Concussive is totally underrated here. Should be a high A if not S tier. Put that on a fully automatic weapon and a Terrormorph has no chance, even at Very Hard. At close range, you'll keep knocking it down, rendering it harmless.
Hello Ron. The incendiary effect on weapons is way different then the level 4 lasers skill. It's a 10 percent chance to burn a target with 10 damage for 3 seconds. And that not accounting for an enemies energy resistance. Hot garbage. Needs a rework.
The Magsniper (Railgun) loses all its accuracy when you charge the shot, which you need to do for max damage. Charging the shot makes it jump all over the place. I prefer the Hard Target, 99% of the time I don't even need to hold breath for it to be super stable with the fluted barrel.
You can get Cornered across all weapons too with the Wanted trait. But I'm not sure if they actually stack. Edit - I'd also say Elemental should be higher. It has the same activation chance as the other effects, but it'll let you stack other effects. It won't pop the same effect as one the enemy is currently afflicted by, it'll just hit them with another one.
(1:52) Berserker would probably be good if you're working on a stealth build and you haven't built up your Spacesuit Design skill enough to get the grav plates.
You don't need to run naked to make good use of berserker. I use the navigator armor/helmet/pack and do +40% more damage on my berserker weapons. This is stronger than any other effect except ofc instigating on snipers.
@@monotoneone No, but until you get the spacesuit tech, you'll be running in just clothes if you want to stay stealthy, and a Berserker weapon would be powerful under those circumstances.
Great list! I love the elemental one because its fun seeing 2 effects proc one after another. Extended mag is so sweet I want it on any gun hates reloads.
Demoralizing is actually ridiculously broken. Demoralizing counts for each bullet fired. If you get demoralize on an automatic weapon, you can demoralize an enemy multiple times in a single clip. You basically put them in a permanent "fear" state, essentially perma stun locking them so long as you keep firing. I cant count the amount of enemies significantly above my level that I've taken out with a Demoarlizing Grendel by just locking them into a fear state and emptying clips until they died. Its so strong that I've actually banned it in future runs because it trivializes combat. Not even S Tier. Needs to be in a Banned Tier lmao.
IIRC Titanium Build slashes the weight by 75%, so its more effective the heavier the weapon is. Dropping a 10kg weapon to around 2.5 is a huge bonus and can even be worth swapping out Shattering for, which is really an S tier Bonus on any weapon.
I would swap Bashing with Frenzy, Frenzy is useless, whereas Bashing while it is highly situational, if you do ever need to bash something, which is usually because your shotgun just ran out of ammo, upping the paltry damage amount does help.
I gotta get me a coachman with the extended mag perk. My shotgun & ballistic certifications are maxed, so my coachman does almost 400 damage. If I had 4 shots, I'd be unstoppable! LOL
I got lucky and got a legendary hard target with titanium build, extended magazine, and instigating. It's so OP, it's not that fun to use. Also got a concussive wakizashi. That was pretty fun.
So if the Negative effect on the Space Adept get removed where will it fit on the list id say its probably a low B tier then its a bonus in space weapon and thats probably the intent of the weapon effect.
There needs to be one more tier to put space adapt in. Every other affect either goes unnoticed or is situational when looking at d tier. Space adapt is a perk that ruins the gun.
