I'M BACK MUMBLERS! Let me know the craziest weapon you've come across and what your favourite weapon effect is in Starfield 🚀 Hit that dang subscribe button to give me dopamine and make number go up on a silly vanity metric too 👊
Found a 1inch punch emp rifle with stagger and cornered. It can one shot most mobs if they all connect as it’s fully modded. Great for leveling sneak melee attacks for concealment leveling and save scumming more legends
One inch punch, extended mag, hornet coachman best weapon that almost always hurts u as well. Got thru a mod that let's you change existing rarity tiers into different ones. So u gotta find the epic or legi gun itself before putting whatever u want on it. For a price tho. They surprisingly balanced it decently
A Refined Magsniper that's One Inch Punch. It may have Space-Adept and Radioactive, but dealing roughly 1,000-1,500+ DMG per charged shot is bonkers with maxed Boost Assault Training and Sniper Certification.
The time you take to quantify the effects that Bethesda couldn't be assed to explain is insane and incredibly valuable to us. Keep up the amazing work.
Imagine if Bethesda just made it obvious. It's literally impossible to know what anything does until our guy tests it. Can't play starfield without mumbles
Atleast the older games were based off Tabletop RPG's where you could atleast reference it. If they did this for say Fallout 3 or Skyrim, I wouldnt imagine how bad it would get.
It's hard watching other TH-cam Starfield content after yours because I can see them spreading false stuff without even realizing it, they just read the tooltips and never question if it's right. You are an actual rational thinker and test your assumptions. Freaking chef's kiss, you rock.
Bang on. I watched an early video of a guy "breaking" down all skills. It was literally just him reading them out and adding almost nothing. As you say spreading half truths and mis information based on some appealing descriptions. And this video and channel has 100s of thousands of views/subs. Hopefully mumble gets the following he deserves. His stuff seems to be getting more and more traction.
@@jamesmcshane1914 Camelworks. Yup, saw that too. The entire video was him reading the entire skill tree like a slideshow. The TH-camr that jumbles my jimmies more is ESO. This guy is literally the kid at the playground telling you that Magikarp' Splash has a 1% chance to KO any target. His videos are filled with half-truths and gross exaggerations. He goes on and on and on how he can sell items at value price without factoring in that you never sell items even close to that price and it urks me so god damn much. It never worked like that in any Fallout or Elder Scrolls game.
You absolute legend Artemis, thank you so much for your continued support! 🐧 Damn that is a sweet weapon to score one inch punch on for some real 1 shotting 🔫 I haven't had any luck with a good OIP on my untainted save file yet, maybe one day
@@coltonbakken6664 Only OIP weapon I've gotten is an Advanced Razorback. Bit over 500 damage per shot fully upgraded (no damage skill bonuses though; going after other QoL stuff first). Hits like an absolute truck with the binary trigger mod, but it does suck having to reload so often. That being said, the only thing I've seen survive all six rounds before reloading is a terrormorph. So it certainly pulls its weight as a sidearm if you want possibly the meanest pistol/revolver in the game.
My first ever legendary was a low level Eon with 1-inch and bleed (and one more of course, but who cares). I'm glad I watched this video, because that will be my "trouble shooting" gun when I run into bullet sponge enemies.
If anyone is wondering, the Weapon Swap Stuttering Fix on Nexus fixed both the freezing on weapon equip as well as the Corrosive/Incendiary effect stuttering. Give it a shot if its driving you nuts.
@@trissmerigold7722 Yeah...did you watch the video and note the part where that patch is mentioned and it states that it fixed it for some people and actually caused it to happen to other people who didn't have the bug before?
@@HiIeric117 next time, try uninstalling mods......normally instead of fixing they tend to break the game.....but people wont realize that and will bitch about Bethesda
Med Theft on a shotgun focused build is excellent. I found it sorta pushes you to keep using med kits and get REAL aggressive during larger fights. Synergy with the auto-first-aid perk on an armor set is great too.
One of the first weapons with special effects I found was a Med Theft Coachman, and yeah, I loved that thing for firefights inside buildings or when boarding enemy ships.
Something else to note about the extended mag effect: it double the BASE magazine size of the weapon. This works very well in your favor if you actually put smaller mags on, as it still doubles the base mag first before reducing the mag size by the same static amount it would normally do (or enlarging with drum mags and such). You can test this for yourself with something like the Maelstrom, which can extend or shorten its mag size by mods.
I got extended mag on an urban eagle and it went up to 17 when its size was originally 10. Allied armament guns can also have their mag size increased with skill magazines so it must apply the buff without considering those either
Reminiscent of Fallout 76 where a Plasma Rifle has a base of 27. If you turn it to a sniper it goes down to 9. If it has the quad effect on it, the sniper goes up to 99 and becomes well worth losing anything over base damage
My understanding is Furious resets counter if the entire weapon's attack misses. I can aim my Magshear such that half the bullets miss but still get nearly instant 30% dmg buff.
I think one thing that was overlooked in the video regarding Berserker is that it synergises with stealth play since you want to be out of armour to be as stealthy as possible. Still very niche but if a really good stealth pistol had the effect, I'd at least consider it.
It's also really good if you save scummed the mantis armor early in the game for the effects you want most. My armor has terrible DR and good effects so berserker rocks for me
I have a Kodama with the Explosive effect, and since it fires multiple flechettes, it does a massive punch of damage when the explosive rounds engage. That is the only weapon I've been able to test it on, although I'd imagine a Breach with flechette rounds would do the same.
I absolutely hate the Legendary System in FO4 and SF because it removes Unique Weapons. "Uniques" in SF and FO4 are just generic Legendary Weapons with a predetermined Affix. Like "Explody Shotgun" is just a Shotgun with a Explosion affix. Skyrim and FNV did that way better, I still remember so many Unique Weapons from these Games. I couldn't name a single "unique" weapon in FO4 or SF.
Pretty sure the only true unique in fo4 is that one combat rifle in far harbor. Technically kremvs tooth and the striker are just unique weapon mods that can be applied to any weapon of the type, machetes and fat men respectively
Corrosive, Incendiary, Poison, and Radioactive also apply a dispel effect that lasts for 10 seconds, described only as a "Dispel Timer". the damage effects have a condition that, in addition to their random percent chance, checks that the target doesn't have the dispel effect active. I assume that this is the cool down timer that you described. Handloader and Titanium Build have unlisted effects, with Handloader adding a constant 5% damage bonus and Titanium Build adding a 10% attack speed increase. as for the legendary effect chances, they're as follows: Concussive - 5% Corrosive - 12% Demoralizing - 10% Elemental - 4% (per effect) Frenzy - 10% Handloading - 10% for 0.5x damage, 35% for 1.05x damage, 25% for 1.15x damage, 15% for 1.25x damage (presumably also per effect, which would explain the variable damage range) Incendiary - 6% Lacerate - 8% Med Theft - 5% Poison - 10% Radioactive - 8% Staggering - 8% Tesla - 15% all of these numbers are pulled from xEdit, which you can find on the xEdit d-cord. I tried commenting about it a few weeks ago but TH-cam kept shadow-deleting my comment. my best guess is because it thought it was spam for spelling out d-cord.
I agree with a lot of other comments that you are providing the best starfield breakdown videos on TH-cam, keep up the good work mate they are incredibly informative and well edited.
I tend to keep a weapon that I pair with jetpack combat against aliens, so having the Exterminator effect on it is good. It's a full 30% damage increase, which is quite noticeable. Right now I have a Exterminator's Drum Beat that also has Incendiary shots. It'll drop anything short of a Terrormorph in a few hits; more generally a single magazine can drop 3-6 aliens even when flying around in the air.
Excellent breakdown. This will affect my search for the perks I want on my weapon and gives a great breakdown for what to look for depending on your game play style.
Disassembler is even worse when you remember that the majority of robotic enemies in the game can be hacked to fight for you or just deactivated entirely at a nearby Terminal.
Thank you immensely Kenshin! It means a lot to hear you appreciate the lengths I go to in uncovering the facts for us all to better understand how the game actually works. Lots more to come!
Subscribed! Love your factual videos. I've given up on rarities. Only bothering with tiers in all my NG+. Superior armors & advanced weapons. Focus on mucking about instead of looting.
Apparently it's a bug that superior weapons show up as advanced in game, so it can be hard and/or confusing when both advanced and superior shows as advanced.
@@Ozymandias_SofaBear I think I was wrong about weapons having a superior quality. I just got that impression after I was mocking about with the console commands, but it seems like Spacesuits (armors) have 5 levels of quality and Weapons only have 4 levels, and if level 1 is the basic ("Base") then level 2 being "Calibrated", level 3 being "Refined", level 4 being "Advanced" and level 5 being "Superior". I just don't get why you would make it like this, unless you'd want to introduce higher quality weapons with DLC or something.
@@TigonIII I heard of this, but since I've never seen a Superior tier weapon, I just take the advanced. Even the starborn trader doesn't have superior. So I figured that I might as well not worry about this.
This may already be in your queue but a video ranking/comparing weapon mods would also be welcome. Then something that looks at the best skill perks, legendary perks, and mod perks to determine what stacks and what doesn’t would be great.
