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Talk:Fallout 3 weapons

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Older discussion: Archive 1, Archive 2, Archive 3

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[edit] Pa's Fishing Aid

Please add here a newly discovered in Point Lookout shotgun by me: Pa's Fishing Aid. --BillyFckwards 16:12, 24 June 2009 (UTC)

[edit] Missing Stats?

Why is there no ROF or any such thing for the ranged weapons? I would really like to see how DPS and MDPS are calculated and even have the chance to work up my own formula, but this base data is missing from the table.

I would also like to know how many shots are fired in a burst in VATS, or is it the same for every weapon? I have not been able to find anything that says how many shots are fired in a burst in any article. (There also seems to be no mention in the wiki of the double damage done from headshots, though I don't know where that info would go. I was thinking perhaps there would be an article about targeting body parts and describing the various effects of each, ect. But no such article seems to exist.)

-mannon 17:05, 1 June 2009 (UTC)

The biggest issue here is that DPS value, as shown in GECK, has no real meaning in the game, exempt for automatic weapons. For example, Chinese Assault Rifle and Xuanlong Assault Rifle show 44 and 48 compared to GECK, which is indeed damage done in half second (those two to 11 and 12 damage, while having same fate of fire of 8.0 attacks per second). But, let's look at basic Laser Pistol: GECK says its DPS is 11 (less then 12 for single shot), but in game it can fire very very quickly (as fast as you can click with mouse quickly), surely more then two hits per second.

On the other hand, single shot stat, in combination with Attack Shots/Sec value (Art and Sound page in GECK), describe much closer what is real rate of fire for those weapons. Although, it should be noted that values above 3shots/sec for non-automatic weapons can be difficult to confirm in the game, due to human limitations of fast mouse clicking.

P22 06:13, 19 August 2009 (UTC)

[edit] MDPS Formula

math

where,
math = the player character's base critical chance as a decimal value between 0 and 1.
math = the critical multiplier for a given weapon.
math = the additional critical hit damage for the weapon.
math = the number of hits per second, also the rate of fire of the weapon if accuracy is 100%.
math = the base DPS or non-critical hit DPS.

This is a simple formula that allows quick calculation of a weapon's MDPS for statistical purposes assuming 100% accuracy.

You can find the derivation, explanations, and examples on my blog page, which you can access here. This is just to help reduce clutter in this discussion page. The basic formula is the simplest, and it has been left here instead of the final formula.--Ehplee 16:21, November 7, 2009 (UTC)

[edit] Critical Hit Multiplier

The description is not perfectly clear whether the value in the table is the GECK value for automatic weapons or is the result of the GECK value being divided by the fire rate. I think it is implied that the value in the chart is indeed the modified value, but it is a bit confusing.

-mannon 17:05, 1 June 2009 (UTC)

Actually I find the Damage values similarly confusing. The description seems to imply that the value is the result of all the shotgun pellets hitting, but just one beam of multibeam weapons. This should really be the total damage for all pellts, beams, whatever... unless you wish to also provide the number of pellets/beams as a column in the table. I dunno, I think it's just the description that is confusing me, that and I don't have access to this data from another source to verify so it needs to be extra clear exactly what the values mean.
-mannon 17:11, 1 June 2009 (UTC)

WARINIG: Divided critical multiplier values for automatic weapons are not true when using VATS!!! They only work in free fire mode.

Testing: Precision Gatling Gun (x4 in GECK), 100 Energy weapons, fully repaired, Finesse perk and Luck of 10 (base crit chance of 15%). Outside VATS, on average it took at least 15-25 bullets to get critical hit if firing only single shots outside VATS. Thus, formula works. But, if using VATS, almost every shot (8 rounds volley) was critical shot, which would make sense if no dividing is done (4*15+15=75%). P22 09:46, 17 August 2009 (UTC)

It seems I may be wrong. I was unable to reproduce my earlier tests. I'll investigate some more, and if I'm not able to confirm much higher critical chance in VATS for automatic weapons, I'll remove it from the article. P22 08:22, September 7, 2009 (UTC)
OK, I removed the info from the article, and restored tables to only shown critical multiplier divided by ROF for automatic weapons. P22 21:06, September 7, 2009 (UTC)

