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Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage.

— Rank 1 description

Rifleman is a perk in Fallout 4. This perk affects both energy and ballistic weapons, but only reduces a target's ballistic damage resistance, not energy or radiation resistance.

EffectsEdit

Rank Requirements Description Base ID
1 PER 2 Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage. 0004a0b6
2 PER 2, LVL 9 Attacks with non-automatic rifles do 40% more damage and ignore 15% of a target's armor. 0004a0b7
3 PER 2, LVL 18 Attacks with non-automatic rifles do 60% more damage and ignore 20% of a target's armor. 0004a0b8
4 PER 2, LVL 31 Attacks with non-automatic rifles do 80% more damage and ignore 25% of a target's armor. They also have a slight chance of crippling a limb. 0006fa20
5 PER 2, LVL 46 Attacks with non-automatic rifles do double damage and ignore 30% of a target's armor. They also have a slightly higher chance of crippling a limb. 00065e52

Rank 4 gives a 6% chance to cripple the limb you hit. Rank 5 increases this to an 8% chance. In addition, if Nuka-world is installed, Rifleman now becomes a crafting perk, mainly required for the non-automatic variant of the handmade rifle.

Affected weaponsEdit

Whether or not eligible weapons receives a bonus from this perk depends on the mods attached. A non-automatic receiver must be in place. For weapons that are pistols/revolvers in their basic state, a full size shoulder supported stock/grip must be in place (the automatic name generation must label the weapon a rifle, shotgun or scattergun, and not a pistol).

Damage totalEdit

Since the actual damage dealt is affected by damage-to-armor ratio, we can analyze how both damage increase and armor reduction affects real damage.

The following calculations assume no criticals (which scale differently than how sneak attack multiplier scales):

For ballistic non-automatic rifles: DmgMulti=\Bigg(\Bigg[\frac{RiflemanDmgMulti}{RiflemanArmorMulti}\Bigg]^{.366}\Bigg)*RiflemanDmgMulti

For any other non-automatic rifle: DmgMulti=\Big(\Big[RiflemanDmgMulti\Big]^{.366}\Big)*RiflemanDmgMulti

These equations assume that the resultant damage-to-armor ratio doesn't exceed 6.45 (that the resulting damage of the weapon is at most 6.45 times the resulting armor value of the enemy).

Rifleman LVL Damage X Armor X Ballistic Damage X Damage X Otherwise
0 1.00 1.00 1.000 1.000
1 1.20 1.00 1.283 1.283
2 1.40 0.85 1.681 1.583
3 1.60 0.80 2.062 1.900
4 1.80 0.75 2.480 2.232
5 2.00 0.70 2.937 2.578

Note: "X" represents the multiplier of this component.