There's a Fallout content creator named Angry Turtle that gets into the same number crunching with the effects in Fallout 76. Not sure if he's branched into Starfield yet, but I'm sure he will. Good stuff and thanks for the honest breakdowns on everything. I feel that most of the legendary effects I've gotten on weapons and suits have been less than impressive. Not to mention the chance of getting a good special weapon that is even close to your current level is basically slim to none. I've left so many behind because they're simply dead weight. As far as bonkers legendaries, I got a Magsniper with One Inch Punch. It was basically the game trolling me. I got a nice amount of creds selling it, but fuck was it a joke.
Simply: Thank You! This is an incredibly thorough and useful shitload of good information. My one quibble is that you seemed to slightly dis "Furious." When paired with any automatic, multi-shot, or One Inch Punch perk, this can be devastating. Elemental is also very effective with automatic and multi-shot weapons. I have the "Hangover" (A Big Shot variant) that deals 2994 Damage with One Inch Punch-nothing can stand against it. Because of the range reduction you have to get up close and personal. My "Reflection" (An Inflictor variant) deals 2410 Damage; with Instigation and Elemental and Annihilator Rounds and excellent range it's awesome. I stopped using it against enemies under rank 50 because it's no fun. It also can't be used if friendly NPCs are around but companions just shake it off and keep going. Finally, my MagSniper at 1206 with Instigation and elemental makes one-shot kills at over 220 meters. I'm saving this vid to go over in detail later. Great work!
What's up Uncle! It's been a while since I took the time to comment on your channel but I still watch everything you put out. Just wanted to say Grats on growing your channel, I knew it would happen and I'm glad I was there to see it when you first started Starfield coverage. Oh and that view count... Nice work man, keep it coming!
Hey TJ, good to hear from you man! You're definitely one of the OGs, glad to see you're still around. Thanks for the support, I've got lots more planned, there's just not enough time for it all lol
@@unclemumble I'm loving the videos you're doing and extent of the testing you're doing. Really helps me in weapon choice for both my builds. I have put in nearly 450 hrs in Starfield but I'll try to take time to interact more often in comments since I know it helps your channel growth. Take care bud
YOU, sir, are the real legendary weapon. i literally was just wondering about some of the effects and thought "i wonder if that unclemumble dude has a video on these yet," opened youtube and sure enough, you had just uploaded this 30 minutes ago.
Before the video, my favorite combo was Full Auto and Shotguns with Furious, Corrosive and One-Inch Punch. Or, I use Extended Mag, Rapid, One-Inch Punch. I recommend furious on these weapons because High ROF weapons will get most or all of the consecutive hits in most cases, so it's going to be a net bonus of damage in the long-run. Shotguns, it applies per-pellet, and most shotguns fore 6+ pellets, so you'll be getting most or all bonus per shot. At close range, it's insane. Accuracy is NOT needed. Thinking that hard about "maintaining" the furious effect is what makes it bad. Just use it like normal and you're always getting an overall bonus. The 3 effects specific to enemy type might do a bit better, but only to those enemies, Furious is (ironically) more consistent for a long-time, general use weapon. Instigating is also great on extremely high-damage weapons. On shotguns tho, the damage total in your inventory is if all pellets hit, and the effect applies to 1 pellet. Not all of them. So switch to Slugs to get the full effect. For Stealth players, Instigating Breach with a suppressor goes really hard. Other than those 2, the only other Rare effect worth your time is Extended Mag. Shooting for longer means more Sustained DPS, and that's more damage. For Epic, I use Corrosive. Corrosive is the best "Elemental" one (for Epic), as it applies the most flat health damage and makes enemies take more damage which effectively is a damage boost. Fire, poison and Bleed (it resets the bleed timer, it doesn't stack more) are alright, but you can output enough damage to the Corroded enemies to out-kill the other effects. The video got Crippling wrong. It applies to the head, I tested it after I seen different sources conflicting over what the effect is. So you shoot 1 time in the head for x2 Damage (+100% damage), 2nd shot is x2 and 30% on top of that (It also doubles the headshot damage, so it's x2.6 or +160% damage.) This means anyone aiming for the Head would want this, especially with Instigating for hard-hitting weapons (but Scope/Optic users will prefer Hitman, it's more consistent for them). Shot 1 to the head is x4, 2nd is x2.6. Third x2, then x2.6 again. Repeat. With shotguns, every 2nd pellet gets the effect, so it's very good on Shotguns. Compared to Hitman, you don't need to Aim for it to work and the damage is the same in the long run. But you need to hit the head/limbs. I use Rapid on some guns, except the Coachman (Anything with a mag under 3 shots would rely on reload over fire rate). Simple logic, shoot faster, hurt more. With Extended Mag, you shoot more and shoot faster. So more DPS from 2 sources. With Furious, you get your shots in faster, so more damage there. Legendary, I use One-Inch Punch. It is the god-roll effect in 95% of cases. In those cases it is a massive damage booster that out-classes even Tesla, which is crazy. Everything becomes a 4-pellet Shotgun, and Shotguns get 4x pellets (so 24-36 ish total pellets). Remember Crit is based on per-pellet, so automatic weapons and shotguns will crit more, and do more damage. The downsides are for long-range weapons and automatic weapons with high recoil. Tesla is amazing, as it's per-projectile with good % chance and no cooldown. Very good, very OP. Best over One-Inch Pinch on long-range weapons and automatic weapons with high recoil. Concussive is great with Staggering for people who want combat to be easier or want to take less damage. It won't make killing faster like other effects, just safer and easier. This can be extremely effective and OP, though boring. Armor Penetrating is good for guns that don't already have access to the effect elsewhere, like with modifications or Corrosive. Too much AP means less opportunities for Damage, so less overall Damage.
Great stuff as always. I believe titanium also increases reload speed. Might be worth a mumblefied test. It's on the crimson fleet unique magsheer. Which has mostly carried me through dozens of hours now.
Fascinating I'll have to look into this at some point. Insane if that's a thing, someone mentioned it might have increased crit chance too??? How can stuff like this be completely omitted from descriptions if true lol
Another amazing videos. Very interesting to see how the effects actually work. I found Staggering to be really strong as well as the Lacerate effect but loved seeing the tests for them.
Personally, I'd happily take Titanium on all weight-heavy weapons. I like the massive reduction of weight. It would be nice if you could salvage weapons to get their effects to install on your weapons. Like enchanting in Elder Scrolls.
Head's Up: You CAN find Legendary perks on Heavy Weapons, specifically on 'The Negotiator'! I just adventure and never worry about the Main Quest (only completed the first one!) and journey around high level planets looking to fight high-level enemies... If you go to the Masada System - specifically Masada III - you have a very good chance of finding one - I got the 'One-Punch' Negotiator sitting on a Weapon rack - unprotected!! It's SO much fun on Masada III I've jumped from lvl 36 - 46 on that planet ALONE lol!! Also, there is a Negotiator that will spit out two projectiles every fourth shot!! Happy Hunting and THANK YOU for your awesome videos!! ONE MORE THING: Maxing out Ballistics, putting at least 2 points into Demolitions and one into Rifle Certification will give you a true Weapon of Death; my Negotiator has about 547 Damage, and I've added NO Weapons perks to it yet!! Thank you for your fantastic videos, they are truly comprehensive!!
one of my first legendary gunz was a corrosive, extended mag, concussive advanced grendel. still my #1 hotkey. not my highest dps but still one of my strongest mainly because of concussive, I don't notice any stutter/lag from Corrosive btw. Thanks for the break down.
There's a fire rate bonus. At least that's what the stats of the weapon say when you install a mod that lets you change legendary perks and select it in the weapon workbench.
Sounds like extended mag and tesla are the main modifiers I'd actually care to have. Anything else would just be extra. Not gonna worry about it for my first playthrough though. Next time I do another run, I'm sure the likely inevitable legendary workbench mod will be available.
Love the content, absolutely amazing explorations and in depth coverage showcasing the effects and that you put the time into finding all of this out. Curious if there is a way to know what guns can roll what effects as you mentioned not every gun can roll One Inch Punch But aside from that great stuff 👍
The two most powerful weapon combinations are: Va'ruun Inflictor with Hitman, Instigating and Shattering. One shots kills nearly everything, even on very hard. Magshear with Furious, Rapid and Skip Shot. The fast rate of fire stacks up furious and procs skip shot a lot. Works well for gunning down lightly armored targets but struggles on something like a terrormorph. I think you highly undervalued rapid and skip shot under dot effects which make little difference when your target is dying within a second with any actually decent weapon. One inch punch adds a completely unmanageable amount of recoil to anything fully automatic and makes long range shots much weaker, it's really not that great.
I found a one-inch-punch advanced beowolf and it became my favorite shotgun. With burst fire, modding and some perks it's dealing ~2k damage per burst with little recoil
I have really enjoyed these analysis videos. I'm not a min/maxer but it is nice to have knowledege the game mechanics while playing the game. Thanks for your research and making these videos. I found a Legendary Shotty at about level 12 with Cornered, Poison, and Concussive effects on it. In Close Quarters Combat, it destroys every single opponent, Terramortphs melt away in about 14 shots. The cornered effect allows enough time to reload while the mob is recovering from the stagger. I have modded the shotty with Long Barrel and Extended Magazine to enhance its lethal power plus mods of Laser Sight, Reflex Sight and Tactical Grip. Phys Damage is 138. Would be devastating if it had the Extended Mag and Bleed along with tithe Concussive effect.
