History GameBreaker / FallOut

23rd Mar '17 7:11:01 AM Mhazard
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* Another one of the purchasable weapons with Two-Shot is the Big Boy from Diamond City's Arturo, a ''Fat Man'' with Two-Shot. Now add the "MIRV Launcher" mod to it, and you get to fire out two clusters of six nukes, giving you ''twelve'' mini nukes for the price of one!

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* Another one of the purchasable weapons with Two-Shot is the Big Boy from Diamond City's Arturo, a ''Fat Man'' with Two-Shot. Now add the "MIRV Launcher" mod to it, and you get to fire out two clusters of six nukes, giving you ''twelve'' ''[[MacrossMissileMassacre twelve]]'' mini nukes for the price of one!



* The Minigun Shredder mod essentially turns a Minigun into a deranged blender made of barbed wire and rust, where whenever it's spinning, it does additional damage to anything touching the gun itself. This does not require ammo, and does comically high damage, allowing someone to simply use the minigun in question as a cylindrical chainsaw, which happens to outdamage ''actual'' melee weapons by a mile thanks to it's obscene attack speed.

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* The Minigun Shredder mod essentially turns a Minigun into a deranged blender made of barbed wire and rust, where whenever it's spinning, it does additional damage to anything touching the gun itself. This does not require ammo, and does comically high damage, allowing someone to simply use the minigun in question as a cylindrical chainsaw, which happens to outdamage ''actual'' melee weapons by a mile thanks to it's obscene attack speed.
speed. Putting the Shredder mod onto the [[DiscOneNuke/{{Fallout}} Ashmaker]]? It ''burns'' whatever get caught into the chainsaw.
8th Jan '17 1:16:32 AM DarthWalrus
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* The utter nonsense that is Final Judgement modified with Charging Barrels can be stated with simple math. Final Judgement is a Gatling Laser that shoots 25% faster than normal. Charging barrels reduces fire rate to a quarter to increase damage fourfold, essentially just making it more ammo efficent. These are applied additively instead of multiplicatively, meaning Final Judgement (and any other Rapid Gatling Laser) with charging barrels fires at half speed and does four times the damage. And while burning fusion cores for ammo, at first seems like the very definition of AwesomeButImpractical, the fact that you can get up to 1000 shots per core, which, with proper trade skills, can cost you a total of 240 caps a core, while "normal" ammo cannot go under 1 cap per shot, making it both an extremely powerful ''and'' economical endgame firearm.

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* The utter nonsense that is Final Judgement modified with Charging Barrels can be stated with simple math. Final Judgement is a Gatling Laser that shoots 25% faster than normal. Charging barrels reduces fire rate to a quarter to increase damage fourfold, essentially just making it more ammo efficent. These are applied additively instead of multiplicatively, meaning Final Judgement (and any other Rapid Gatling Laser) with charging barrels fires at half speed and does four times the damage. And while burning fusion cores for ammo, at first seems like the very definition of AwesomeButImpractical, the fact that you can get up to 1000 shots per core, which, with proper trade skills, can cost you a total of 240 caps a core, while "normal" ammo cannot go under 1 cap per shot, making it both an extremely powerful ''and'' economical endgame firearm. Oh, and to cap off on the "Get four times what you paid for" spree, Charging Barrels doesn't affect how a Gatling Laser operates in VATS, with each burst firing 10 shots for the same AP, despite each one doing QuadDamage.
8th Jan '17 1:13:07 AM DarthWalrus
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* The utter nonsense that is Final Judgement modified with Charging Barrels can be stated with simple math. Final Judgement is a Gatling Laser that shoots 25% faster than normal. Charging barrels reduces fire rate to a quarter to increase damage fourfold, essentially just making it more ammo efficent. These are applied additively instead of multiplicatively, meaning Final Judgement (and any other Rapid Gatling Laser) with charging barrels fires at half speed and does four times the damage. And while burning fusion cores for ammo, at first seems like the very definition of AwesomeButImpractical, the fact that you can get up to 1000 shots per core, which, with proper trade skills, can cost you a total of 240 caps a core, while "normal" ammo cannot go under 1 cap per shot, making it both an extremely powerful ''and'' economical endgame firearm.
4th Jan '17 11:29:51 PM DarthWalrus
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* The Minigun Shredder mod essentially turns a Minigun into a deranged blender made of barbed wire and rust, where whenever it's spinning, it does additional damage to anything touching the gun itself. This does not require ammo, and does comically high damage, allowing someone to simply use the minigun in question as a cylindrical chainsaw, which happens to outdamage ''actual'' melee weapons by a mile thanks to it's obscene attack speed.
29th Dec '16 10:18:00 AM DavidCowie
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* Jet and Jet Fuel are not just useful chems for combat, but they also are the easiest chems to manufacture (Jet requires only plastic and fertilizer, and Jet Fuel requires Jet and Flamethrower fuel). Jet Fuel, even at level 50 and above, gives 13 exp per unit, and Jet gives 1 exp a unit at that level. 14 exp total, even at a level where most basic enemies give that amount. So, provided you can find a plentiful supply of both, you can power level hard for as long as you have the materials, and end up with a powerful and useful chem. Plus, even without using these chems, they can be useful in that the components to manufacture them are usually less expensive than the sale price, especially if you just scavenge the materials necessary. Flamer fuel is common at Saugus Ironworks, provided you're willing and able to tangle with the Forged, and plastic items are common throughout the Commonwealth. Fertilizer is slightly less so, but still obtainable.