Who switched all the crit mods on each automatic weapons private pages from its less then 1 stat listed on the table to 1? --LordVukodlak 00:48, 1 September 2009 (UTC)

I have no idea, but I'm really considering adding both values in the table. Since testing showed, that non-divided multiplier is used for criticals in VATS attacks. P22 08:22, 1 September 2009 (UTC)
How are you guys doing this testing?--Kingclyde 05:37, September 2, 2009 (UTC)
Take a look at example above. I take high crit weapon (according to GECK) put full skill and excellent condition of weapon, some perks that enhance critical chance too, and then do some free fire and some VATS fire and see how common are the criticals. Gatlings are best candidates, since they have ROF of 20, and actually do criticals compared to Miniguns, so if there is difference in critical hit occurrence between two modes of fire it would be most obvious with them.
Original idea was to test some people experience with Precision Gatling Laser when firing in VATS, since they got criticals much more often then would be believed if multiplier was divided by 20. P22 06:01, September 2, 2009 (UTC)

[edit] Ash's numbers, and rewriting the page

Well, what needs to happen is we need to get numbers in the DPS column that are as accurate as possible. I have the data that Ash had finished before leaving. I just don't know how to share it... Additionally, the column headers need to be cleaned up, as the table for unarmed weapons shouldn't refer to reloading. Finally, after that's done we would need to update the individual pages, and remove the sections saying we're working on this. Technically, nobody's working on it now, since I haven't had time...Fiddlesoup 02:23, 8 February 2009 (UTC)

  • You can send me the data and I will do it!R0ND0 10:52, 16 February 2009 (UTC)
  • I've got the Data from Fiddlesoup (thank you for that), but it's incomplete. Especially the crit. chance is not calculated in 98% of the weapons. So give me a little bit time and I try to get it done.R0ND0 09:30, 27 February 2009 (UTC)
Well, I knew it was incomplete, Ash kinda left while we were still collecting the data. If you need any help with that, I could provide that this week. I'm out of class for Spring Break.Fiddlesoup 03:06, 11 March 2009 (UTC)

[edit] Rifles? Seriously?

I find is odd that some people mention the proper usage of Magazines vs Clips, but nobody seems to find the concept of "Rifle-Shotgun" absurd; the proper term is "long arm(s)", or "long gun(s)" if you prefer. Lasers get a pass because it's part of their name, and being vague future tech leaves the possibility that it is justified in the game's reality.

Actually, I think this is pretty absurd, too. Laser/plasma "rifles" technically aren't rifles. I just use "laser gun" or "plasma gun". PlasmaFox 23:06, 2 May 2009 (UTC)

It is worded as such, to make easier distinction for which weapons applies Commando, and for which Gunslinger perk. 93.87.221.127 09:49, 1 September 2009 (UTC)

[edit] What's the best?

I think that there must be a catergory were you can see what's the best(or a note or something) so you can see which is the most powerful instead of making comparissons all the time(same thing with armor)(as depending which character you have).(halfgod)

It's subjective what's "best", hence there shouldn't be such a category. -- Porter21 (talk) 00:08, 4 May 2009 (UTC)
I know but maybe a note or something(for example)

armor:

the Hei Gui Chinese stealth suit is a good option/the best armor for a stealth character because of it's cloaking.

weapon:

the Perforator is a good option for a stealth character because it's silent and it has high damage.

(only the best weapons/armor ofcourse because else it will be too time-consuming). and so you don't have to click on each weapon to find out if anyone prefers it because there will be a note at the end of the column. --Halfgod 17:35, 4 May 2009 (UTC)

the best weapon damage wise is the misterious strangers .44--5:33pm 13:48, 6 July 2009 (UTC)

For fucks sake,only pc users can get that,we're talking about everyone in general,but on topic,my favourite weapon,is the backwater rifle,the critcals it scores are amazing,things die quicker and the start flippin' about. Mr.Wolf 14:13, 6 July 2009 (UTC)


blackwater rifle hmmm i will think about it ,thanks wolf Halfgod 16:44, 18 July 2009 (UTC)

[edit] Weapon Degradation -- Formula

Is there some sort of formula or something similar for determining degradation (how fast, how much health lost per hit, ...) of Weapons and Armor? If so, this should be posted (at least on the talk page). --Sentinel 101 16:37, 4 May 2009 (UTC)

[edit] New Weapon?