I’ve done some testing and I noticed that Explosive Rounds on a gun like the Drum Beat triggers the Epic “Crippling” effect which allows you to aim for crit spots, with the explosive rounds hitting limbs through splash damage and basically seems to keep the effect going or triggers it as much as possible if there’s a CD. So far, it doesn’t seem so.
Great analysis as always! My only issue is that I would consider "furious" honestly S tier: using a semi-automatic it's worthless, using a high rate of fire automatic weapon at close to mid range, you can land six shots in a fraction of a second, and keep sustained fire on the enemy until it dies. It's not difficult even against humans, and it's especially easy against larger enemies! Unrelated, I'm not sure why your game lags whenever you proc something like corrosive. I have a 5800x and a 3080, running at all max settings, and I don't have that issue personally. Edit: I just remembered, are you playing on an SSD? While you can technically play off a hard drive, the spec sheet states that an SSD is required, I did have hiccups like this when I was playing on a hard drive, but they went away completely when switching to my SSD.
Sadly it's just an issue related to the weapons causing the lag. I've got a 4080 and a 7950x and boot off my SSD so no issues on the hardware side. I get great frames anytime except with specific legendary effects and heavily modded weapons. Only started after the patch that was supposed to fix it ironically 😅 I'll have to test the mod that's supposed to fix it. Great point on furious as well!
If semi auto instigating weapons didn't exist, it might be S tier. But who needs to ramp up a damage boost when you can just 1-shot everything with a semi-auto beowulf?
@@Sotanaht01 Love my Beowulf with a medium scope but when I clear ships I switch to my Furious Kodama for the in-close work. Absolutely shreds everyone on board.
ANOTHER great video on weapon perks this time, though i think this came out first - i saw the armor one before this one. thanks for doing the math and proving the info. one small thing... and this is me being lazy.... if you could provide this info in a table like a spread sheet we could download and keep handy, that be awesome. maybe update some of those wikis? oh and handloaded... i got a beowolf early on with handloading and it did more damage on average than a beowolf 1 tier higher, and about the same as a 2 tier higher beowolf. the downside is definately bad luck. i was in a fight and could not kill a stupid spacer because the bad bullet effect kept getting rolled, lol. also, it seems like the effect is cycled when you reload or equip the weapon as the damage is displayed in your inventory screen. and it really messes you up when you are modding the weapon because it keeps changing the damage every time to highlight a weapon mod when crafting.
I love your analysis. It is thorough and based on data, so it is very useful. I do want to say that I have had a different experience with explosive. Maybe something has changed since you made this, and it may also be my setup, but of all the different weapons I've encountered the legendary with explosive is the one I use the most. I almost always play a stealth sniper. I am not a fan of up close and personal mixing it up. Very early on I found a Grendel (like maybe level 10ish?). It came fully auto which isn't condusive to being a stealth sniper, so I maxed stealth then worked weaponry until I could convert it to semi. I'm now about level 27, but that gun continues to shred. I have multiple times encountered multiple mobs, execute a sneak bonus headshot, had the explosive proc fire, and the splash damage single shot multiple targets. I even got 3 in one shot once. I thought I miscounted targets until I ran up to the kill to loot and found 3 bodies. The only drawback is if you get jumped and you unload and proc, you'll destroy yourself. Again, it may be my setup, but I love that gun. Anecdotally speaking, I also have a legendary old world hunting rifle. Its base damage (iirc) is around 148, compared to 14 for the Grendel, and with an explosive proc, it seems to take about the same number of shots to kill the same enemy. I haven't actually tested anything, but I just seem to tear through mobs much faster with the Grendel than any other weapon I've gotten so far. Maybe in higher levels that'll change.
For those "making" their own weapons via the Console: A Cutter with Extended Mag, Rapid Fire, and Titanium. Great for Burn Cutter builds, and mining in general.
The Power Beat, purchased from a vendor at the Key, has One-inch-Punch. applying the explosive ammo mag mod to it turns it into a 30 round, rapid fire, mid-damage stagger beast. Add the effects of perks and a few magazines and the Power Beat only hits harder.
instigating varuun inflictor with the three spread is the best weapon I found. Effectively works like a sniper when you are aiming and crouching, and the spread widens to almost shotgun like when you no scope run and gun.
Because Shotguns apply multiple hits, if you can get your spread tight enough, you can make good use of Furious. But, as you point out, if any projectiles miss, you're back to 0. As for Staggering, I was getting some cases where I could chain different stagger effects to get a permastun. It looks like Staggering does not share a stun cooldown with the melee bash and other similar effects. Nor does it share a cooldown with knockdown.
Instigating and cornered stack multiplicative with any other damage boost you have. So if you have instigating on a melee weapon and concealment rank 4 you're sneak attacks do x20.
My first Epic weapon I got off the crimson fleet captain at the start of the game was a Med Theft Grendal and honestly, it was great to have so early on. Especially while I was adjusting to the feel of the game.
Hello, xedit now has an experimental build for Starfield. So now it's possible to directly see the spawn chance and limitations for each enchant. I think that the DoTs stacking is intentional, just because how high level enemies at NG+ 10 are just walking HP walls and I don't believe DoT is affected by DR from NG+ and difficulty setting. Instigating and Hitman is still really good for pistols and snipers with sneak attack. Furious and Extended Mag are a great combo for SMGs like the Kodama. Extended Mag, Rapid and Corrosive is amazing combination on shotguns, just combine with Hornets or Flechette for more fun.
Frenzy can actually be really good, but only on very limited weapon types. I picked up a Magstorm with Frenzy at one point and it absolutely melts larger enemies. The seven shots it takes to reach max potential go by in a blink so it basically always does max damage for as long as you can hold it on target. It's also nice on the Grendel, although not as strong as it is on heavy weapons, it still raises your DPS noticeably when you're too close to miss most times, especially if you also roll a staggering or knockdown effect. Also I too generally groan at Space Adept, but I have a legendary Magshear with it that I keep on a rack next to my docking port so I can grab it when I board another ship. It's not something I carry around on the regular, but I use it religiously on boarding actions.
I think you mean furious, not frenzy (frenzy causes them to attack each other) - but I agree with you that furious is good, I actually look for weapons with it.
Really informative. When I first started playing I would collect them all. Now I only swap out a gun from my standard loadout if I get one with better effects, which is rare so I end up just selling them.
Compare to Fallout 4 or 76 the legendaries are pretty lackluster overall but I guess that's also because you can get 3 effects at once so they probably depowered them Edit:also I can confirm that yes the legendary effects change the ammo type because I had the incendiary effect on a hornets nest shotgun and it caused the explosive rounds to become the fire ones while getting rid of it's explosive effect
@@MrGhosta5 I actively avoided using weapons with that modifier. It's just dumb, makes no sense. I don't want magic guns in Fallout games. I guess the devs "had" to do something different from New Vegas going forward, but FO:NV by *far* has the best weapon and ammo itemization among the Fallout games. Of course mods help fully flesh things out, but that's true for all Bethesda open world games. One mod for a more involved weapon modding process, and one to make ammo options less barebones. Even though the gameplay wasn't exactly tight or finely tuned, with everything working together it made for the most enjoyable FO game I've played thus far.
17:20 That's hilarious. My first playthrough got a legendary explosive beowulf early, which I thought was OP. It carried me all the way to level 75 pirate bases. Turns out it's the Beowulf that's OP, not the explosive, as I found out on my second playthrough. There won't be a third playthrough anytime this year. I'm still waiting on mods and/or patches to make things interesting enough to be worth my time.
Chilling is pretty good on a multi-shot weapon, freezing the target. I use a magpulse with Extended mag, chilling, and concussive, for mid-range group battles, rapidly reducing the number of enemies I'm fighting, very effective on ships. Pretty fun.
The limb damage bonus is useful when you get the damage bonus to downed enemy certification (under physical I believe). Plus, being able to keep the the totally not deathclaws or the zippy robo-tigers in the ground is awesome.
Thank you for this Mumble! Now I’m patiently waiting for your ARMOUR EFFECTS vid. I’ve been trying to personally re-roll the Mantis armour for like 14 hours now, over the course of 2 weeks LOL. I have my own conceptions about the effects and what I think would be a sick god roll, but I’d love your input!!
BROOOOO after coming off a dope series like skill trees, the world held its breath wondering if you would stick the landing with the next chapter, and you hit the homest run of a slam dunk into the goal with this video. thanks man, really saves time trying to stress over loot. edit: i think swole benji did a video like this a way back, if you listen to his testing on the random % chance effect on handloading. that might be where wiki numbers are from. oh and for a new video, maybe do suit mods and what you can hope for and where to get it for the best ones (besides save scumming mantis armor for 2 days to get at least 5/9 of the desired effects)
They aren't completely useless, but they're more of just a slight bonus than something that is going to be a complete game changer. Unlike FO4 where the right legendary effect on the right weapon synergized with one or two keys skills would make a weapon just ungodly levels of amazing. With this game it's more about finding advanced tier versions of your favorite weapons and getting them fully modded out that is going to be your best path to maximizing your damage output. If you happen to find an advanced that also happens to be a legendary with a combination of effects that is somewhat useful then that's just gravy, but in reality it's not going to make all that much difference.