Are some of the legendary effects locked behind levels then? Bc I'm level 50 or so and I've got a thousand furious 1911s but never seen frenzy or tesla drop on anything
Yeah, these numbers are just a hypothetical example but say there's 30 legendary effects, only 10 can be applied to the first "rare" effect slot, 10 can be applied to the middle "epic" effect slot and the remaining 10 are reserved for the final "legendary" slot. None of the epic effects can ever be applied to a rare only weapon. So if you mainly have blue weapons, you're never gonna see Tesla, One Inch Punch or even Staggering. It'll be mainly Space Adept, Instigating, Furious and crap like that. With that said, it does seem as if certain Legendary effects are more rare than others. I've gotten tons of a Demoralizing but only a couple of One Inch Punch. And I've been farming for hours at a time. Could just be my luck but I feel like that one, Skip Shot and Explosive have a low roll rate (or lower than the others) . I don't think it has anything to do with level though as I did find a One Inch Punch 1911 at level 8. If you take a couple hours to save scum a level 98 human enemy, you'll start to see what's possible on the effects and the order they can roll in. Keep in mind, I'm fairly certain not every enemy can drop every gun though if you're looking for a specific weapon. I've still yet to find a good source for the Razorback for example. Varuun enemies tend to be the best source for that Varuun guns obviously while Spacers often provide the basic Grendel, Maelstrom, Drum Beat type weapons and Ecliptic are usually good sources for higher Hard Target, Magshot, Magstorm type weapons
@@ReapeeRon Well each of the armor pieces can have the attribute. Together that would be a 45% reduction in damage. There's got to be a way to test this.
I believe the buff for furious is 5% per shot and is capped at 25%. Moreover, if you miss any subsequent shots the bonus resets to zero. B tier at best. Med theft has been tested at 5% also. Pure trash. Mumbles has tested these effects in depth if you want to know the odds of an effect activating. Most are pretty low. You should also know that any mods added to titanium weapons are at full weight, which makes titanium merely decent if you want to optimize your ranged weapons. I should also add that one inch cranks up the recoil and reduces range quite a bit. Good for up close but you lose a lot of versatility. It's really bad on full auto.
A Legendary weapon will have 1 legendary special effect, 1 Epic special effect and 1 Rare special effect. An Epic weapon will have 1 Epic special effect and 1 Rare special effect, and a Rare weapon will have 1 Rare special effect. (A) Anti-Personnel(Rare): +10% Damage to Humans. (D) Bashing(Rare): Cause x2 damage when using a ranged weapon for melee hits. Useless. Avoid. (S) Berserker(Rare): Does more Damage the less Physical Armor of the suit you are wearing. Phys 205+=+5% Damage, Phys 200-249=+10% Damage, Phys 150-199=+20% Damage, Phys 100-149=+30% Damage, Phys 50-99=+40% Damage, Phys 0-49=+50% Damage. VERY powerful. (A) Cornered(Rare): Damage increases as Health decreases. Every -10% Health from your max = +5% Damage bonus. For example, at 80% Health you get +10% damage; at 50% Health you get +25% damage; at 30% Health you get +35% damage; at 10% Health you get +45% damage. Except for Stealth/Assassin builds(where you won’t be taking damage very often) this is quite useful. (C) Disassembler(Rare): +20% Damage to Mechs/Robots/Turrets. Weak. Avoid. (S) Extended Magazine(Rare): x2 Magazine size. Useful. (B) Exterminator(Rare): +30% Damage to Alien creatures. Only useful for exploration. (C) Furious(Rare): Each consecutive hit does more damage. 