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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
|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.
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).
- Assault rifle
- Combat rifle
- Combat shotgun
- Double-barrel shotgun
- Gauss rifle
- Handmade rifle fo4nw
- Hunting rifle
- Institute rifle
- Laser musket
- Laser rifle
- Lever-action rifle fo4fh
- Pipe bolt-action rifle
- Pipe rifle
- Pipe revolver rifle
- Plasma rifle
- Radium rifle fo4fh
- Railway rifle
- Tesla rifle Automatron_(add-on) ( All charging variants)
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:
For any other non-automatic rifle:
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|
Note: "X" represents the multiplier of this component.