Fallout

One Wasteland Weapon Stat Changes Round-Up (Observed as of September 25)

fallout 3 - One Wasteland Weapon Stat Changes Round-Up (Observed as of September 25)
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Hello everyone! I am back after spending a ton of time reviewing in-game weapon stats ever since the One Wasteland update we received last Tuesday to try to determine what–if anything–may have changed behind the scenes.

Please be aware that while I have not had a chance to go through every single weapon that I previous logged data on, I have been able to review a large majority of the weapons, enough to notice a few trends. In any case, these are changed observed as of TODAY (September 25th). With that being said, let's begin.

Methodology:

  • Ranged weapon data observed via the in-game tool-tip (Pip Boy) with no perks, buffs, mutations, etc. Values listed below reflect the weapon's true BASE damage for MAX-LEVEL variants, unless noted otherwise.
    • Note: I have prioritized reviewing max level weapons since One Wasteland went live. I've been fortunate enough to encounter a few under-leveled variants in my travels, which is how I got that data. I have not yet dedicated time to crafting all under-level variants to gather complete data.

  • Melee weapon data observed via the in-game tool-tip (Pip Boy) with 15 STRENGTH, as this is the natural soft-cap for a weapon's BASE damage before perks, buffs, mutations, etc.

  • Comparison of my own personal notes of weapon statistics observed prior to One Wasteland (September 15, 2020) using the above methods.
    • See link at bottom of post for my reddit post containing the spreadsheet – this spreadsheet will eventually be updated in the future to reflect all changes going forward.
    • That post also includes comments regarding "misleading" pip-boy values for certain weapons. Give it a read if you'd like to know more about this topic.


Changes Stated in the Patch Notes (With Real Values):

Alien Blaster: Damage increased by 30% per patch notes.

  • Pre-Patch base damage (level 50) = 25
  • Post-Patch base damage (level 50) = 32

While it's nice to see them buffing the Alien Blaster in general, it's still not nearly enough to make this once-great weapon even the least bit usable. I think a 300% buff might have actually gotten some players' attention. But hey, it's a start…

Oddly enough, the fusion mag only seems to have received a 25% buff (the difference is 1 damage but still, I can't help but mention it). Here are the level 50 values:

  • Pre-Patch base damage (Fusion Mag) = 20
  • Post-Patch base damage (Fusion Mag) = 25

Shishkebab: Energy damage changed to Fire damage per patch notes.

Fire damage symbol can be seen when viewing weapon in-game. Numerical values are unchanged.

  • Pre-Patch base damage (level 45) at 15 STR = 47 / 27 (Ballistic / Energy)
  • Post-Patch base damage (level 45) at 15 STR = 47 / 27 (Ballistic / Fire)
    • Note: Extra Flame Jets mod increases damage to 47 / 46 (same as before, just with fire now)


Changes Not Stated In Patch Notes – Ranged Weapons

Auto Grenade Launcher: Heavy Barrel now INCREASES damage (+12.5%)

  • Pre-Patch max level base damage w/ Heavy Barrel = 120 (same for all barrels)
  • Post-Patch max level base damage w/ Heavy Barrel = 135
    • Note: Before Wastelanders, the description of this barrel stated that it "increases damage" even though it did not. This description was deemed erroneous and subsequently removed with the Wastelanders update. This change was acknowledged in those
      fallout 76 wastelanders update notes april 14 2020 - One Wasteland Weapon Stat Changes Round-Up (Observed as of September 25)patch notes.

I think this is a great change because it gives this mod a reason to exist. Previously it increased range by the same amount as the Long Barrel, but weighed more, meaning you were always better off with the Long Barrel. Now, you can squeeze a bit more damage out of this weapon with the Heavy Barrel. Plus, I think it looks the coolest.

Broadsider: Light (Fluted) Barrel now DECREASES damage (-15%)

  • Pre-Patch max level base damage w/ Light Barrel = 281 (same as Standard)
  • Post-Patch max level base damage = 239 (no perks)
    • Previously the light (or Fluted) barrel provided better hip-fire accuracy, reduced weight slightly, and had no impact on damage. This change is interesting, if not overly useful.

Heavy Guns – Very Minor Increases to Prime Receiver damage on certain weapons

.50 Cal Machine Gun:

  • Pre-Patch max level base damage w/ Prime Receiver = 53
  • Post-Patch max level base damage w/ Prime Receiver = 54

As a result, the combination of Prime Receiver + Heavy Barrel also saw a very slight increase as well.