1st hit=Base, 2nd hit=+5% damage, 3rd hit=+10% damage, 4th hit=+15% damage, 5th hit=+20% damage, 6th hit=+25% damage, 7th hit=+30% damage, 8th hit=+35% damage. Any miss will reset this effect to zero. Hard to use effectively. (S) Instigating(Rare): x2 Damage to first shot at targets at 100% Health. Useful for single-shot weapons, particularly when making sneak attacks. Best for stealth/sniper builds. (C) Oxygenated(Rare): Hold breath time when aiming down a scope is increased. Weak. Hard to use. (D) Space-Adept(Rare): +30% Damage in zero-G, -15% damage when in gravity. Debuff! Avoid! Avoid! (A) Corrosive(Epic): 8% chance to deal acid damage per hit, -35% Phys/Energy resistance for 6 seconds. Only useful on full auto weapons. Becomes weaker with higher level enemies. BUG: Game freezes for several dozen frames every time this procs. (C) Crippling(Epic): +30% Damage to the next attack after hitting a target’s limb. Since headshots do 2x damage this is a debuff to your attacks. Avoid. (B) Hand-Loading(Epic): Rounds sometimes do more damage most of the time, but randomly do half damage or no damage at all. Averages out to be +15% Damage for multiple hits. (S) Hitman(Epic): +15% Damage while aiming through a scope. Since you should be aiming most of the time, this is useful. Run-and-gun builds will find this less useful. (A) Incendiary(Epic): Does +12% Fire Damage when it procs, then does +24% Fire DoT for 4 seconds. Only useful on full auto weapons. Becomes STRONGER with higher level enemies. BUG: Game freezes for several dozen frames every time this procs. (S) Lacerate(Epic): +5% chance to add Bleed DoT effect(30% of target’s max HP) over 6 seconds. Devastating against organic enemies, but takes several seconds of combat to make an impact. (C) Med Theft(Epic): 5% chance that Humans drop 2 extra Med Packs on death. Lame. Avoid. (B) Poison(Epic): 5% chance to proc +30% Poison(Energy) DoT and slow over 10 seconds. Only useful on full auto weapons. Becomes stronger with higher level enemies. BUG: Game freezes for several dozen frames every time this procs. (B) Radioactive(Epic): 5% chance to proc +24% Radiation(Energy) DoT over 6 seconds and a chance to cause enemy to flee. Only useful on full auto weapons. Becomes stronger with higher level enemies. BUG: Game freezes for several dozen frames every time this procs. (C) Rapid(Epic): +25% to Attack speed. Less improvement to ranged high-ROF weapons. Weak. (C) Staggering(Epic): 5% chance to Stagger enemies for 1 second. Only useful on full auto weapons. Becomes weaker with higher level enemies. BUG: Game freezes for several dozen frames every time this procs. Avoid. (A) Concussive(Legendary): 5% chance to knock down targets for 6 second. Not useless. (B) Demoralizing(Legendary): 5% chance to cause enemy to flee. Much less useful than Concussive. (B) Elemental(Legendary): +5% chance to proc additional Corrosive, Incendiary, Poison, or Radiation Damage over x seconds plus associated secondary effect. Only useful on full auto weapons. Becomes stronger with higher level enemies. BUG: Game freezes for several dozen frames every time this procs. (D) Explosive Diarrhea(Legendary): +5% chance to shoot an ‘explosive’ round. Each single exploding round does only marginally more damage than normal. Weak. Useless. Avoid. (D) Frenzy(Legendary): 5% chance to cause enemy to frenzy(instigate). Often does not work. Weak, Useless. Avoid. (S) Shattering(Legendary): +15% Damage and -30% to all enemy damage resistances. (B) Skip Shot(Legendary): Every 4th shot fires 2 projectiles at once. +25% Damage if you fire 4/8/12/16 rounds at a target. Hard to use. (S) Tesla(Legendary): 20% chance for an AoE electrical explosion that deal 4.5% max Health damage over 4 seconds. Outstanding additional damage for full auto/multi-shot weapons. (B) Titanium(Legendary): Reduces the carry weight of the base weapon. Does not reduce the weight of weapon mods. More valuable for heavier weapons. (S) One Inch Punch(Legendary): x4 number of projectiles per shot, ½ the range, reduce the RoF, reduce Accuracy. By far the best special effect in the game.
Concussive on a multi projectile weapon or even a fast firing one is straight up S tier. In fact, because the explosive damage from the legendary effect is such shit (I think it literally adds 2 to 5 damage on each explosion without any combat perks), the only reason I keep the weapons with that effect is due to the secondary stagger effect that procs with the explosion. That basically makes it a poor man's Concussive. Really if you haven't tried that effect on those kinda guns, try it and thank me later.
