No edit summary |
(Edited table to reflex recent changes) Tag: Visual edit |
||
(21 intermediate revisions by 8 users not shown) | |||
Line 9: | Line 9: | ||
|games2 =FO76 |
|games2 =FO76 |
||
|ranks2 =3 |
|ranks2 =3 |
||
+ | |requires2 =[[Level]] 8 |
||
|cardpoints2 =1 [[Perception]] per rank |
|cardpoints2 =1 [[Perception]] per rank |
||
|effects2 =Increasing damage by non-automatic weapons. |
|effects2 =Increasing damage by non-automatic weapons. |
||
Line 17: | Line 18: | ||
{{Quotation|Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage.|Rank 1 description}} |
{{Quotation|Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage.|Rank 1 description}} |
||
− | '''Rifleman''' is a [[ |
+ | '''Rifleman''' is a [[perk]] in ''[[Fallout 4]]'' and ''[[Fallout 76]]''. This perk affects both energy and ballistic weapons. |
==''Fallout 4''== |
==''Fallout 4''== |
||
+ | {{Quotation|Keep your distance long and kill count high. Though this only requires a Perception of 2, increasing this to a much greater degree allows you to spot and remove foes at a greater range, which is what these weapons are designed to do. Be certain you know which weapons nonautomatic rifles are; the Weapons chapter lists them all.|[[Fallout 4 Vault Dweller's Survival Guide]] description}} |
||
+ | |||
===Effects=== |
===Effects=== |
||
{| class="va-table va-table-shaded sortable" |
{| class="va-table va-table-shaded sortable" |
||
Line 59: | Line 62: | ||
|} |
|} |
||
− | 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 (add-on)|Nuka-world]]'' is installed, Rifleman now becomes a crafting perk, mainly required for the non-automatic variant of the [[ |
+ | 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 (add-on)|Nuka-world]]'' is installed, Rifleman now becomes a crafting perk, mainly required for the non-automatic variant of the [[Handmade rifle (Nuka-World)|handmade rifle]]. |
===Affected weapons=== |
===Affected weapons=== |
||
Line 69: | Line 72: | ||
* [[Double-barrel shotgun (Fallout 4)|Double-barrel shotgun]] |
* [[Double-barrel shotgun (Fallout 4)|Double-barrel shotgun]] |
||
* [[Gauss rifle (Fallout 4)|Gauss rifle]] |
* [[Gauss rifle (Fallout 4)|Gauss rifle]] |
||
− | * [[Handmade rifle ( |
+ | * [[Handmade rifle (Nuka-World)|Handmade rifle]] {{Icon|FO4NW}} |
* [[Hunting rifle (Fallout 4)|Hunting rifle]] |
* [[Hunting rifle (Fallout 4)|Hunting rifle]] |
||
* [[Institute laser|Institute rifle]] |
* [[Institute laser|Institute rifle]] |
||
− | * [[Laser musket]] |
+ | * [[Laser musket (Fallout 4)|Laser musket]] |
− | * [[Laser gun|Laser rifle]] |
+ | * [[Laser gun (Fallout 4)|Laser rifle]] |
* [[Lever-action rifle (Far Harbor)|Lever-action rifle]] {{Icon|FO4FH}} |
* [[Lever-action rifle (Far Harbor)|Lever-action rifle]] {{Icon|FO4FH}} |
||
− | * [[Pipe bolt-action|Pipe bolt-action rifle]] |
+ | * [[Pipe bolt-action (Fallout 4)|Pipe bolt-action rifle]] |
− | * [[Pipe gun|Pipe rifle]] |
+ | * [[Pipe gun (Fallout 4)|Pipe rifle]] |
* [[Pipe revolver (Fallout 4)|Pipe revolver rifle]] |
* [[Pipe revolver (Fallout 4)|Pipe revolver rifle]] |
||
− | * [[Plasma gun|Plasma rifle]] |
+ | * [[Plasma gun (Fallout 4)|Plasma rifle]] |
− | * [[Radium rifle]] {{Icon|FO4FH}} |
+ | * [[Radium rifle (Far Harbor)|Radium rifle]] {{Icon|FO4FH}} |
* [[Railway rifle (Fallout 4)|Railway rifle]] |
* [[Railway rifle (Fallout 4)|Railway rifle]] |
||
− | * [[Tesla rifle]] {{Icon|FO4AUT|link=Automatron_(add-on)}} ( All charging variants) |
+ | * [[Tesla rifle (Automatron)|Tesla rifle]] {{Icon|FO4AUT|link=Automatron_(add-on)}} ( All charging variants) |
}} |
}} |
||
Line 87: | Line 90: | ||
Since the [[Damage Resistance#Damage Reduction formula|actual damage dealt]] is affected by damage-to-armor ratio, we can analyze how both damage increase and armor reduction affects real damage. |
Since the [[Damage Resistance#Damage Reduction formula|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 |
+ | The following calculation assumes no criticals (which scale differently than how sneak attack multiplier scales): |