Found browsing the internet... [1] The tesla rocket. It appears to be rocket launcher that fires tesla rounds that has been confirmed by several people on both pc AND 360.--Red366 16:19, 13 May 2009 (UTC)

It's cut content, you can only get it by using the console or glitching. -- Porter21 (talk) 16:32, 13 May 2009 (UTC)
Yes but it does not as of yet have it's own page, although it is nice to be still finding new weapons even if they aren't in the main game.--Red366 16:54, 13 May 2009 (UTC)
I'm not saying people can't create an article about it, more going at the fact that it's not like an essential new feature of the DLC is missing ;) Adding cut content simply does not have as much of a priority. -- Porter21 (talk) 17:03, 13 May 2009 (UTC)

[edit] Broken Steel update

The page still needs to be updated with the new weapons from Broken Steel (see Category:Broken Steel weapons). -- Porter21 (talk) 17:03, 13 May 2009 (UTC)

[edit] More headings that would be helpful

RELOAD TIME -- It's also not clear in the damage-per-second and damage-per-AP whether it assumes having to reload or if it assumes you don't use up the magazine.

MODIFIED DAMAGE PER AP -- there are DPS and MDPS, but there isn't a MDPAP to go with DPAP, to take into account the bonus damage from criticals.

DAMAGE PER MAGAZINE -- Sniper-type rifles are nice if you're picking someone off at your leisure, but in a brawl having that 12-shot magazine in the Combat Shotgun is a big deal! It's helpful to know how much damage you can deal before being interrupted for a reload.

[edit] Alien Blaster

Found the alien blaster and another one,but is named Firelance. Is this a glitch or is this gun really in the game?

It's a unique version of the Alien Blaster. See its page. --TheREALBloodscar 10:28, 1 June 2009 (UTC)

[edit] BARE FISTS/HANDS Sorry if this is old news...

What about adding bare fists to the unarmed table. I may not have done enough research on it, but I couldn't even find a page for bare fists/hands. Any ideas?

I'm looking for this one too and can't find it. I need t know the AP cost. -- Blackened (unregistered)

I agree a barefist article is warranted, what the damage would be at 100 unarmed, and what the AP cost is. Obviously such information must be in the GECK.

[edit] Zimmer's Plasma Pistol

While doing the "Replicated Man" quest I decided I wanted to get A3-21's Plasma Rifle and get the "Wired Reflexes" Perk. As such I decided to ask Harkness to allow me to kill Zimmer and he gave me the plasma rifle and then told Zimmer about Harkness and recieved the Perk. I didn't really want to for Harkness to end up back at the Commonwealth so I killed Zimmer and his bodyguard immediately after recieving the perk. At first I wasn't able to loot Zimmer so I did the resurrect command and killed him again. When I looted his body I recieved a unique plasma pistol called "Zimmer's Plasma Pistol", it has the same damage as a regular plasma pistol but doesn't use any ammo and can be repaired with regular plasma pistols. Can someone please look into this and possibly make a page for it?

There is no such thing. I am looking in the GECK and there is no such entry. --MadCat221 18:06, 18 June 2009 (UTC)

LOLOLOLOLOL LIAR

Not being in the GECK doesnt meen it's non existant it's probably just a weird glitch. Insane14 23:00, 2 July 2009 (UTC)

It's an item added on by the Lawbringer Bounties Mod. Check to see if you are using that mod. Throckwoddle 17:43, 17 July 2009 (UTC)

And there we have our answer. I probably shoulda clarified on the Vanilla bit. In just the FO3.esm, there is no Zimmer's Plasma Pistol. --MadCat221 01:31, 18 July 2009 (UTC)
Oh, thank you. I was wondering where that came from in my inventory. RizzleQ 21:08, 23 July 2009 (UTC)

[edit] Jack

the special version of Ripper, Jack, has an MDPS value that does not take into account Jack's nature of performing multiple dozens of attacks per second, and is therefore misleading. this should be fixed to make the enormous different between Jack and Ripper clear.