Thanks so much for your support Csaba! I try to make sure I put the time in to release solid, research backed content for all of you to enjoy and I'm grateful you appreciate that effort!
I know its a big one, but I'm really itching to see you breakdown weapon mods. It think the vague descriptors are more of a problem there because, unlike legendary modifiers or perks, any given mod isn't always strictly better than all other mods in the same category. Most of the time you're giving up something to improve something else (ie range vs recoil). With perks and modifiers, there isn't ever going to be a reason NOT to have it (excluding bugs, which aren't intended to affect gameplay choices), even if the "upgrade" is largely useless.
Stagger looks animation bound, what to check next is if it's frame reliant. Bethesda should be to experienced to fall into that trap, but I seen worse.
One point about furious, is that I've gotten really good work out of it with a micro gun. I used one for several levels and ripped through enemies at close range (so the bullets didn't miss), killing them before they did too much damage. A stronger micro gun (against stronger foes) without the furious took much longer despite the higher base damage, although that could be because they were that much tougher. I doubt it, but didn't do any real testing.
Crippling is an excellent effect for Companion weapons, as they're hardly the most accurate anyway. It's also pretty good on melee or extremely high dps full-autos where Spray n' Pray technique means headshot accuracy is largely out the window anyway. As for Furious, it's pretty good on on high dps weapons again, not slow handguns. But you're right that a straight damage buff, or x2 mag size would be better most of the time.
@@MrZlocktar I mean, 10% isn’t that noticeable, perhaps if you had a Rapid Titanium for a totaled 35%? Got both of these, and they do stack very nicely for slower weapons.
I have literally had boss encounters, a single npc waiting at the end of a clearout of a facility, almost making me thing I've killed everyone. But this one npc hiding, sitting on a chair, telling me to leave. Meanwhile all the other enemy npcs ran out to get me. On very hard. Even the highest level enemy npc. But this one npc, talks, gets up off of its chair. Let's me press talk button on it. Turns around, I shoot at it, it shoots at me. I have to reload. It reloads. We both fire. I get two shot. I'm dead. Full health, and I'm 30 levels above it. But I'm sure it had a legendary. I get reset. And realise its back to the beginning of clearing out this facility only this time same npc, same level runs out with the rest of its team, and no legendary. Definitely not the same weapon.
I've spent quite a bit of time save scumming a near death elite and the RNG is brutal, it seems like it usually favors furious over extended mag and I don't think I have seen shattering on a drop yet. I have never favored effects over a higher quality version, once fully modded the higher damage is hard to pass up.
If you're just looking for weapons you can build a bunch of weapon cases at an outpost on a planet in a lvl 75 system, (change difficulty to VH before landing if not there already). Then quicksave, quickload, dismantle the outpost and all the weapon cases will despawn into your ship's cargo. The more cases you make the better, they only cost 2 titanium 1 polymer. All those cases will spawn a weapon, ~1% will be legendary, maybe 5% epic and 10% rare. You'll get what you're looking for in a while, certainly faster than f9ing a near-death elite; even if your ship maxes out its cargo the weapons will be in your inventory. Anecdotally I seem to get shattering quite often and frenzy seems by far the most common modifier I get. I have an extended mag advanced coachman, but not a legendary one. Currently getting the most use out of an Instigating, Furious, Skip-shot magpulse, though.
I got a legendary sword with shattering and the one where it does double damage on the first hit. It's a later game sword so it does over 200 damage per hit. I'm typically guaranteed 400 damage on my first hit + the 15% damage boost, and it cuts through armor like butter. Definitely makes for a vicious sword. I had to load farm Stache for like 2 hours to get this. Otherwise I've been playing with pistols which I find fun and potent, but I have one energy pistol that has the shotgun tip on it which makes it very powerful... I think my base damage is 300 per shot.
I found a legendary wakizashi with concussive and staggering modifiers on it. I haven't invested any skill points into melee yet, but it is a great back up when my cutter is recharging.
I wonder if unusual effects would be more fun then straight damage improvement. It might be interesting if burning increased CO2 in enemies, causing them to drastically slow down, and pass out if they burn long enough. The acid could be armor damage specifically. Lacerate could be a fixed rather than percent damage over time, plus oxygen loss. Explosive round should probably do more damage and armor penetration. I think it only adds a small area effect sphere determined by individual bullet damage.
The Explosive effect can be pretty fun actually, I have a Legendary Magstorm with Rate Of Fire above 400, this thing melts through LVL 95 Opponents and i receive no damage from them, they get constantly knocked around, cant shoot at you and looks like they are dancing to the beat. Works also behind cover and nearby enemies take damage too. The LVL 150 "The Hunter" in the High Price Mission wasnt able to deal damage against me because of that effect. Just be careful in such missions, nearby civilians die pretty quickly from the explosions.
Tbh, i always felt like the "Rare, Epic and Legendary" stuff is relatively unimportant compared to other stuff. Focusing on quality (like "Advanced") and equipping them with the right weapon mods has a much bigger impact. So i usually went for the highest quality of the weapon i wanted and modified it on the workbench only going for special effects when i found a weapon of the highest quality of the type i wanted to have a nice small bonus to it. And yes, after a couple hundred hours into the game i can only say it felt like the right way to do it. I still got several standard weapons of advanced quality that are plain better than the legendary versions i could find of the same type. So my general advice would be weapon quality first, special effects later as far as priority goes.
Good job on the videos big bro. You're one of the few who are puttingt out consistent and reliable Starfield content intead of all that clickbait shit. It's coo that you take your time with these.
After having played Starfield for several months now I have to say that these effects are over-rated, and they are the last thing I consider when choosing a weapon. In my opinion the qualities I look for in a weapon are: 1. Weapon Type that fits my play-style, a.k.a. combat preference (Example: Sniper Rifle, SMG, Shotgun, Pistol, ect.) 2. The Weapon Quality (basic, Calibrated, Refined, or Advanced) 3. The Weapon Modifications it has, if I haven't unlocked the Weapon Engineering skill yet. 4. Weapon Effects it has on it. Since you can't control what Weapon Type or what combination of Weapon Effects you get on a particular weapon, these effects rate a lowly fourth place in my decision making tree.
I'M BACK MUMBLERS! Let me know the craziest weapon you've come across and what your favourite weapon effect is in Starfield 🚀
Hit that dang subscribe button to give me dopamine and make number go up on a silly vanity metric too 👊
Found a 1inch punch emp rifle with stagger and cornered. It can one shot most mobs if they all connect as it’s fully modded. Great for leveling sneak melee attacks for concealment leveling and save scumming more legends
Instagating because it doubles damage from all bonuses. With concealment rank 4 an instigating melee weapon does x20 on a sneak attack.
One inch punch, extended mag, hornet coachman best weapon that almost always hurts u as well. Got thru a mod that let's you change existing rarity tiers into different ones. So u gotta find the epic or legi gun itself before putting whatever u want on it. For a price tho. They surprisingly balanced it decently
Furius is crazy on shotguns..
A Refined Magsniper that's One Inch Punch. It may have Space-Adept and Radioactive, but dealing roughly 1,000-1,500+ DMG per charged shot is bonkers with maxed Boost Assault Training and Sniper Certification.
The time you take to quantify the effects that Bethesda couldn't be assed to explain is insane and incredibly valuable to us. Keep up the amazing work.
Imagine if Bethesda just made it obvious. It's literally impossible to know what anything does until our guy tests it. Can't play starfield without mumbles
I’m fully expecting a detailed overhaul mod. That just adds more and better details/tooltips to the game.
Atleast the older games were based off Tabletop RPG's where you could atleast reference it.
If they did this for say Fallout 3 or Skyrim, I wouldnt imagine how bad it would get.
lol - i'm sorry - that shit was not difficult to figure out - all you had to do was PLAY THE GAME.
@@asianartist1spicy and bad take, my guy
It's hard watching other TH-cam Starfield content after yours because I can see them spreading false stuff without even realizing it, they just read the tooltips and never question if it's right. You are an actual rational thinker and test your assumptions. Freaking chef's kiss, you rock.
Bang on. I watched an early video of a guy "breaking" down all skills. It was literally just him reading them out and adding almost nothing. As you say spreading half truths and mis information based on some appealing descriptions. And this video and channel has 100s of thousands of views/subs. Hopefully mumble gets the following he deserves. His stuff seems to be getting more and more traction.
@@jamesmcshane1914 Camelworks. Yup, saw that too. The entire video was him reading the entire skill tree like a slideshow.
The TH-camr that jumbles my jimmies more is ESO. This guy is literally the kid at the playground telling you that Magikarp' Splash has a 1% chance to KO any target. His videos are filled with half-truths and gross exaggerations. He goes on and on and on how he can sell items at value price without factoring in that you never sell items even close to that price and it urks me so god damn much. It never worked like that in any Fallout or Elder Scrolls game.
That there's Space-Adept but no Terra-Adept effect is still both baffling and heart-breaking.