Explosive not shit. Damage listed - 36, can be increased by 50% to 54 with demolitions perk. And this damage only for 1 projectile, if you used multishot weapon like Kodama or shotgun with Flechette with 15% chance all projectiles will cause explosion
Agree with most of these, but swap explosive and lacerating. Lacerating is OP in this game. Compared to fallout 4, explosive is absolute trash in this game. Ur much better off to use a gun that has explosive rounds like a shotgun with the hornets nest mod. The boost from explosive isn't much at all where with lacerating you absolutely melt legendary enemies and regular enemies
Concussive is totally underrated here. Should be a high A if not S tier. Put that on a fully automatic weapon and a Terrormorph has no chance, even at Very Hard. At close range, you'll keep knocking it down, rendering it harmless.
only thing you need is to not run out of ammos had it on an ak
Concussive is easily S tier on automatics and shottys.
I always equip companions with guns that have a concussive effect. Even if they are calibrated and not advanced they make enemies fall down often.
Ah Space Adept, my favorite debuff.
Hello Ron. The incendiary effect on weapons is way different then the level 4 lasers skill. It's a 10 percent chance to burn a target with 10 damage for 3 seconds. And that not accounting for an enemies energy resistance. Hot garbage. Needs a rework.
Thanks for that. When ever I noticed it triggered it seemed to be doing 7-10dmg per tick.
The Magsniper (Railgun) loses all its accuracy when you charge the shot, which you need to do for max damage.
Charging the shot makes it jump all over the place. I prefer the Hard Target, 99% of the time I don't even need to hold breath for it to be super stable with the fluted barrel.
Pretty well agree with the ratings, except I think the DOTs (elemental, incendiary, etc.) are A tier, as they mostly do percent damage.
That's fair.
Crippling is also great for shotguns, because with the spray there is a good chance one of the pellets will hit a limb.
Skip shot effect bypasses suppressor and alerts nearby enemies.
That's interesting!
I agree with every rating here. That 1 inch punch reads weird in the description but using it with a hard target is crazy good in my experience.
Yeah it is worded a bit strange. It is really cool though!
You can get Cornered across all weapons too with the Wanted trait. But I'm not sure if they actually stack.
Edit - I'd also say Elemental should be higher. It has the same activation chance as the other effects, but it'll let you stack other effects. It won't pop the same effect as one the enemy is currently afflicted by, it'll just hit them with another one.
(1:52) Berserker would probably be good if you're working on a stealth build and you haven't built up your Spacesuit Design skill enough to get the grav plates.
You don't need to run naked to make good use of berserker. I use the navigator armor/helmet/pack and do +40% more damage on my berserker weapons. This is stronger than any other effect except ofc instigating on snipers.
@@monotoneone No, but until you get the spacesuit tech, you'll be running in just clothes if you want to stay stealthy, and a Berserker weapon would be powerful under those circumstances.
Great list! I love the elemental one because its fun seeing 2 effects proc one after another. Extended mag is so sweet I want it on any gun hates reloads.
Thanks, and yeah the elemental effects are pretty nice! I also agree with the Extended mag.
Demoralizing is actually ridiculously broken.
Demoralizing counts for each bullet fired. If you get demoralize on an automatic weapon, you can demoralize an enemy multiple times in a single clip. You basically put them in a permanent "fear" state, essentially perma stun locking them so long as you keep firing.
I cant count the amount of enemies significantly above my level that I've taken out with a Demoarlizing Grendel by just locking them into a fear state and emptying clips until they died. Its so strong that I've actually banned it in future runs because it trivializes combat.
Not even S Tier. Needs to be in a Banned Tier lmao.
cornered and bolstering armor makes you a walking tank without taking too much dmg in critical health
I found an XM-2311 with Handloading and Frenzy. Gonna see if Frenzy mitigates the negative effect of HL enough to be viable.
IIRC Titanium Build slashes the weight by 75%, so its more effective the heavier the weapon is.