  • Pre-Patch max level base damage w/ Prime Receiver + Heavy Barrel = 58
  • Pre-Patch max level base damage w/ Prime Receiver + Heavy Barrel = 59

Light Machine Gun:

  • Pre-Patch max level base damage w/ Prime Receiver = 52
  • Post-Patch max level base damage w/ Prime Receiver = 53

Gatling Gun:

  • Pre-Patch max level base damage w/ Prime Receiver = 107
  • Post-Patch max level base damage w/ Prime Receiver = 108

Gauss Minigun:

  • Pre-Patch max level base damage w/ Prime Receiver = 71
  • Post-Patch max level base damage w/ Prime Receiver = 72
    • This also applies to the Tri-Barrel when combined with the Prime Receiver, since it does the same base damage as the Standard Barrel (albeit with a higher Fire Rate).

Note: These slight buffs could be due to how the new math works out behind the scenes with the Prime Receiver's coded damage boost. It could also be a result of how the numbers get rounded, though why this would have changed is beyond me. If anyone knows more, please let me know.

Pistols: Misc. Tweaks – Condensed into chart below for simplicity.

  • From what I have seen, these changes are not consistent across weapon levels. For example, the Hardened Receiver's damage did not change for a max level 10mm Pistol. These changes are also very minor and will likely be barely noticeable in-game.

Weapon NameWeapon LevelPre-Patch Base DamagePost-Patch Base DamageNotes
10mm Pistol + Hardened ReceiverLevel 152223Same damage as Prime
10mm Pistol + Powerful Auto ReceiverLevel 453132
10mm Pistol + Prime Auto ReceiverLevel 453332Now equal to Powerful Auto
Single Action Revolver + Prime ReceiverLevel 457778
Western Revolver + Severe ReceiverLevel 508991

Rifles/Shotguns/SMGs: Misc. Tweaks – Condensed into chart below for simplicity

  • Same story as with the Pistols. Minor tweaks to some of the noteworthy damage-boosting mods, but no changes to the standard base damage for these weapons. Changes may be more-or-less inconsequential.
    • Note: Pipe Weapons stats apply to both Rifle and Pistol form.

Weapon NameWeapon LevelPre-Patch Base DamagePost-Patch Base DamageNotes
Lever Action Rifle + Hardened ReceiverLevel 459394Same damage as Prime
Handmade Rifle + Powerful Auto ReceiverLevel 455051
Hunting Rifle + Hardened ReceiverLevel 508788Prime = 98 (same as before)
Hunting Rifle + .50 Cal ReceiverLevel 509495
Pipe Rifle + Hardened ReceiverLevel 503233Same damage as Prime
Pipe Revolver + Hardened ReceiverLevel 506869
Pipe Revolver + Hardened ReceiverLevel 406263Note: Also reviewed level 10 (no change)
Pipe Revolver + .38 ReceiverLevel 504948
Railway Rifle + Prime ReceiverLevel 50118119
Combat Shotgun + Hardened ReceiverLevel 50112113Same damage as Prime
Double Barrel Shotgun + Hardened ReceiverLevel 45143144Same damage as Prime
10mm SMG + Hardened ReceiverLevel 504243Same damage as Prime
.45 SMG + Standard ReceiverLevel 452726No change to level 35 or 25
.45 SMG + Standard ReceiverLevel 151716
.45 SMG + Hardened ReceiverLevel 453233
.45 SMG + Prime ReceiverLevel 453433Now equal to Hardened

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Energy Weapons: Misc. Tweaks – Condensed into chart below for simplicity

  • Minor changes, some corrections to mis-matched ballistic and energy values that resulted in slight nerfs to the Enclave Plasma Rifle's automatic damage. Thankfully the Ultracite Laser Rifle wasn't nerfed again (yes, this really happened before).

Weapon NameWeapon LevelPre-Patch Base Damage (Ballistic / Energy)Post-Patch Base Damage (Ballistic / Energy)Notes
Plasma Rifle + Splitter Barrel (Pulse)Level 4527 / 2628 / 26
Plasma Rifle + Sniper Barrel (Pulse)Level 4539 / 3838 / 38
Plasma Rifle + Flamer Barrel (Pulse)Level 4532 / 3131 / 31
Plasma Rifle + Flamer Barrel (Prime)Level 4543 / 4344 / 43
Enclave Plasma Rifle + Automatic BarrelLevel 4528 / 2827 / 27
Enclave Plasma Rifle + Automatic BarrelLevel 2521 / 2020 / 20No data on Level 35
Enclave Plasma Rifle + Automatic Barrel (Prime)Level 4536 / 3535 / 35
Enclave Plasma Rifle + Automatic Barrel (Prime)Level 2527 / 2626 / 26No data on Level 35

Heavy Explosive Launchers: Base damage for "Two Shot" launchers has been INCREASED

  • I'll keep this short because I could write an entire essay on launchers in this game and all the oddities related to these things. I love them but they're awful. So this is actually great to see.
    • See Chart Here –> https://imgur.com/a/cfRcc0f
    • Note: This buff only applies to Two Shot Launchers. The base damage for non-Two Shot launchers did NOT change (except for the barrels mentioned above).
    • I think this is somehow related to the damage calculation overhaul, though I haven't quite gotten to the bottom of how all the math works.