I’m sure they removed it since it would be such a no-brainer that everyone would want that on any weapon
I found a 1-inch punch magsniper - it did base damage: 1729 without any perk buffs.
You absolute legend Artemis, thank you so much for your continued support! 🐧
Damn that is a sweet weapon to score one inch punch on for some real 1 shotting 🔫 I haven't had any luck with a good OIP on my untainted save file yet, maybe one day
Found a one inch punch advanced mag revolver at level 15, haven’t dropped it since.
I have a Urban Eagle with One inch punch, Hitman, and Furious. The gun hits like a truck at point plank rang.
@@coltonbakken6664 Only OIP weapon I've gotten is an Advanced Razorback. Bit over 500 damage per shot fully upgraded (no damage skill bonuses though; going after other QoL stuff first). Hits like an absolute truck with the binary trigger mod, but it does suck having to reload so often. That being said, the only thing I've seen survive all six rounds before reloading is a terrormorph. So it certainly pulls its weight as a sidearm if you want possibly the meanest pistol/revolver in the game.
My first ever legendary was a low level Eon with 1-inch and bleed (and one more of course, but who cares). I'm glad I watched this video, because that will be my "trouble shooting" gun when I run into bullet sponge enemies.
If anyone is wondering, the Weapon Swap Stuttering Fix on Nexus fixed both the freezing on weapon equip as well as the Corrosive/Incendiary effect stuttering. Give it a shot if its driving you nuts.
damn
lol, bgs specifically put out an update a few weeks back for that, and actually fixed it, not the mod...
@@trissmerigold7722 Yeah...did you watch the video and note the part where that patch is mentioned and it states that it fixed it for some people and actually caused it to happen to other people who didn't have the bug before?
@@HiIeric117 next time, try uninstalling mods......normally instead of fixing they tend to break the game.....but people wont realize that and will bitch about Bethesda
@@trissmerigold7722 did you miss the part in the video where he has the bug?
2:04 rare weapon effects
6:32 epic weapon effects
15:26 legendary weapon effects
Med Theft on a shotgun focused build is excellent. I found it sorta pushes you to keep using med kits and get REAL aggressive during larger fights. Synergy with the auto-first-aid perk on an armor set is great too.
Love that pairing! I'm a big run and gun up in your face player myself as I'm a loot goblin
One of the first weapons with special effects I found was a Med Theft Coachman, and yeah, I loved that thing for firefights inside buildings or when boarding enemy ships.
med theft shotty - finish game runs with about 100-150 medpacks in my bag on average so far.
“Builds” aren’t a thing in this game. It’s already incredibly easy even with maxed out modifiers.
Something else to note about the extended mag effect: it double the BASE magazine size of the weapon. This works very well in your favor if you actually put smaller mags on, as it still doubles the base mag first before reducing the mag size by the same static amount it would normally do (or enlarging with drum mags and such). You can test this for yourself with something like the Maelstrom, which can extend or shorten its mag size by mods.
I got extended mag on an urban eagle and it went up to 17 when its size was originally 10. Allied armament guns can also have their mag size increased with skill magazines so it must apply the buff without considering those either
Reminiscent of Fallout 76 where a Plasma Rifle has a base of 27. If you turn it to a sniper it goes down to 9. If it has the quad effect on it, the sniper goes up to 99 and becomes well worth losing anything over base damage
My understanding is Furious resets counter if the entire weapon's attack misses. I can aim my Magshear such that half the bullets miss but still get nearly instant 30% dmg buff.
I think one thing that was overlooked in the video regarding Berserker is that it synergises with stealth play since you want to be out of armour to be as stealthy as possible. Still very niche but if a really good stealth pistol had the effect, I'd at least consider it.
"Go ninja go ninja go..."
It's also really good if you save scummed the mantis armor early in the game for the effects you want most. My armor has terrible DR and good effects so berserker rocks for me
Add in instigator as well to that
I have a Kodama with the Explosive effect, and since it fires multiple flechettes, it does a massive punch of damage when the explosive rounds engage. That is the only weapon I've been able to test it on, although I'd imagine a Breach with flechette rounds would do the same.
An explosive coachman carried me through my first playthrough. You could definitely see the damage when it proc’d
I use a breach with explosive and clears rooms in seconds.
Are you doing a follow-up for best DPS or most fun effects and combos to look for on weapon types
I absolutely hate the Legendary System in FO4 and SF because it removes Unique Weapons. "Uniques" in SF and FO4 are just generic Legendary Weapons with a predetermined Affix. Like "Explody Shotgun" is just a Shotgun with a Explosion affix. Skyrim and FNV did that way better, I still remember so many Unique Weapons from these Games. I couldn't name a single "unique" weapon in FO4 or SF.
Completely agree, nothing in this game is actually 'unique' other than the custom skin it has. It's a real shame
Pretty sure the only true unique in fo4 is that one combat rifle in far harbor. Technically kremvs tooth and the striker are just unique weapon mods that can be applied to any weapon of the type, machetes and fat men respectively
Spray n pray
Exactly
@@tOGGLEwAFFLESthere's that really terrible 2077 baseball bat that pushes enemies about a meter... still unique though
Corrosive, Incendiary, Poison, and Radioactive also apply a dispel effect that lasts for 10 seconds, described only as a "Dispel Timer". the damage effects have a condition that, in addition to their random percent chance, checks that the target doesn't have the dispel effect active. I assume that this is the cool down timer that you described. Handloader and Titanium Build have unlisted effects, with Handloader adding a constant 5% damage bonus and Titanium Build adding a 10% attack speed increase.
as for the legendary effect chances, they're as follows:
Concussive - 5%
Corrosive - 12%
Demoralizing - 10%
Elemental - 4% (per effect)
Frenzy - 10%
Handloading - 10% for 0.5x damage, 35% for 1.05x damage, 25% for 1.15x damage, 15% for 1.25x damage (presumably also per effect, which would explain the variable damage range)
Incendiary - 6%
Lacerate - 8%
Med Theft - 5%
Poison - 10%
Radioactive - 8%
Staggering - 8%
Tesla - 15%
all of these numbers are pulled from xEdit, which you can find on the xEdit d-cord. I tried commenting about it a few weeks ago but TH-cam kept shadow-deleting my comment. my best guess is because it thought it was spam for spelling out d-cord.
I agree with a lot of other comments that you are providing the best starfield breakdown videos on TH-cam, keep up the good work mate they are incredibly informative and well edited.
I tend to keep a weapon that I pair with jetpack combat against aliens, so having the Exterminator effect on it is good. It's a full 30% damage increase, which is quite noticeable. Right now I have a Exterminator's Drum Beat that also has Incendiary shots. It'll drop anything short of a Terrormorph in a few hits; more generally a single magazine can drop 3-6 aliens even when flying around in the air.
Excellent breakdown. This will affect my search for the perks I want on my weapon and gives a great breakdown for what to look for depending on your game play style.
Disassembler is even worse when you remember that the majority of robotic enemies in the game can be hacked to fight for you or just deactivated entirely at a nearby Terminal.
Now this is the Starfield content I need.
Thank you for going in depth and spending the time/effort to give us what we are looking for
Thank you immensely Kenshin!
It means a lot to hear you appreciate the lengths I go to in uncovering the facts for us all to better understand how the game actually works. Lots more to come!
Subscribed! Love your factual videos.
I've given up on rarities. Only bothering with tiers in all my NG+. Superior armors & advanced weapons. Focus on mucking about instead of looting.
Same here, quality trumps rarity. Welcome aboard!
Apparently it's a bug that superior weapons show up as advanced in game, so it can be hard and/or confusing when both advanced and superior shows as advanced.
@@TigonIII The usual Bethesda oops
@@Ozymandias_SofaBear I think I was wrong about weapons having a superior quality. I just got that impression after I was mocking about with the console commands, but it seems like Spacesuits (armors) have 5 levels of quality and Weapons only have 4 levels, and if level 1 is the basic ("Base") then level 2 being "Calibrated", level 3 being "Refined", level 4 being "Advanced" and level 5 being "Superior". I just don't get why you would make it like this, unless you'd want to introduce higher quality weapons with DLC or something.
@@TigonIII I heard of this, but since I've never seen a Superior tier weapon, I just take the advanced. Even the starborn trader doesn't have superior. So I figured that I might as well not worry about this.
This may already be in your queue but a video ranking/comparing weapon mods would also be welcome. Then something that looks at the best skill perks, legendary perks, and mod perks to determine what stacks and what doesn’t would be great.
oh yeah that's on the way 100%
UncleMumble's Starfield Survival Guide... love it. Appreciate all the in-depth analysis!
There's a Fallout content creator named Angry Turtle that gets into the same number crunching with the effects in Fallout 76. Not sure if he's branched into Starfield yet, but I'm sure he will. Good stuff and thanks for the honest breakdowns on everything. I feel that most of the legendary effects I've gotten on weapons and suits have been less than impressive. Not to mention the chance of getting a good special weapon that is even close to your current level is basically slim to none. I've left so many behind because they're simply dead weight.
As far as bonkers legendaries, I got a Magsniper with One Inch Punch. It was basically the game trolling me. I got a nice amount of creds selling it, but fuck was it a joke.