Dropping a 10kg weapon to around 2.5 is a huge bonus and can even be worth swapping out Shattering for, which is really an S tier Bonus on any weapon.
by 90%
Berserker seems interesting for NG+ if you wear Starborn armor as I believe it only counts as 1 piece.
That would be true, but it's based off of total armor rating. Not amount of armor.
I would swap Bashing with Frenzy, Frenzy is useless, whereas Bashing while it is highly situational, if you do ever need to bash something, which is usually because your shotgun just ran out of ammo, upping the paltry damage amount does help.
That is fair to say. I don't really like seeing ether one.
Anti-"personal" weapons also have the introverted trait.
:)
I gotta get me a coachman with the extended mag perk. My shotgun & ballistic certifications are maxed, so my coachman does almost 400 damage. If I had 4 shots, I'd be unstoppable! LOL
I got lucky and got a legendary hard target with titanium build, extended magazine, and instigating. It's so OP, it's not that fun to use.
Also got a concussive wakizashi. That was pretty fun.
So if the Negative effect on the Space Adept get removed where will it fit on the list id say its probably a low B tier then its a bonus in space weapon and thats probably the intent of the weapon effect.
Yeah I would probably put it in B- tier. It would be pretty good but still kinda niche.
There needs to be one more tier to put space adapt in. Every other affect either goes unnoticed or is situational when looking at d tier. Space adapt is a perk that ruins the gun.
Kind of a shame that most effects feel pretty lackluster imo, hopefully they add extra ones in dlc or something of that nature
Finds legendary weapon: :D
Space adept: >:C
BASHING
fuck.
Fwen!! :3
I think Med Theft is going to be S tier if/when they introduce a legitimate survival mode.
Are some of the legendary effects locked behind levels then? Bc I'm level 50 or so and I've got a thousand furious 1911s but never seen frenzy or tesla drop on anything
Some of them are locked to legendary and epic gear
Yeah, these numbers are just a hypothetical example but say there's 30 legendary effects, only 10 can be applied to the first "rare" effect slot, 10 can be applied to the middle "epic" effect slot and the remaining 10 are reserved for the final "legendary" slot. None of the epic effects can ever be applied to a rare only weapon. So if you mainly have blue weapons, you're never gonna see Tesla, One Inch Punch or even Staggering. It'll be mainly Space Adept, Instigating, Furious and crap like that.
With that said, it does seem as if certain Legendary effects are more rare than others. I've gotten tons of a Demoralizing but only a couple of One Inch Punch. And I've been farming for hours at a time. Could just be my luck but I feel like that one, Skip Shot and Explosive have a low roll rate (or lower than the others) . I don't think it has anything to do with level though as I did find a One Inch Punch 1911 at level 8.
If you take a couple hours to save scum a level 98 human enemy, you'll start to see what's possible on the effects and the order they can roll in. Keep in mind, I'm fairly certain not every enemy can drop every gun though if you're looking for a specific weapon. I've still yet to find a good source for the Razorback for example. Varuun enemies tend to be the best source for that Varuun guns obviously while Spacers often provide the basic Grendel, Maelstrom, Drum Beat type weapons and Ecliptic are usually good sources for higher Hard Target, Magshot, Magstorm type weapons
Does combat veteran effect stack on armor pieces? TY
I think that it does, I am not sure if it is added or % based though.
@@ReapeeRon Well each of the armor pieces can have the attribute. Together that would be a 45% reduction in damage. There's got to be a way to test this.
Hello ReapeeRon!
Hello Soccer!
I believe the buff for furious is 5% per shot and is capped at 25%. Moreover, if you miss any subsequent shots the bonus resets to zero. B tier at best. Med theft has been tested at 5% also. Pure trash. Mumbles has tested these effects in depth if you want to know the odds of an effect activating. Most are pretty low. You should also know that any mods added to titanium weapons are at full weight, which makes titanium merely decent if you want to optimize your ranged weapons. I should also add that one inch cranks up the recoil and reduces range quite a bit. Good for up close but you lose a lot of versatility. It's really bad on full auto.
