

Unlike spread which has a completely random direction, recoil has a limited "window" which the kick can move the weapon. Unlike spread which is the invisible possible deviation of the projectile from a perfect shot, recoil visibly moves the weapon and crosshairs, and can be additive with the spread. Like spread it is represented in maximum possible degrees from the center. Recoil: Recoil is the visible movement of the weapon upon firing.

However, if a weapon is converted to automatic fire, the time between shots becomes derived purely from its speed and/or firing animation duration. This is internally derived from the weapons attack delay rating divided by its speed rating.

Rate of fire ( ): The in-game given number gives the maximum cyclic number of shots/attacks per 10 seconds, without considering reloading. Typically, the out of range value is a 50% loss of damage, though some weapons are higher or lower.ĭistance for range is rated differently internally: most ranged weapons begin with range being 256 units and some research indicates that each of these internal units is meant to equal approximately 4 yards/meters, but more effort is needed to confirm. Beyond the maximum range, the damage is reduced by the out of range value. Between minimum range and maximum range, damage decreases down to the out of range value at a linear rate. Between point blank and the minimum range, damage is full. There are two hidden internal range ratings, the minimum, and maximum range.
Fallout 4 nexus mods#
This number is approximately where MaxRange is the total of modifiers to the MaxRange variable by mods equipped to the weapon. Range ( ): In-game, range is a generalized stat for how far a weapon's projectile can go before suffering from damage loss. Magnification: The scope or sight mod's magnification rating. Magazine capacity or shots per reload ( ): The maximum ammunition capacity of the weapon or the maximum number of shots possible before requiring a reload. Weapons that require a reload every shot have damage per second shown including reloading times all others show sustained rates without reloads. For most small guns, that's a single bullet, but for shotguns, the damage is equally split between the shell's pellets, and for the Gatling laser it's a single beam.ĭamage per second ( ): The manually calculated maximum cyclic damage dealt in one second, expressed as rate of fire multiplied by damage. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike.ĭamage ( ): This is the damage caused by a single click of the mouse/trigger. Also known as armor penetration.īash damage: This is the amount of damage a projectile weapon does when used as a melee weapon.Ĭritical hit Damage ( ): Most unmodified weapons that achieve a critical hit adds twice the base amount of damage to the hit. This may be changed by the use of receiver mods.Īrmor piercing: The amount of the target's damage resistance the weapon ignores. Generally, this is a one shot equivalent for semi-automatic weapons, but automatic weapons may fire several rounds, usually three per VATS action.Īmmunition used ( ): The type of ammunition the weapon uses. See Spread for details on the internal measurements.Īction Point cost ( ): The number of Action Points used per activation in V.A.T.S. Internal numbers can only be gathered through game editor or console use.Īccuracy ( ): This is the Accuracy stat displayed in-game, which is derived from the internal game numbers for projectile deflection angles in an unknown way.
Fallout 4 nexus code#
Weapon statistics General note: In the following descriptions, the statistics that are shown while playing the game will be referred to as in-game numbers, while the numbers used by the game's code will be referenced as internal numbers. Normal and legendary weapons will change their name when mods are applied, unique weapons will not.Īll stats are given with standard weapon modifications. Uniques are typically either bought from merchants or are quest rewards. Unique weapons are weapons that are already named and will always retain the same special bonuses. Legendary weapons come with random bonuses applied to them and are only dropped by legendary enemies. Normal weapons have no special bonuses on them whatsoever. Unlike previous installments, weapons in Fallout 4 fall under three classifications, including normal, legendary, and unique.