Simply: Thank You!
This is an incredibly thorough and useful shitload of good information. My one quibble is that you seemed to slightly dis "Furious." When paired with any automatic, multi-shot, or One Inch Punch perk, this can be devastating. Elemental is also very effective with automatic and multi-shot weapons.
I have the "Hangover" (A Big Shot variant) that deals 2994 Damage with One Inch Punch-nothing can stand against it. Because of the range reduction you have to get up close and personal. My "Reflection" (An Inflictor variant) deals 2410 Damage; with Instigation and Elemental and Annihilator Rounds and excellent range it's awesome. I stopped using it against enemies under rank 50 because it's no fun. It also can't be used if friendly NPCs are around but companions just shake it off and keep going. Finally, my MagSniper at 1206 with Instigation and elemental makes one-shot kills at over 220 meters.
I'm saving this vid to go over in detail later. Great work!
0:11 That gun bash bounced right off Khatri's smiling face! That needs to be turned into a GIF!
What's up Uncle! It's been a while since I took the time to comment on your channel but I still watch everything you put out. Just wanted to say Grats on growing your channel, I knew it would happen and I'm glad I was there to see it when you first started Starfield coverage. Oh and that view count... Nice work man, keep it coming!
Hey TJ, good to hear from you man! You're definitely one of the OGs, glad to see you're still around. Thanks for the support, I've got lots more planned, there's just not enough time for it all lol
@@unclemumble I'm loving the videos you're doing and extent of the testing you're doing. Really helps me in weapon choice for both my builds. I have put in nearly 450 hrs in Starfield but I'll try to take time to interact more often in comments since I know it helps your channel growth.
Take care bud
YOU, sir, are the real legendary weapon.
i literally was just wondering about some of the effects and thought "i wonder if that unclemumble dude has a video on these yet," opened youtube and sure enough, you had just uploaded this 30 minutes ago.
Legendary coachman I got from the Terrormorph Vanguard quest out of that mine is OP
I thought the Tesla effect meant Elon tries to live demo throwing a rock at your spaceship window, or tries to launch your presidential campaign.
Before the video, my favorite combo was Full Auto and Shotguns with Furious, Corrosive and One-Inch Punch. Or, I use Extended Mag, Rapid, One-Inch Punch.
I recommend furious on these weapons because High ROF weapons will get most or all of the consecutive hits in most cases, so it's going to be a net bonus of damage in the long-run. Shotguns, it applies per-pellet, and most shotguns fore 6+ pellets, so you'll be getting most or all bonus per shot. At close range, it's insane. Accuracy is NOT needed. Thinking that hard about "maintaining" the furious effect is what makes it bad. Just use it like normal and you're always getting an overall bonus. The 3 effects specific to enemy type might do a bit better, but only to those enemies, Furious is (ironically) more consistent for a long-time, general use weapon.
Instigating is also great on extremely high-damage weapons. On shotguns tho, the damage total in your inventory is if all pellets hit, and the effect applies to 1 pellet. Not all of them. So switch to Slugs to get the full effect. For Stealth players, Instigating Breach with a suppressor goes really hard.
Other than those 2, the only other Rare effect worth your time is Extended Mag. Shooting for longer means more Sustained DPS, and that's more damage.
For Epic, I use Corrosive. Corrosive is the best "Elemental" one (for Epic), as it applies the most flat health damage and makes enemies take more damage which effectively is a damage boost. Fire, poison and Bleed (it resets the bleed timer, it doesn't stack more) are alright, but you can output enough damage to the Corroded enemies to out-kill the other effects.
The video got Crippling wrong. It applies to the head, I tested it after I seen different sources conflicting over what the effect is. So you shoot 1 time in the head for x2 Damage (+100% damage), 2nd shot is x2 and 30% on top of that (It also doubles the headshot damage, so it's x2.6 or +160% damage.) This means anyone aiming for the Head would want this, especially with Instigating for hard-hitting weapons (but Scope/Optic users will prefer Hitman, it's more consistent for them). Shot 1 to the head is x4, 2nd is x2.6. Third x2, then x2.6 again. Repeat. With shotguns, every 2nd pellet gets the effect, so it's very good on Shotguns. Compared to Hitman, you don't need to Aim for it to work and the damage is the same in the long run. But you need to hit the head/limbs.
I use Rapid on some guns, except the Coachman (Anything with a mag under 3 shots would rely on reload over fire rate). Simple logic, shoot faster, hurt more. With Extended Mag, you shoot more and shoot faster. So more DPS from 2 sources. With Furious, you get your shots in faster, so more damage there.
Legendary, I use One-Inch Punch. It is the god-roll effect in 95% of cases. In those cases it is a massive damage booster that out-classes even Tesla, which is crazy. Everything becomes a 4-pellet Shotgun, and Shotguns get 4x pellets (so 24-36 ish total pellets). Remember Crit is based on per-pellet, so automatic weapons and shotguns will crit more, and do more damage. The downsides are for long-range weapons and automatic weapons with high recoil.
Tesla is amazing, as it's per-projectile with good % chance and no cooldown. Very good, very OP. Best over One-Inch Pinch on long-range weapons and automatic weapons with high recoil.
Concussive is great with Staggering for people who want combat to be easier or want to take less damage. It won't make killing faster like other effects, just safer and easier. This can be extremely effective and OP, though boring.
Armor Penetrating is good for guns that don't already have access to the effect elsewhere, like with modifications or Corrosive. Too much AP means less opportunities for Damage, so less overall Damage.
Great stuff as always. I believe titanium also increases reload speed. Might be worth a mumblefied test. It's on the crimson fleet unique magsheer. Which has mostly carried me through dozens of hours now.
Fascinating I'll have to look into this at some point. Insane if that's a thing, someone mentioned it might have increased crit chance too??? How can stuff like this be completely omitted from descriptions if true lol
@@unclemumble Because they rely on grafters like you to tell the masses.
Another amazing videos. Very interesting to see how the effects actually work. I found Staggering to be really strong as well as the Lacerate effect but loved seeing the tests for them.
Personally, I'd happily take Titanium on all weight-heavy weapons. I like the massive reduction of weight.
It would be nice if you could salvage weapons to get their effects to install on your weapons. Like enchanting in Elder Scrolls.
Head's Up: You CAN find Legendary perks on Heavy Weapons, specifically on 'The Negotiator'! I just adventure and never worry about the Main Quest (only completed the first one!) and journey around high level planets looking to fight high-level enemies... If you go to the Masada System - specifically Masada III - you have a very good chance of finding one - I got the 'One-Punch' Negotiator sitting on a Weapon rack - unprotected!! It's SO much fun on Masada III I've jumped from lvl 36 - 46 on that planet ALONE lol!! Also, there is a Negotiator that will spit out two projectiles every fourth shot!! Happy Hunting and THANK YOU for your awesome videos!! ONE MORE THING: Maxing out Ballistics, putting at least 2 points into Demolitions and one into Rifle Certification will give you a true Weapon of Death; my Negotiator has about 547 Damage, and I've added NO Weapons perks to it yet!! Thank you for your fantastic videos, they are truly comprehensive!!
one of my first legendary gunz was a corrosive, extended mag, concussive advanced grendel. still my #1 hotkey. not my highest dps but still one of my strongest mainly because of concussive, I don't notice any stutter/lag from Corrosive btw. Thanks for the break down.
You're doing the work of a saint with all your informative SF videos, Subbed!
Concussive is my favorite right now, for humor alone. If the hit that kills them also knocks them down, you never know how they'll fly.
20:18 If I remember correctly, there's also a hidden crit chance bonus with titanium.
There's a fire rate bonus. At least that's what the stats of the weapon say when you install a mod that lets you change legendary perks and select it in the weapon workbench.
Thank you for helping to understand these strange vague descriptions. This video is immensely helpful.
Sounds like extended mag and tesla are the main modifiers I'd actually care to have. Anything else would just be extra. Not gonna worry about it for my first playthrough though. Next time I do another run, I'm sure the likely inevitable legendary workbench mod will be available.
Love the content, absolutely amazing explorations and in depth coverage showcasing the effects and that you put the time into finding all of this out.
Curious if there is a way to know what guns can roll what effects as you mentioned not every gun can roll One Inch Punch
But aside from that great stuff 👍
The two most powerful weapon combinations are:
Va'ruun Inflictor with Hitman, Instigating and Shattering. One shots kills nearly everything, even on very hard.
Magshear with Furious, Rapid and Skip Shot. The fast rate of fire stacks up furious and procs skip shot a lot. Works well for gunning down lightly armored targets but struggles on something like a terrormorph.
I think you highly undervalued rapid and skip shot under dot effects which make little difference when your target is dying within a second with any actually decent weapon.
One inch punch adds a completely unmanageable amount of recoil to anything fully automatic and makes long range shots much weaker, it's really not that great.
Thank you for the thorough testing and great explanations. Great work! When I have Starfield questions, this is where I want to go.
I found a one-inch-punch advanced beowolf and it became my favorite shotgun. With burst fire, modding and some perks it's dealing ~2k damage per burst with little recoil
Shotgun?
Beowolf is a rifle.