A Legendary weapon will have 1 legendary special effect, 1 Epic special effect and 1 Rare special effect. An Epic weapon will have 1 Epic special effect and 1 Rare special effect, and a Rare weapon will have 1 Rare special effect.
(A) Anti-Personnel(Rare): +10% Damage to Humans.
(D) Bashing(Rare): Cause x2 damage when using a ranged weapon for melee hits. Useless. Avoid.
(S) Berserker(Rare): Does more Damage the less Physical Armor of the suit you are wearing. Phys 205+=+5% Damage, Phys 200-249=+10% Damage, Phys 150-199=+20% Damage, Phys 100-149=+30% Damage, Phys 50-99=+40% Damage, Phys 0-49=+50% Damage. VERY powerful.
(A) Cornered(Rare): Damage increases as Health decreases. Every -10% Health from your max = +5% Damage bonus. For example, at 80% Health you get +10% damage; at 50% Health you get +25% damage; at 30% Health you get +35% damage; at 10% Health you get +45% damage. Except for Stealth/Assassin builds(where you won’t be taking damage very often) this is quite useful.
(C) Disassembler(Rare): +20% Damage to Mechs/Robots/Turrets. Weak. Avoid.
(S) Extended Magazine(Rare): x2 Magazine size. Useful.
(B) Exterminator(Rare): +30% Damage to Alien creatures. Only useful for exploration.
(C) Furious(Rare): Each consecutive hit does more damage. 1st hit=Base, 2nd hit=+5% damage, 3rd hit=+10% damage, 4th hit=+15% damage, 5th hit=+20% damage, 6th hit=+25% damage, 7th hit=+30% damage, 8th hit=+35% damage. Any miss will reset this effect to zero. Hard to use effectively.
(S) Instigating(Rare): x2 Damage to first shot at targets at 100% Health. Useful for single-shot weapons, particularly when making sneak attacks. Best for stealth/sniper builds.
(C) Oxygenated(Rare): Hold breath time when aiming down a scope is increased. Weak. Hard to use.
(D) Space-Adept(Rare): +30% Damage in zero-G, -15% damage when in gravity. Debuff! Avoid! Avoid!
(A) Corrosive(Epic): 8% chance to deal acid damage per hit, -35% Phys/Energy resistance for 6 seconds. Only useful on full auto weapons. Becomes weaker with higher level enemies. BUG: Game freezes for several dozen frames every time this procs.
(C) Crippling(Epic): +30% Damage to the next attack after hitting a target’s limb. Since headshots do 2x damage this is a debuff to your attacks. Avoid.
(B) Hand-Loading(Epic): Rounds sometimes do more damage most of the time, but randomly do half damage or no damage at all. Averages out to be +15% Damage for multiple hits.
(S) Hitman(Epic): +15% Damage while aiming through a scope. Since you should be aiming most of the time, this is useful. Run-and-gun builds will find this less useful.
(A) Incendiary(Epic): Does +12% Fire Damage when it procs, then does +24% Fire DoT for 4 seconds. Only useful on full auto weapons. Becomes STRONGER with higher level enemies. BUG: Game freezes for several dozen frames every time this procs.
(S) Lacerate(Epic): +5% chance to add Bleed DoT effect(30% of target’s max HP) over 6 seconds. Devastating against organic enemies, but takes several seconds of combat to make an impact.
(C) Med Theft(Epic): 5% chance that Humans drop 2 extra Med Packs on death. Lame. Avoid.
(B) Poison(Epic): 5% chance to proc +30% Poison(Energy) DoT and slow over 10 seconds. Only useful on full auto weapons. Becomes stronger with higher level enemies. BUG: Game freezes for several dozen frames every time this procs.
(B) Radioactive(Epic): 5% chance to proc +24% Radiation(Energy) DoT over 6 seconds and a chance to cause enemy to flee. Only useful on full auto weapons. Becomes stronger with higher level enemies. BUG: Game freezes for several dozen frames every time this procs.
