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(→‎Value, damage, & levels: Question on damage/condition.)
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Yes, but with the caveat that the info has to be 'pure' so to speak, not including bonuses of any sort from the game itself. Intermediary levels are optional, but I feel would bloat the page a bit more than is necessary. This can be remedied if someone makes each table hidden until clicked on. --[[User:Shaelyn Valentine|Shaelyn Valentine]] ([[User talk:Shaelyn Valentine|talk]]) 07:42, December 23, 2018 (UTC)
 
Yes, but with the caveat that the info has to be 'pure' so to speak, not including bonuses of any sort from the game itself. Intermediary levels are optional, but I feel would bloat the page a bit more than is necessary. This can be remedied if someone makes each table hidden until clicked on. --[[User:Shaelyn Valentine|Shaelyn Valentine]] ([[User talk:Shaelyn Valentine|talk]]) 07:42, December 23, 2018 (UTC)
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# I was planning on adding missing levels on this page. Are you sure you only want the lowest and highest levels of a weapon? I was thinking it would be useful to be able to compare DPS, etc across level 30 weapons.
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# I suspect the DPS for the Handmade Rifle should be 120, not 360.
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# Sorting in the table seems to be string-only. Is it possible to mark some of the columns as integers, so that 100 isn't placed between 1 and 2?
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--[[User:AnudderArcher|AnudderArcher]] ([[User talk:AnudderArcher|talk]]) 21:33, February 2, 2019 (UTC)

Revision as of 21:33, 2 February 2019

Fallout 4 vs Fallout 76 Links


It makes sense that most of the links would be to Fallout 4 articles, as there are no Fallout 76 articles for most and the weapos seem the same, I'm sorta new t this so if red links make more sense, that's cool (before I started editing the Gauss rifle was linked to 4 so I figured that was what you do).

Weapons from new releases get their own pages, for instance 10mm pistol (Fallout 3) and 10mm pistol (Fallout: New Vegas). The red links help in new pages being made with the proper titles so they won't need to be moved afterward. Great Mara (talk) 21:19, June 17, 2018 (UTC)
Makes sense 99.197.150.125 21:28, June 17, 2018 (UTC)

As a note, weapons (like armor) are leveled in Fallout 76. For Example: a level 1 hunting rifle does 45 damage, a level 50 hunting rifle does 90 damage. The damage increase/level does *not* seem to be linear though. (level 5 hunting rifle does 48 damage) The item table needs to include level, or the formula for damage/level needs to be figured out and then all weapons normalized (to level 1 or level 50 or whatever).

Value, damage, & levels

The cap values and damage are condition dependent, so we should only add a value if we know the weapon is at max condition, such as in the crafting menu. As far as I know, weight is not effected by condition.

For now, if a weapon has two or more levels, I think we should add the higher leveled weapons below the lower leveled weapon and span the first 2 columns like so:

Blunt melee weapon name Level Damage per attack Damage per second Speed Critical hit Damage Action point cost Damage per Action Point Weapon weight Weapon value in caps Value to weight ratio Base ID
Super sledge (Fallout 4) Ban Hammer 0 0 0 0 0 0 0 0 0 0 ????????
100 c 0 0 ????????

Dango39 🍡🙏 06:28, October 25, 2018 (UTC)

Dunno if it helps, but I data mined a list of the file names, and I see stuff that's not represented yet--some of which I've seen in the game already, and some I haven't:

10mmsmg
44
alienblaster
autogrenadelaunch
baseballbat
baton
binoculars
blackpowderpistol
blackpowderrifle
bowieknife
boxinggloves
broadsider
chainsaw
chineseassaultrifle
chineseofficerswor
combatshotgun
compoundbow
crossbow
cryolator
cultistblade
cultistdagger
deathclawgauntlet
deathtambo
drill
exposivebaitmine
fatman
fireaxe
flamer
flare
flaregun
gammagun
gatlinggun
gaussrifle
golf_club
grenade
grognakaxe
guitarsword
gunboard.nif
handmade
harpoongun
hatchet
huntingrifle
junkjet
knife
knuckles
lasermusket
laserweapons
leadpipe
m2
m79
machete
machinegun
mg42
mine
minigun
miningclaw
missilelauncher
moleminergauntlet
nailboard
pickaxe
pipewrench
pitchfork
plasma
plasmagatling
poolcue
powerfist
pumpshotgun
railwayrifle
reconscope
ripper
rockethammer
rollingpin
scorchbeasthamme
shishkebab
shotgun
shovel
sickle
singleactionrevolv
skisword
sledgehammer
spear
switchblade
swords
throwingknife
tireiron
tomahawk
walkingcane
wardrum
woodcuttingaxe

Bodhisattvah (talk) 20:52, November 5, 2018 (UTC)

Using your template (thank you) I've updated all categories where weapons are level-tiered. I also added secondary rows for uniques on the list, under the assumption that they can be spawned at different levels (My daisy cutter was level 35, I believe). If this is incorrect, please feel free to remove the second row for non-(level) tiered uniques, to alleviate possible future confusion. --Shaelyn Valentine (talk) 03:54, December 5, 2018 (UTC)
Are you sure that condition alters weapon damage? I repaired a hunting rifle that was at 50% condition to 130% condition. The damage didn't change. I know damage changed in FNV and F03, but I haven't seen it change in FO76, until the weapon is at 0%. --AnudderArcher (talk) 21:07, February 2, 2019 (UTC)

Categories & Other Issues

Categorization here makes little sense. Why are Bladed vs Blunt weapons categories? The only division that matters in-game between melee weapons is whether they are one-handed or two-handed. These should all be presented based on what perks effect them - eg. Gatling Laser should be classed as a Heavy Weapon.


The damage values also look like they were pulled from the live game, without taking into account things like Strength scaling affecting melee damage. I can pull damage numbers etc from the game files on PC easily enough if we want to clean this up. 73.158.80.163 14:19, November 26, 2018 (UTC)

Gatling laser ammo though is effected by Batteries Included, not Bandolier. TheRealMictlantecuhtli (talk) 19:02, November 26, 2018 (UTC)
I redid the categories by relevant perk, please pull numbers for the weapons if you can. I'll work on adding a slot for max base damage (based on weapon max level with 1 str, preferably) --Shaelyn Valentine (talk) 02:57, December 5, 2018 (UTC)
Using an above template, I've added a section for each leveled weapon for the future data-mined info entry. --Shaelyn Valentine (talk) 03:56, December 5, 2018 (UTC)

So with the given template we should insert the numbers from the lowest level and from the highest level. then we can make a full table at the page for the specific weapon and also add a table with crafting information. Wundschmerz (talk) 07:39, December 23, 2018 (UTC)

Yes, but with the caveat that the info has to be 'pure' so to speak, not including bonuses of any sort from the game itself. Intermediary levels are optional, but I feel would bloat the page a bit more than is necessary. This can be remedied if someone makes each table hidden until clicked on. --Shaelyn Valentine (talk) 07:42, December 23, 2018 (UTC)

  1. I was planning on adding missing levels on this page. Are you sure you only want the lowest and highest levels of a weapon? I was thinking it would be useful to be able to compare DPS, etc across level 30 weapons.
  2. I suspect the DPS for the Handmade Rifle should be 120, not 360.
  3. Sorting in the table seems to be string-only. Is it possible to mark some of the columns as integers, so that 100 isn't placed between 1 and 2?

--AnudderArcher (talk) 21:33, February 2, 2019 (UTC)