:


Oh
I re-edited my maths (did mistakes sorry).
---

Well, I use only high magazine automatic weapons.

The Nuka-World, Splattercannon / Problem Solver 7.62mm Rifles with drum magazines of 75.
And a Furious Mini-gun with 500 bulets ...

On full automatic the furious build-up is a blink of an eye so to speak ...

-

When Attacked by 3 Deathclaws only 2 legendary weapons can stop them
furious and kneecapper

Thus I will correct myself:
Furious AND Kneecapper are the best Legendary ...
But my favourite is Furious :steamhappy:
I recently went wandering through the Glowing Sea and my Instigating rifle was one-shotting every deathclaw I met. I prefer sniping and Instigating is basically the ideal effect for that. A lot of it is about the right tool for the job, and the one that best suits your playstyle.

If we're talking miniguns specifically, it's hard to match up to Explosive when it comes to raw damage output, since the perk benefits are especially favourable for high-speed fire and having Explosive means the minigun double-dips on the Heavy Gunner perk (whose benefit is made of two separate bonuses; one for regular damage and one for explosive damage), in addition to being able to benefit from Demolition Expert like any Explosive/explosive weapon. Furious will obviously outstrip it if you're attacking something that survives for long enough, there just won't be many cases of that.

if you don't play stealth, instigating is not that great, especially if the player didn't max the weapons perk like marksman or pistolero.
you probably play with silencer and also have the sandman perk maxed.

i believe furious is superior to instigating when the player doesn't do tons of dmg already with his perks maxed,
with furious, automatic or not, the amount of dmg increased is so high that you can kill everything in just a few hits.

and, who plays stealth 100 % ? you can't kill everything in stealth, for exemple when you're in some small interior full of mobs. maybe you can but you need high level of stealth perk + magazines and maybe stealhboy.

furious is superior because it's efficient in every situation while with instigating, after the first shot you just deal normal dmg.
if you're not in stealth and doesn't do tons of dmg already, you'll have a hard time killing 10 sm shooting at you with instigating while with furious, no.

i don't use furious because, like explosives, it just kill the game since it's so op even with no points in weapons perk.
while with instigating i don't see it op at all when you're not a 100% stealth focused player.
furious is so op it removes the challenge from the game.
Last edited by 1545242564528; Feb 13 @ 11:17pm
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Date Posted: Feb 13 @ 11:23am
Posts: 108