Bro, I’ve BEEN waiting for a video like this to come out. Ty.
Edit- I’ve have almost 100 hrs in and haven’t even seen a few of these.
I literally checked earlier today to see if you made a new Video. Quality takes time, I imagine
Thank you very much for this video! SO bizarre these effects aren't adequately explained in-game.
I have really enjoyed these analysis videos. I'm not a min/maxer but it is nice to have knowledege the game mechanics while playing the game. Thanks for your research and making these videos.
I found a Legendary Shotty at about level 12 with Cornered, Poison, and Concussive effects on it. In Close Quarters Combat, it destroys every single opponent, Terramortphs melt away in about 14 shots. The cornered effect allows enough time to reload while the mob is recovering from the stagger. I have modded the shotty with Long Barrel and Extended Magazine to enhance its lethal power plus mods of Laser Sight, Reflex Sight and Tactical Grip. Phys Damage is 138. Would be devastating if it had the Extended Mag and Bleed along with tithe Concussive effect.
I’ve done some testing and I noticed that Explosive Rounds on a gun like the Drum Beat triggers the Epic “Crippling” effect which allows you to aim for crit spots, with the explosive rounds hitting limbs through splash damage and basically seems to keep the effect going or triggers it as much as possible if there’s a CD. So far, it doesn’t seem so.
Great analysis as always!
My only issue is that I would consider "furious" honestly S tier: using a semi-automatic it's worthless, using a high rate of fire automatic weapon at close to mid range, you can land six shots in a fraction of a second, and keep sustained fire on the enemy until it dies.
It's not difficult even against humans, and it's especially easy against larger enemies!
Unrelated, I'm not sure why your game lags whenever you proc something like corrosive. I have a 5800x and a 3080, running at all max settings, and I don't have that issue personally.
Edit: I just remembered, are you playing on an SSD? While you can technically play off a hard drive, the spec sheet states that an SSD is required, I did have hiccups like this when I was playing on a hard drive, but they went away completely when switching to my SSD.
Sadly it's just an issue related to the weapons causing the lag. I've got a 4080 and a 7950x and boot off my SSD so no issues on the hardware side. I get great frames anytime except with specific legendary effects and heavily modded weapons. Only started after the patch that was supposed to fix it ironically 😅
I'll have to test the mod that's supposed to fix it.
Great point on furious as well!
If semi auto instigating weapons didn't exist, it might be S tier. But who needs to ramp up a damage boost when you can just 1-shot everything with a semi-auto beowulf?
@@unclemumble strange that we don't experience the same issue, I'm just going to blame Bethesda for being Bethesda. Thanks, Todd.
@@unclemumbleI have a 12600k and a 6700xt and don't have these issues so 🤷♂️
@@Sotanaht01 Love my Beowulf with a medium scope but when I clear ships I switch to my Furious Kodama for the in-close work. Absolutely shreds everyone on board.
ANOTHER great video on weapon perks this time, though i think this came out first - i saw the armor one before this one. thanks for doing the math and proving the info.
one small thing... and this is me being lazy.... if you could provide this info in a table like a spread sheet we could download and keep handy, that be awesome. maybe update some of those wikis?
oh and handloaded... i got a beowolf early on with handloading and it did more damage on average than a beowolf 1 tier higher, and about the same as a 2 tier higher beowolf. the downside is definately bad luck. i was in a fight and could not kill a stupid spacer because the bad bullet effect kept getting rolled, lol. also, it seems like the effect is cycled when you reload or equip the weapon as the damage is displayed in your inventory screen. and it really messes you up when you are modding the weapon because it keeps changing the damage every time to highlight a weapon mod when crafting.
I love your analysis. It is thorough and based on data, so it is very useful. I do want to say that I have had a different experience with explosive. Maybe something has changed since you made this, and it may also be my setup, but of all the different weapons I've encountered the legendary with explosive is the one I use the most. I almost always play a stealth sniper. I am not a fan of up close and personal mixing it up. Very early on I found a Grendel (like maybe level 10ish?). It came fully auto which isn't condusive to being a stealth sniper, so I maxed stealth then worked weaponry until I could convert it to semi. I'm now about level 27, but that gun continues to shred. I have multiple times encountered multiple mobs, execute a sneak bonus headshot, had the explosive proc fire, and the splash damage single shot multiple targets. I even got 3 in one shot once. I thought I miscounted targets until I ran up to the kill to loot and found 3 bodies. The only drawback is if you get jumped and you unload and proc, you'll destroy yourself.
Again, it may be my setup, but I love that gun. Anecdotally speaking, I also have a legendary old world hunting rifle. Its base damage (iirc) is around 148, compared to 14 for the Grendel, and with an explosive proc, it seems to take about the same number of shots to kill the same enemy.
I haven't actually tested anything, but I just seem to tear through mobs much faster with the Grendel than any other weapon I've gotten so far. Maybe in higher levels that'll change.
For those "making" their own weapons via the Console:
A Cutter with Extended Mag, Rapid Fire, and Titanium.
Great for Burn Cutter builds, and mining in general.
The Power Beat, purchased from a vendor at the Key, has One-inch-Punch. applying the explosive ammo mag mod to it turns it into a 30 round, rapid fire, mid-damage stagger beast. Add the effects of perks and a few magazines and the Power Beat only hits harder.
instigating varuun inflictor with the three spread is the best weapon I found. Effectively works like a sniper when you are aiming and crouching, and the spread widens to almost shotgun like when you no scope run and gun.
Your videos have help me more than any other content creator on TH-cam, thanks for all you hard work
Because Shotguns apply multiple hits, if you can get your spread tight enough, you can make good use of Furious. But, as you point out, if any projectiles miss, you're back to 0.
As for Staggering, I was getting some cases where I could chain different stagger effects to get a permastun. It looks like Staggering does not share a stun cooldown with the melee bash and other similar effects. Nor does it share a cooldown with knockdown.
Instigating and cornered stack multiplicative with any other damage boost you have. So if you have instigating on a melee weapon and concealment rank 4 you're sneak attacks do x20.
I did not know this! Cheers
My first Epic weapon I got off the crimson fleet captain at the start of the game was a Med Theft Grendal and honestly, it was great to have so early on. Especially while I was adjusting to the feel of the game.
Hello, xedit now has an experimental build for Starfield. So now it's possible to directly see the spawn chance and limitations for each enchant.
I think that the DoTs stacking is intentional, just because how high level enemies at NG+ 10 are just walking HP walls and I don't believe DoT is affected by DR from NG+ and difficulty setting.
Instigating and Hitman is still really good for pistols and snipers with sneak attack.
Furious and Extended Mag are a great combo for SMGs like the Kodama.
Extended Mag, Rapid and Corrosive is amazing combination on shotguns, just combine with Hornets or Flechette for more fun.
Frenzy can actually be really good, but only on very limited weapon types. I picked up a Magstorm with Frenzy at one point and it absolutely melts larger enemies. The seven shots it takes to reach max potential go by in a blink so it basically always does max damage for as long as you can hold it on target. It's also nice on the Grendel, although not as strong as it is on heavy weapons, it still raises your DPS noticeably when you're too close to miss most times, especially if you also roll a staggering or knockdown effect.
Also I too generally groan at Space Adept, but I have a legendary Magshear with it that I keep on a rack next to my docking port so I can grab it when I board another ship. It's not something I carry around on the regular, but I use it religiously on boarding actions.
I think you mean furious, not frenzy (frenzy causes them to attack each other) - but I agree with you that furious is good, I actually look for weapons with it.
Really informative. When I first started playing I would collect them all. Now I only swap out a gun from my standard loadout if I get one with better effects, which is rare so I end up just selling them.
Compare to Fallout 4 or 76 the legendaries are pretty lackluster overall but I guess that's also because you can get 3 effects at once so they probably depowered them
Edit:also I can confirm that yes the legendary effects change the ammo type because I had the incendiary effect on a hornets nest shotgun and it caused the explosive rounds to become the fire ones while getting rid of it's explosive effect
Two shot was just way too strong.. Everyone just ran strait to vault 81 to buy Overseer's Guardian.
That explains why my hornets nest just disables itself sometimes
Fallout 76 also had 3 effects on legendaries.
@@MrGhosta5 I actively avoided using weapons with that modifier. It's just dumb, makes no sense. I don't want magic guns in Fallout games. I guess the devs "had" to do something different from New Vegas going forward, but FO:NV by *far* has the best weapon and ammo itemization among the Fallout games. Of course mods help fully flesh things out, but that's true for all Bethesda open world games. One mod for a more involved weapon modding process, and one to make ammo options less barebones. Even though the gameplay wasn't exactly tight or finely tuned, with everything working together it made for the most enjoyable FO game I've played thus far.
17:20 That's hilarious. My first playthrough got a legendary explosive beowulf early, which I thought was OP. It carried me all the way to level 75 pirate bases. Turns out it's the Beowulf that's OP, not the explosive, as I found out on my second playthrough.
There won't be a third playthrough anytime this year. I'm still waiting on mods and/or patches to make things interesting enough to be worth my time.
Chilling is pretty good on a multi-shot weapon, freezing the target. I use a magpulse with Extended mag, chilling, and concussive, for mid-range group battles, rapidly reducing the number of enemies I'm fighting, very effective on ships. Pretty fun.