− | For ballistic non-automatic rifles: |
||
<math>DmgMulti=\Bigg(\Bigg[\frac{RiflemanDmgMulti}{RiflemanArmorMulti}\Bigg]^{.366}\Bigg)*RiflemanDmgMulti</math> |
<math>DmgMulti=\Bigg(\Bigg[\frac{RiflemanDmgMulti}{RiflemanArmorMulti}\Bigg]^{.366}\Bigg)*RiflemanDmgMulti</math> |
||
− | |||
− | For any other non-automatic rifle: |
||
− | <math>DmgMulti=\Big(\Big[RiflemanDmgMulti\Big]^{.366}\Big)*RiflemanDmgMulti</math> |
||
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). |
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). |
||
Line 101: | Line 100: | ||
!Damage X |
!Damage X |
||
!Armor X |
!Armor X |
||
− | ! |
+ | !Ignored Armor Damage X |
− | !Damage X Otherwise |
||
|- |
|- |
||
|align="center"|0 |
|align="center"|0 |
||
|align="center"|1.00 |
|align="center"|1.00 |
||
|align="center"|1.00 |
|align="center"|1.00 |
||
− | |align="center"|1.000 |
||
|align="center"|1.000 |
|align="center"|1.000 |
||
|- |
|- |
||
Line 113: | Line 110: | ||
|align="center"|1.20 |
|align="center"|1.20 |
||
|align="center"|1.00 |
|align="center"|1.00 |
||
− | |align="center"|1.283 |
||
|align="center"|1.283 |
|align="center"|1.283 |
||
|- |
|- |
||
Line 120: | Line 116: | ||
|align="center"|0.85 |
|align="center"|0.85 |
||
|align="center"|1.681 |
|align="center"|1.681 |
||
− | |align="center"|1.583 |
||
|- |
|- |
||
|align="center"|3 |
|align="center"|3 |
||
Line 126: | Line 121: | ||
|align="center"|0.80 |
|align="center"|0.80 |
||
|align="center"|2.062 |
|align="center"|2.062 |
||
− | |align="center"|1.900 |
||
|- |
|- |
||
|align="center"|4 |
|align="center"|4 |
||
Line 132: | Line 126: | ||
|align="center"|0.75 |
|align="center"|0.75 |
||
|align="center"|2.480 |
|align="center"|2.480 |
||
− | |align="center"|2.232 |
||
|- |
|- |
||
|align="center"|5 |
|align="center"|5 |
||
Line 138: | Line 131: | ||
|align="center"|0.70 |
|align="center"|0.70 |
||
|align="center"|2.937 |
|align="center"|2.937 |
||
− | |align="center"|2.578 |
||
|} |
|} |
||
Note: "X" represents the multiplier of this component. |
Note: "X" represents the multiplier of this component. |
||
==''Fallout 76''== |
==''Fallout 76''== |
||
+ | {{Quotation|Keep your distance long and your kill-count high.}} |
||
===Effects=== |
===Effects=== |
||
{| class="va-table va-table-shaded sortable" |
{| class="va-table va-table-shaded sortable" |
||
Line 152: | Line 145: | ||
| 1 |
| 1 |
||
| Your non-automatic rifles now do 10% more damage. |
| Your non-automatic rifles now do 10% more damage. |
||
− | | {{ID|}} |
+ | | {{ID|0004a0b6}} |
|- |
|- |
||
| 2 |
| 2 |
||
− | | Your non-automatic rifles now do |
+ | | Your non-automatic rifles now do 15% more damage. |
− | | {{ID|}} |
+ | | {{ID|0004a0b7}} |
|- |
|- |
||
| 3 |
| 3 |
||
− | | Your non-automatic rifles now do |
+ | | Your non-automatic rifles now do 20% more damage. |
− | | {{ID|}} |
+ | | {{ID|0004a0b8}} |
|} |
|} |
||
+ | |||
+ | ===See also=== |
||
+ | * [[Master Rifleman]] |
||
+ | * [[Expert Rifleman]] |
||
==Gallery== |
==Gallery== |
Revision as of 14:35, 22 April 2020
Rifleman is a perk in Fallout 4 and Fallout 76. This perk affects both energy and ballistic weapons.
Fallout 4
Effects
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 weapons
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 total
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 calculation assumes no criticals (which scale differently than how sneak attack multiplier scales):
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 | Ignored Armor Damage X |
---|---|---|---|
0 | 1.00 | 1.00 | 1.000 |
1 | 1.20 | 1.00 | 1.283 |
2 | 1.40 | 0.85 | 1.681 |
3 | 1.60 | 0.80 | 2.062 |
4 | 1.80 | 0.75 | 2.480 |
5 | 2.00 | 0.70 | 2.937 |
Note: "X" represents the multiplier of this component.
Fallout 76
Effects
Rank | Description | Base ID |
---|---|---|
1 | Your non-automatic rifles now do 10% more damage. | 0004A0B6 |
2 | Your non-automatic rifles now do 15% more damage. | 0004A0B7 |
3 | Your non-automatic rifles now do 20% more damage. | 0004A0B8 |
See also
Gallery
|