[edit] Point Lookout update

can somebody please add stats for point lookout weapons. --Wastelander6969 08:29, 27 June 2009 (UTC)

It looks like the article is missing a few weapons from Point Lookout.Sorry if I missed it on the article but I couldn't find the Ritual Knife,Shovel, Fertilizer Shovel, or the Toy Knife anywhere. I'd try and add them in but I'm still new to wiki, and don't want to mess anything up. --Moltenfungus 23:11, 4 July 2009 (UTC)

I'm almost done. Amorality 23:16, 4 July 2009 (UTC)

The Double-Barrel Shotgun does 94 damage in perfect condition and when the user has 100 Small Guns Skill.

  • Actually not. This damage is only if you have both damage perks(ghoul ecology and superior defender). The actual max damage without perks is 85.

[edit] Melee and Unarmed Columns question

Why aren't the columns for melee and unarmed lined up? They have the exact same info. --AwNNeR 5 05:33, 20 July 2009 (UTC)


[edit] Question?

I'm thinking of displaying most unique, rare, and DLC weapons in my house when I get the game. If I could carry one of these weapons with me which should I carry? By the way I'm thinking of making either small guns or energy weapons my main skill.Doylej0131 15:36, 24 July 2009 (UTC)

Take the Gauss Rifle. It's both rare and DLC. If you want unique and DLC, take the MPLX Novasurge.--Amitakartok 22:55, 9 August 2009 (UTC)

What about the unique desintigrator it does alot of damage and ammunition but the only downside is the ammo only being on Zeta. But which do you think is better this or the Gauss Rifle. Because, I think I would prefer something that I should use often, plus the gauss looks cool for being displayed. I don't have the game yet because I wan't the game of the year edition because I wouldn't be able to go on Xbox Live, and I wan't to plan my character out(ie. what skills have the most points, main weapons, etc.)Doylej0131 17:27, 13 August 2009 (UTC)

Also, I don't wan't to rule out small guns because of the power of some weapons(like the terrible shotgun and the backwater rifle/Lincolns Repeater)Doylej0131 17:50, 13 August 2009 (UTC)

[edit] Mothership Zeta Weaponry

Can someone slap up some data for Mothership Zeta—Preceding comment was unsigned. Please sign your posts with ~~~~!

Yeah, data for MZ weapons needs to be added. -- Porter21 (talk) 07:56, 11 August 2009 (UTC)

[edit] Not quite sure but.. weapon glitch?

Well.. i was on the way to do reilly's rangers quest, (to get eugene) and i came across a few super mutant overlords.. and i won't go into details, but when i chose my usual weapon, the 10mm SMG i got from the anchorage simulation because it has some ridiculous 900000 health or something, i noticed it said it had 88 damage... is this normal? i had no drugs or anything and i did'nt think any perks were affecting this (other than superior defender but thats only +5 damage).. any ideas what this might be anyone? (--Demonsnail 10:01, 10 August 2009 (UTC))


  • IT IT because of SUperior Defender.. If you have gotten Ghoul Ecology.. it might effect as well.. Because these perks (Not sure about GE) give +5 per SHOT... it makes it quite useful at automatic weaponry. like Eugene and 10mm submachine gun --NightPhoenix 11:01, 29 August 2009 (UTC)

[edit] Projectile numbers should get a display in the table and damage should get marked

With the DLC MZ (and maybe some weapons before) we have gotten important weapon damage differences now and this fact should be immediately visible in the data sheet when comparing the weapons and their damage, because the projectile numbers matter a lot.

This wasn't important before but now we have a few powerful weapons that look very weak but cause a hell of damage.

