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- Fallout new vegas weapons mod#
- Fallout new vegas weapons full#
Strength is a requirement for all weapons, while every single type has its own skill: Guns Energy Weapons, in the tables named only "Energy" Explosives Melee Weapons, in the tables named only "Melee" Unarmed.Ī Light Shining in Darkness² Honest Heartsĥ. Note that further increases in weapon skill beyond the requirements will continue to increase the weapon's damage (and DPS).
Fallout new vegas weapons full#
Att Req: Attributes required to wield the weapon optimally: to gain full attack speed for melee weapons, or full aiming stability for ranged weapons. Also this determines how many times a weapon can be fired. The lower the condition of the weapon, the lower the damage and the more chance the weapon has to jam. HP: Health points or condition is the amount of health a weapon has. Basically, how many shots you can fire before having to reload. Clip: The magazine capacity of the firearm. Some weapons use more than 1 round per shot (numbers in brackets). Ammo: The type of ammunition used by the weapon. Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. It refers to the accuracy of a ranged weapon. Spread: This is the Min Spread stat from the G.E.C.K. New Vegas - Re-Animated - If you do not use any reanimation mods, or only use kNVSE weapon reanimation mods, then I highly recommend this. Fallout new vegas weapons mod#
DMG/AP: Damage per single Action point. Commonwealth Surplus - A mod which adds weapons from Fallout 4 into Fallout: New Vegas.AP: The amount of Action Points used per shot/burst in V.A.T.S. Originally posted by RED5: Originally posted by JDC UK: If it was Gomorrah, you can use these console commands to get everything back.The more specialized Sneak Attack Critical deals twice the damage of a common critical strike. Crit DMG: The amount of damage that is added when you score a critical strike.Some weapons have a multiplier of 0 mathematically correct, these weapons don't cause any critical hits, not even with sneak attacks. attack with automatic weapons only checks for critical hit once and then applies the damage bonus for all bullets in such an attack if a critical hit occurs. This is done to compensate for the sheer number of bullets being fired. is divided by the G.E.C.K.'s Fire Rate stat, hence the very small multiplier for automatic weapons. For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit % Mult stat in the G.E.C.K. For example, if your character has a critical hit chance of 5%, and the weapon you're using has a Crit % Mult of 2, then each shot has a 5% × 2 = 10% chance to critically hit.
each 5mm bullet fired from your minigun). This modifier applies to each individual attack you make (e.g.
Crit % Mult: The multiplier applied to your character's critical hit chance. 64 units is equal to 1 yard, 70 units equal to 1 meter.
AoE DMG/Radius: Bonus damage in a certain "Area of Effect".
For guns emptying their magazine (clip) within this second, the reload time is considered. a gun has a DMG of 10 and fires 3 bullets per second.
DPS: This stands for damage per second. Some weapons deal additional bonus damage, either as AoE (see below), over time, or as EMP, affecting Robots and/or Power armor ("EMP (R)" and "EMP (PA)" in the tables). This stat is most useful for comparing semi-automatic weapons such as rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one. For most guns, this is a single bullet, but for shotguns it is a single shell (containing several small pellets), for the Gatling laser it is a single beam, and for melee weapons it is a single hit. and shows the damage caused by a single click of the mouse/trigger. DMG: This information comes from the G.E.C.K.