The limb damage bonus is useful when you get the damage bonus to downed enemy certification (under physical I believe). Plus, being able to keep the the totally not deathclaws or the zippy robo-tigers in the ground is awesome.
Thank you for putting together the lists at the end so we can screenshot it 🙏
Thank you for this Mumble! Now I’m patiently waiting for your ARMOUR EFFECTS vid. I’ve been trying to personally re-roll the Mantis armour for like 14 hours now, over the course of 2 weeks LOL. I have my own conceptions about the effects and what I think would be a sick god roll, but I’d love your input!!
BROOOOO after coming off a dope series like skill trees, the world held its breath wondering if you would stick the landing with the next chapter, and you hit the homest run of a slam dunk into the goal with this video. thanks man, really saves time trying to stress over loot. edit: i think swole benji did a video like this a way back, if you listen to his testing on the random % chance effect on handloading. that might be where wiki numbers are from. oh and for a new video, maybe do suit mods and what you can hope for and where to get it for the best ones (besides save scumming mantis armor for 2 days to get at least 5/9 of the desired effects)
What about furious on Magstorm or minigun? Seems like it would be pretty good on them for such large ammo pools
I can't wait for mods to add many more effects, and fix/improve these ones lol
They aren't completely useless, but they're more of just a slight bonus than something that is going to be a complete game changer. Unlike FO4 where the right legendary effect on the right weapon synergized with one or two keys skills would make a weapon just ungodly levels of amazing. With this game it's more about finding advanced tier versions of your favorite weapons and getting them fully modded out that is going to be your best path to maximizing your damage output. If you happen to find an advanced that also happens to be a legendary with a combination of effects that is somewhat useful then that's just gravy, but in reality it's not going to make all that much difference.
This work needs proper support. Awesome effort!
Thanks so much for your support Csaba!
I try to make sure I put the time in to release solid, research backed content for all of you to enjoy and I'm grateful you appreciate that effort!
I know its a big one, but I'm really itching to see you breakdown weapon mods. It think the vague descriptors are more of a problem there because, unlike legendary modifiers or perks, any given mod isn't always strictly better than all other mods in the same category. Most of the time you're giving up something to improve something else (ie range vs recoil). With perks and modifiers, there isn't ever going to be a reason NOT to have it (excluding bugs, which aren't intended to affect gameplay choices), even if the "upgrade" is largely useless.
Stagger looks animation bound, what to check next is if it's frame reliant.
Bethesda should be to experienced to fall into that trap, but I seen worse.
Pro tip for Berserker, give the weapon to a follower and equip apparel only. Preferably one of the ones with bonus crit. And they'll get the 50% buff.
Wow this was super fascinating. Shame a lot of the effects aren’t that good but a least I know now what to grind for. Keep up the amazing work!
One point about furious, is that I've gotten really good work out of it with a micro gun. I used one for several levels and ripped through enemies at close range (so the bullets didn't miss), killing them before they did too much damage. A stronger micro gun (against stronger foes) without the furious took much longer despite the higher base damage, although that could be because they were that much tougher. I doubt it, but didn't do any real testing.
Crippling is an excellent effect for Companion weapons, as they're hardly the most accurate anyway.
It's also pretty good on melee or extremely high dps full-autos where Spray n' Pray technique means headshot accuracy is largely out the window anyway.
As for Furious, it's pretty good on on high dps weapons again, not slow handguns. But you're right that a straight damage buff, or x2 mag size would be better most of the time.
The amount of data and time you’ve put into this is incredible. Thank you! 🙏
The titanium effect also applies a very small ROF increase.
10% is not a very small, it's fucking huge. It's like Hair trigger without installing one.
That's really good to know!
@@MrZlocktar I mean, 10% isn’t that noticeable, perhaps if you had a Rapid Titanium for a totaled 35%? Got both of these, and they do stack very nicely for slower weapons.
I have literally had boss encounters, a single npc waiting at the end of a clearout of a facility, almost making me thing I've killed everyone. But this one npc hiding, sitting on a chair, telling me to leave. Meanwhile all the other enemy npcs ran out to get me. On very hard. Even the highest level enemy npc. But this one npc, talks, gets up off of its chair. Let's me press talk button on it. Turns around, I shoot at it, it shoots at me. I have to reload. It reloads. We both fire. I get two shot. I'm dead. Full health, and I'm 30 levels above it. But I'm sure it had a legendary. I get reset. And realise its back to the beginning of clearing out this facility only this time same npc, same level runs out with the rest of its team, and no legendary. Definitely not the same weapon.
😂 I had one hiding behind a door today. I was scavenging and stumbled across him and was like WTF 🤣
Continuing to produce the best Starfield content on YT. Keep it up!
I've spent quite a bit of time save scumming a near death elite and the RNG is brutal, it seems like it usually favors furious over extended mag and I don't think I have seen shattering on a drop yet. I have never favored effects over a higher quality version, once fully modded the higher damage is hard to pass up.
If you're just looking for weapons you can build a bunch of weapon cases at an outpost on a planet in a lvl 75 system, (change difficulty to VH before landing if not there already). Then quicksave, quickload, dismantle the outpost and all the weapon cases will despawn into your ship's cargo. The more cases you make the better, they only cost 2 titanium 1 polymer. All those cases will spawn a weapon, ~1% will be legendary, maybe 5% epic and 10% rare. You'll get what you're looking for in a while, certainly faster than f9ing a near-death elite; even if your ship maxes out its cargo the weapons will be in your inventory.
Anecdotally I seem to get shattering quite often and frenzy seems by far the most common modifier I get. I have an extended mag advanced coachman, but not a legendary one. Currently getting the most use out of an Instigating, Furious, Skip-shot magpulse, though.
Amazing work on these starfield videos bro, appreciate the hard work
Great breakdown and open my eyes s lot to help me look out for and clear up my hoarded legendary weapons
Bethesda unwilling to give us exact fucking numbers is easily one of the most infuriating things in this game.
Love it, dude. Your videos are jam packed with knowledge and I appreciate the obviously enormous amount of work you put into them
I got a legendary sword with shattering and the one where it does double damage on the first hit. It's a later game sword so it does over 200 damage per hit. I'm typically guaranteed 400 damage on my first hit + the 15% damage boost, and it cuts through armor like butter. Definitely makes for a vicious sword. I had to load farm Stache for like 2 hours to get this. Otherwise I've been playing with pistols which I find fun and potent, but I have one energy pistol that has the shotgun tip on it which makes it very powerful... I think my base damage is 300 per shot.
I have literally never seen my game stutter like this and I'm playing on the Series X
I have not encountered that weapon proc bug
Thank you for the time and effort this took! It's very much appreciated.
I found a legendary wakizashi with concussive and staggering modifiers on it. I haven't invested any skill points into melee yet, but it is a great back up when my cutter is recharging.
I wonder if unusual effects would be more fun then straight damage improvement.
It might be interesting if burning increased CO2 in enemies, causing them to drastically slow down, and pass out if they burn long enough. The acid could be armor damage specifically. Lacerate could be a fixed rather than percent damage over time, plus oxygen loss.
Explosive round should probably do more damage and armor penetration. I think it only adds a small area effect sphere determined by individual bullet damage.
The Explosive effect can be pretty fun actually, I have a Legendary Magstorm with Rate Of Fire above 400, this thing melts through LVL 95 Opponents and i receive no damage from them, they get constantly knocked around, cant shoot at you and looks like they are dancing to the beat. Works also behind cover and nearby enemies take damage too.
The LVL 150 "The Hunter" in the High Price Mission wasnt able to deal damage against me because of that effect. Just be careful in such missions, nearby civilians die pretty quickly from the explosions.
Tbh, i always felt like the "Rare, Epic and Legendary" stuff is relatively unimportant compared to other stuff. Focusing on quality (like "Advanced") and equipping them with the right weapon mods has a much bigger impact. So i usually went for the highest quality of the weapon i wanted and modified it on the workbench only going for special effects when i found a weapon of the highest quality of the type i wanted to have a nice small bonus to it. And yes, after a couple hundred hours into the game i can only say it felt like the right way to do it. I still got several standard weapons of advanced quality that are plain better than the legendary versions i could find of the same type.
So my general advice would be weapon quality first, special effects later as far as priority goes.
Good job on the videos big bro. You're one of the few who are puttingt out consistent and reliable Starfield content intead of all that clickbait shit. It's coo that you take your time with these.
Matteo smiling while getting hit in the face is based rank 4 pain tolerance
After having played Starfield for several months now I have to say that these effects are over-rated, and they are the last thing I consider when choosing a weapon.
In my opinion the qualities I look for in a weapon are:
1. Weapon Type that fits my play-style, a.k.a. combat preference (Example: Sniper Rifle, SMG, Shotgun, Pistol, ect.)
2. The Weapon Quality (basic, Calibrated, Refined, or Advanced)
3. The Weapon Modifications it has, if I haven't unlocked the Weapon Engineering skill yet.
4. Weapon Effects it has on it.
Since you can't control what Weapon Type or what combination of Weapon Effects you get on a particular weapon, these effects rate a lowly fourth place in my decision making tree.