I suggest something like "damage(x<number of projectiles>)" or a seperate column for the number of projectiles or anything else that is close to the damage value and if there is a separate entry than a special mark at the damage should be placed to indicate a multi-projectile damage. --84.162.204.97 19:51, 14 August 2009 (UTC)

[edit] An Idea

I'm sure anyone would be loath to add yet another column to the tables but it would be nice to be able to compare weapons for sneak attacks at a glance with a sortable column instead of having to eyeball it with the DMG and +Crit damage stats. Better yet would be a sneak attack value in and out of VATS (since they're not always the same) as well as a sneak attack value with and without better criticals. So ideally 4 columns in total. Perhaps with the level of clutter already present on these tables this would be counter productive and the appropriate values would be better presented on the Sneak Attack page in a table truncated to include only the best (top 10 or so) sneak attack weapons? 68.34.22.222 02:08, 18 August 2009 (UTC)

The only weapons that have different sneak critical values in VATS and outside are multiprojectile shotgun weapons. It would be best if it was single column, with parentheses for out of VATS exceptions (like all those devastating shotguns). P22 07:39, 18 August 2009 (UTC)
Are all the shotguns 9 pellet volleys?68.34.22.222 16:31, 18 August 2009 (UTC)
Depends from weapon to weapon. P22 17:17, 18 August 2009 (UTC)

I would also like if MDPS values were removed, because DPS values are not correct for most non-automatic weapons. I mean yes, they are strait from GECK, but they don't show correct damage per second. I know they are used by AI for some calculations (so I guess DPS could stay), but neither DPS or MDPS values give proper average damage for player, so it at least makes MDPS pointless (as guide to the player). Only truly correct thing with DPS is automatic weapon damage (shows damage done in 1/2 second).

Instead, I would like if Attack Shots/Sec values where added. It makes a lot of difference, if for example Hunting Rifle fires 0.75 shots/sec and 25 damage per shot compared to 10mm Pistol that can fire 6shots/sec and do 9 points of damage in every of them. Pistol will outperform such rifle in close range, if you fire quickly outside VATS. In effect, it will have higher "true DPS". Still, it should be noted that it's kinda difficult to get above 3-4shots/sec in actual gameplay, for weapons that are not fully automatic. It may have something to do with mouse input, or there is some hard cap, I don't know. Anyway, in same way how AP values show weapon "speed" in VATS, Attack Shots/Sec values show it outside VATS, so they are pretty much important part of gameplay.

I would also propose if critical multiplier values for automatic weapons are changed a bit. The thing is that, according to testing I've done, multiplier is divided for automatic weapons only when used outside VATS. In VATS, true unmodified multiplier is used (and crit is per volley, not per bullet). Look at the testing notes at this talk page about Precision Gatling Laser. It would probably be best to show both values. Something like "x1.0 (x0.125)", with note that value in parentheses is for single shot outside VATS. P22 07:39, 18 August 2009 (UTC)

[edit] Post Your Top Five Favorite Weapons

Just curious to see what people have chosen.

Here are mine in no particular order (I don't have any DLC's):

    1) A3 - 21's Plasma Rifle - Too cheap for words
    2) Vengeance - Point and shoot, things die
    3) Shishkebab - Fire!!!
    4) Blackhawk - Unaffected by sniper recoil, shots actually go where you aim them except for 0.3 spread
    5) Deathclaw Gauntlet - Ignores DR... obvious choice over Fisto!

The reason I didn't include the Alien Blaster is because it's ammo is so scarce and if you use any of the above weapons effectively you'll do fine without it.


    1) Laser Rifle - for general use
    2) Vengence - same reason as you
    3) Gauss Rifle - accuracy
    4) Tesla Cannon - power
    5) Laser Pistol - because I like executing powerful enemies with a weak gun

Also always carry the trench knife (unique combat knife) because the knife is the single most useful survival tool. Obviously these arn't all of the best weapons but I feel more at ease with them, never took onto plasma weaponry, too many exposed components, looks vulnerable.

And a Powerfist (iron fist x3, sup defender, ninja, etc - I need no deathclaw gauntlet).

You say Potato I say Patortamyort 03:39, September 16, 2009 (UTC)

1) Perforater - with STA it becomes a powerful weapon

2) Lincoln's repeater - powerful, and accurate at long distances 3) Double Barrel Shotgun - at close range it pwns dealing 99 dmg for me 4) Victory Rifle - it has less glitches than gauss rifle yet almost equally as powerful 5) minigun - and no, not just any mini-gun, the infinite use mini-gun from operation anchorage, combined with using infinite ammo glitch and ammo press, ftw! well there we go, thts my top 5, all in all most are unique because well..there more powerful, so yeh...i usually use a combo of perforater, lincoln's repeater(or backwater rifle) and a long range weapon such as the victory rifle(more accurate at long range)Toolazytomakeaaccount 06:32, October 27, 2009 (UTC)::edit=i forgot to seperate it from the other persons chat.Toolazytomakeaaccount 06:33, October 27, 2009 (UTC)

[edit] # of Projectiles and SA + BC damage

i made this for personal use since it more accurately describes the statistics i care about in a weapon, namely sneak attack damage. feel free to use it in whole or part for the article.

