Note that further increases in weapon skill beyond the requirements will continue to increase the weapon's damage (and DPS).
Fallout new vegas weapons mod full#
Att Req: Attributes required to wield the weapon optimally: to gain full attack speed for melee weapons, or full aiming stability for ranged weapons.Also this determines how many times a weapon can be fired. The lower the condition of the weapon, the lower the damage and the more chance the weapon has to jam. HP: Health points or condition is the amount of health a weapon has.Basically, how many shots you can fire before having to reload. Clip: The magazine capacity of the firearm.
Some weapons use more than 1 round per shot (numbers in brackets). Ammo: The type of ammunition used by the weapon.
Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. It refers to the accuracy of a ranged weapon. Spread: This is the Min Spread stat from the G.E.C.K.DMG/AP: Damage per single Action point.AP: The amount of Action Points used per shot/burst in V.A.T.S.The more specialized Sneak Attack Critical deals twice the damage of a common critical strike. Crit DMG: The amount of damage that is added when you score a critical strike.Some weapons have a multiplier of 0 mathematically correct, these weapons don't cause any critical hits, not even with sneak attacks. attack with automatic weapons only checks for critical hit once and then applies the damage bonus for all bullets in such an attack if a critical hit occurs. This is done to compensate for the sheer number of bullets being fired. is divided by the G.E.C.K.'s Fire Rate stat, hence the very small multiplier for automatic weapons. For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit % Mult stat in the G.E.C.K. For example, if your character has a critical hit chance of 5%, and the weapon you're using has a Crit % Mult of 2, then each shot has a 5% × 2 = 10% chance to critically hit. each 5mm bullet fired from your minigun). This modifier applies to each individual attack you make (e.g. Crit % Mult: The multiplier applied to your character's critical hit chance.64 units is equal to 1 yard, 70 units equal to 1 meter.