Obligatory note: Some launchers (Fat Man, Broadsider, Missile Launcher) have long displayed misleading damage values. I'm in the process of testing to see if this is still the case, but it's a difficult and time consuming process. To keep things simple, what you see in the chart is what I see in the Pip Boy.

  • More info on that in my "comprehensive weapon stats" post linked below.
  • Despite this, my Two Shot MIRV is hitting considerably harder than it did pre-patch and actually feels like a devastating weapon. Whatever the "true" damage really is, it's definitely higher now.

Bonus: Bunker Buster now displays it's inherent "+20% damage" correctly on the stat screen.

  • Previously, it did the increased damage when used against enemies, but the stat screen only showed it being "2" points stronger than an equal level Missile Launcher. This has been fixed.


Changes Not Stated In Patch Notes – Melee Weapons

Note: All values observed with 15 STRENGTH to provide a consistent baseline.

Commie Whacker: Bladed mod now INCREASES damage (+10%)

  • Pre-Patch base damage w/ Bladed mod = 9 (same as no mod)
  • Post-Patch base damage w/ Bladed mod = 10 (Amazing!!!)
    • I couldn't resist giving this it's own sub-section.

1H & 2H Melee Weapons: Misc. Tweaks – Condensed into chart below for simplicity

  • Minor changes yet again. Most melee weapons haven't changed at all and thus are not listed.

Weapon NameWeapon LevelPre-Patch Base Damage (15 STR)Post-Patch Base Damage (15 STR)Notes
Combat Knife + Serrated BladeLevel 506566
The Nailer (Unique)Level 508283~15% stronger vs Cultist Blade
Lead Pipe + SpikedLevel 507778
Baseball Bat + All Star + Chain WrappedLevel 50124126Only applies to this combo (no change to individual mods)
Fire Axe + SpikesLevel 45138139
Golf Club + SpikedLevel 458687
Golf Club + BladedLevel 458991
Sheepsquatch Staff + Heavy ModLevel 50137138

Unarmed Weapons: Slight BUFF across the board to all Unarmed Melee Weapons

  • All of the unarmed weapons have gotten a slight damage increase, typically by a margin of 2-4 points depending on the weapon (when viewed at 15 STR).
    • View Here –> https://imgur.com/a/YJe0qTS
    • Note: I have no data for the Gauntlet at this time, as I have not unlocked the plan for it (go Raiders). If anyone can tell me the stats, I would greatly appreciate it. Same goes for the Bear Arm. I would love to get data on it's best mods or buy the plan off someone (PS4).

Conclusion

  • The misc. changes to rifles/pistols/1H & 2H melee weapons all appear pretty minor so it's hard to get too excited about them. I know I sound like a broken record, but these may simply be due to how the math calculates and rounds behind the scenes. In any case, I still wanted to report them to be as transparent as possible.
  • The Unarmed Weapons buff is small but interesting.
  • The buff to the Auto Grenade Launcher's heavy barrel is great!
  • The nerf to the Broadsider's light barrel is a bit odd.
  • Two Shot Launchers got some much needed love and they actually do feel more powerful than before (I have one of each and use them frequently).
    • The base variants could still use a boost to damage and durability though.

Keep in mind this is not necessarily a 100% comprehensive list. There are weapons I haven't gotten a chance to examine, so it's possible that I may have missed a few things. If so, then I will make a Part #2 in the future for anything else I discover. If you think I missed anything or have noticed anything strange since the update, please let me know and I will check it out!

If you missed any of my previous posts regarding weapon stat changes, or my post that included a comprehensive list of weapon damage values prior to One Wasteland, you can find those below:

  • Comprehensive Weapon Stats Spreadsheet (Prior to One Wasteland):
    • https://www.reddit.com/r/fo76/comments/isnlp1/comprehensive_weapon_stats_spreadsheet_all_values/
  • Wastelanders Update – Weapon Stat Changes Part 1:
    • https://www.reddit.com/r/fo76/comments/g9lxs8/weapon_stat_changes_observed_as_of_april_28/
  • Wastelanders Update – Weapon Stat Changes Part 2:
    • https://www.reddit.com/r/fo76/comments/h9iuig/more_weapon_stat_changes_observed_as_of_june_15/

Source: Original link


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