(C) Rapid(Epic): +25% to Attack speed. Less improvement to ranged high-ROF weapons. Weak.
(C) Staggering(Epic): 5% chance to Stagger enemies for 1 second. Only useful on full auto weapons. Becomes weaker with higher level enemies. BUG: Game freezes for several dozen frames every time this procs. Avoid.
(A) Concussive(Legendary): 5% chance to knock down targets for 6 second. Not useless.
(B) Demoralizing(Legendary): 5% chance to cause enemy to flee. Much less useful than Concussive.
(B) Elemental(Legendary): +5% chance to proc additional Corrosive, Incendiary, Poison, or Radiation Damage over x seconds plus associated secondary effect. Only useful on full auto weapons. Becomes stronger with higher level enemies. BUG: Game freezes for several dozen frames every time this procs.
(D) Explosive Diarrhea(Legendary): +5% chance to shoot an ‘explosive’ round. Each single exploding round does only marginally more damage than normal. Weak. Useless. Avoid.
(D) Frenzy(Legendary): 5% chance to cause enemy to frenzy(instigate). Often does not work. Weak, Useless. Avoid.
(S) Shattering(Legendary): +15% Damage and -30% to all enemy damage resistances.
(B) Skip Shot(Legendary): Every 4th shot fires 2 projectiles at once. +25% Damage if you fire 4/8/12/16 rounds at a target. Hard to use.
(S) Tesla(Legendary): 20% chance for an AoE electrical explosion that deal 4.5% max Health damage over 4 seconds. Outstanding additional damage for full auto/multi-shot weapons.
(B) Titanium(Legendary): Reduces the carry weight of the base weapon. Does not reduce the weight of weapon mods. More valuable for heavier weapons.
(S) One Inch Punch(Legendary): x4 number of projectiles per shot, ½ the range, reduce the RoF, reduce Accuracy. By far the best special effect in the game.
Great list and thanks for the reasoning!
Concussive on a multi projectile weapon or even a fast firing one is straight up S tier. In fact, because the explosive damage from the legendary effect is such shit (I think it literally adds 2 to 5 damage on each explosion without any combat perks), the only reason I keep the weapons with that effect is due to the secondary stagger effect that procs with the explosion. That basically makes it a poor man's Concussive. Really if you haven't tried that effect on those kinda guns, try it and thank me later.
Explosive not shit. Damage listed - 36, can be increased by 50% to 54 with demolitions perk. And this damage only for 1 projectile, if you used multishot weapon like Kodama or shotgun with Flechette with 15% chance all projectiles will cause explosion
Just tried med theft and got zero med packs. None, zero, not one.
Yeah I think it is only a 5% chance for it to trigger.
Agree with most of these, but swap explosive and lacerating. Lacerating is OP in this game. Compared to fallout 4, explosive is absolute trash in this game. Ur much better off to use a gun that has explosive rounds like a shotgun with the hornets nest mod. The boost from explosive isn't much at all where with lacerating you absolutely melt legendary enemies and regular enemies
That's fair.
have some fun and console command One Inch Punch onto a Magstorm :P
That does sound fun.
There's no way that Dissasembler is on par with Anti-Personel, it is C tier at best, Ro ots are rare and never much of a challenge.
Med Theft is a D at best. It's a waste of a slot that could have had something actually good there.
I have to wonder how much was copypasted into starfield. Well into ng+ and I have yet to fin a never ending gun.
I think a decent amount of them are from Fallout 4/76 but I don't think never ending is is the game.
Why can't Americans say incendiary properly? Great video though, keep them coming mate
Lol, what you mean it's like aluminum.
I have never rolled one, but a weapon with extended magazine + rapid + skip shot is possible, and whoo boy... that is almost enough dakka.
Getting rid of the video so we could see the list would have been a lot more helpful