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* Jet and Jet Fuel are not just useful chems for combat, but they also are the easiest chems to manufacture (Jet requires only plastic and fertilizer, and Jet Fuel requires Jet and Flamethrower fuel). Jet Fuel, even at level 50 and above, gives 13 exp per unit, and Jet gives 1 exp a unit at that level. 14 exp total, even at a level where most basic enemies give that amount. So, provided you can find a plentiful supply of both, you can power level hard for as long as you have the materials, and end up with a powerful and useful chem. Plus, even without using these chems, they can be useful in that the components to manufacture them are usually less expensive than the sale price, especially if you just scavenge the materials necessary. Flamer fuel is common at Saugus Ironworks, provided you're willing and able to tangle with the Forged, and plastic items are common throughout the Commonwealth. Fertilizer is slightly less so, but still obtainable.generated steadily by cattle in your settlements.
27th Dec '16 10:36:42 AM Gosicrystal
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* Just having minor radiation sickness (which only has a -1 Endurance penalty) with the Rad Child perk gives you 2 [=HP/sec=] regeneration. This is more than ''every other regenerative effect in the game and [=DLCs=] combined'' (with the exception of one potentially-LostForever armor). If you're willing to handle the side-effects of the higher levels of radiation sickness, you'll be capable of standing perfectly still against anything short of a Deathclaw without dying.

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* Just having minor radiation sickness (which only has a -1 Endurance penalty) with the Rad Child perk gives you 2 [=HP/sec=] regeneration. This is more than ''every other regenerative effect in the game and [=DLCs=] combined'' (with the exception of one potentially-LostForever potentially {{Permanently Missable|Content}} armor). If you're willing to handle the side-effects of the higher levels of radiation sickness, you'll be capable of standing perfectly still against anything short of a Deathclaw without dying.
9th Dec '16 10:04:04 PM Yalsaris63
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* A missile launcher with a Targeting Computer mod installed can turn even the most difficult of battles into a cakewalk. See, the mod tracks your target when you aim down the launcher and all it takes is one launch to obliterate your hapless opponent (or two or so if the target happens to have very high health). Even better if there are multiple enemies close together and you select the target closest to them and then they go out like a sack of potatoes. Essentially, your missile launcher has turned into a heat-seeking device once you have installed that mod (even Ghouls can still be locked on with the mod, despite what [[VideoGame/Fallout3 M.A.R.G.O.T.]] says about them generating no internal body heat whatsoever). Just be careful when using the launcher at close range or near your companion, as things can get unnecessarily messy if you slip up.