NAME DMG /SHOT CRITDMG # Projectiles SA + BC + HS Preks + Mod for Difficulty
Callahan\'s Magnum65501560334.95
Lincoln\'s Repeater50501500300.3
Blackhawk55451490294.53
Backwater Rifle45451450271.43
The Terrible Shotgun8040924801443.75
Lever-Action Rifle40401400242.55
Reservist\'s Rifle40401400242.55
Sniper Rifle40401400242.55
Victory Rifle40401400242.55
Paulson\'s Revolver4535920701206.98
Scoped .44 Magnum35351350213.68
Double-Barrel Shotgun8530919601143.45
Ol\' Painless30301300184.8
Railway Rifle30301300184.8
Combat Shotgun552791678980.6
Hunting Rifle25251250155.93
Wild Bill\'s Sidearm1015113086.63
Perforator1014112483.16
Colonel Autumn\'s 10mm Pistol1313113086.63
Xuanlong Assault Rifle1212112080.85
Dart Gun61219666.99
Chinese Assault Rifle1110110471.61
Infiltrator71018862.37
Sydney\'s 10mm \"Ultra\" SMG9919063.53
10mm Pistol9919063.53
Assault Rifle8818057.75
10mm SMG7717051.98
.32 Pistol6616046.2
Silenced 10mm Pistol8516247.36
Chinese Pistol4414034.65
Zhu-Rong v418 Chinese Pistol4414034.65
B.B. Gun4414034.65
The Kneecapper7509300184.8
Sawed-Off Shotgun50129848501.27
Laser Pistol1212112080.85
Smuggler\'s End18181180115.5
Protectron\'s Gaze24245816482.79
Colonel Autumn\'s Laser Pistol10221172110.88
Plasma Pistol25251250155.93
Alien Blaster10010011000706.86
Firelance12012011200845.46
Laser Rifle23221224140.91
Wazer Wifle28281280173.25
Plasma Rifle45441444267.96
A3-21\'s Plasma Rifle50501500300.3
Mesmetron101413.86
Gauss Rifle100501700415.8
Metal Blaster552791678980.6
Tri-Beam Laser Rifle75153570340.73
Tesla Cannon40301340207.9
Microwave Emitter601001840496.65
Alien Atomizer35401380277.2
Atomic Pulverizer37401388282.74
Captain\'s Sidearm3540615801108.8
MPLX Novasurge80751770456.23
Alien Disintegrator65501560401.94
Destabilizer30201240180.18

the last column is meant to be a calculation of damage with all +damage perks (not including goul ecology) on the hardest difficulty setting. Tetracycloide 01:14, September 14, 2009 (UTC)

[edit] Vengeance

I'm suprised the superior version of the gatling laser, aka (Vengeance) is not listed in this article. It is a drop from a supermutant around and near Vault-Tec HQ. At full CND it does 305 damage and only weighs 18 lbs. --DeathsFlagShip 04:03, October 27, 2009 (UTC)DeathsFlagShip

i laugh at your stupidity(HA HA)look, here's the thing...unique weapons sometimes, albeit very rarely, end up in the hands of normal enemy's, this in no way,yes, NO WAY means its dropped, there have been repeated accounts of people finding talon company merc's with the victory rifle, and although its highly unlikely, though possible...(maybe enemy's don't spawn if your not there?) that the super mutants could get through the entirety of the death-claw sanctuary, and grab vengeance, keep in mind though, it is not a drop, it is just very very rarely dropped by enemy's,(i suspect you can lose items through this same way as well) like, enemy's dieing then you not getting there in time to pick it up.Toolazytomakeaaccount 06:20, October 27, 2009 (UTC)