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* A missile launcher with a Targeting Computer mod installed can turn even the most difficult of battles into a cakewalk. See, the mod tracks your target when you aim down the launcher and all it takes is one launch to obliterate your hapless opponent (or two or so if the target happens to have very high health). Even better if there are multiple enemies close together and you select the target closest to them and then they go out like a sack of potatoes. Essentially, your missile launcher has turned into a heat-seeking device once you have installed that mod (even Ghouls can still be locked on with the mod, despite what [[VideoGame/Fallout3 M.A.R.G.O.T.]] says about them generating no internal body heat whatsoever). Combined with both Heavy Gunner and Demolition Expert perks maxed out, you are practically guaranteed to one-shot anything in the game that doesn't have ungodly amounts of health points. Just be careful when using the launcher at close range or near your companion, as things can get unnecessarily messy if you slip up.
9th Dec '16 9:56:02 PM Yalsaris63
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* The Grim Reaper's Sprint perk restores all AP if you kill an enemy in VATS. Now consider that with decent stats it's ridiculously easy to kill at least one enemy in each VATS cycle; also consider that while VATS lasts you're effectively invulnerable. Keep hitting the VATS key/button as you exit it, and you'll slaughter every enemy in range while scarcely receiving any damage yourself. This perk was so gamebreaking in ''3'' that it was heavily nerfed in ''Fallout 4'' along with VATS in general - time won't be frozen and you instead get 75% the usual damage.

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* The Grim Reaper's Sprint perk restores all AP if you kill an enemy in VATS. Now consider that with decent stats it's ridiculously easy to kill at least one enemy in each VATS cycle; also consider that while VATS lasts you're effectively invulnerable. Keep hitting the VATS key/button as you exit it, and you'll slaughter every enemy in range while scarcely receiving any damage yourself. This perk was so gamebreaking in ''3'' that it was heavily nerfed in ''Fallout 4'' ''New Vegas'' and ''4'' along with VATS in general - time won't be frozen and you instead get 75% the usual damage.



* The unique ripper, Jack, and the Deathclaw gauntlet for similar reasons, they both are effective with a critical centric build. The total crit chance that can be achieved for melee weapons is 33% (10 from luck, 5 from finesse, 3 from wasteland guru, and 15 from Ninja). The Deathclaw gauntlets has a whopping 5X critical multiplier, meaning, at level twenty, you're liable to crit with every single strike dealing up to 250% damage... and did I mention the Deathclaw gauntlets ignore all DR? This means that it will shred through any enemy that relies on high DR to survive, such as Enclave soldiers, with ease. Jack is an intresting case though; normaly Rippers have a crit mod of 0, meaning that can't crit, while Jack has a crit mod of 1X. The way crits are coded, though, interact strangly with the ripper. As Jack actualy deals 1 DR ignoring point of damage 30 times a second. The weapon checks for criticals every time it hits, but it doesn't multiply the damage it would deal (1 point), but rather it uses the damage on the weapon card(30 points). Meaning a crit with better criticals perk will deal 75 damage. And mind, this has an 33% chance of happening 30 times a second. And it ignores DR, did I mention that?

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* The unique ripper, Jack, and the Deathclaw gauntlet for similar reasons, they both are effective with a critical centric build. The total crit chance that can be achieved for melee weapons is 33% (10 from luck, 5 from finesse, 3 from wasteland guru, and 15 from Ninja). The Deathclaw gauntlets has a whopping 5X critical multiplier, meaning, at level twenty, you're liable to crit with every single strike dealing up to 250% damage... and did I mention the Deathclaw gauntlets ignore all DR? This means that it will shred through any enemy that relies on high DR to survive, such as Enclave soldiers, with ease. Jack is an intresting interesting case though; normaly normally Rippers have a crit mod of 0, meaning that can't crit, while Jack has a crit mod of 1X. The way crits are coded, though, interact strangly strangely with the ripper. As Jack actualy actually deals 1 DR ignoring point of damage 30 times a second. The weapon checks for criticals every time it hits, but it doesn't multiply the damage it would deal (1 point), but rather it uses the damage on the weapon card(30 card (30 points). Meaning a crit with better criticals perk will deal 75 damage. And keep in mind, this has an 33% chance of happening 30 times a second. And it ignores DR, did I mention that?
25th Oct '16 8:55:16 AM timotaka
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* The Slayer and Sniper perks: Slayer makes your ''every'' hit in hand to hand combat critical, and Sniper makes ranged attacks critical at "only" Luck/10 chance (that is, for example Luck 6 means 60% critical chance). This effectively negates the downside of the Fast Shot trait.
19th Oct '16 8:59:39 AM Caps-luna
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** It has a hidden attribute that allows it to ignore a sizable percent of a targets radiation damage. Where this gets overpowered is that it seems to work against radiation ''immune'' enemies too. For example it does more damage to ghouls than a regular super sledge even though be all rights it should heal them.
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