History GameBreaker / FallOut

17th Sep '17 11:36:18 AM thatother1dude
Is there an issue? Send a Message


* The title you gain after becoming the New Reno boxing champion reduces normal damage (anything except laser, plasma, fire, explosives, electrical and EMP) by 12 points, which adds to any armor you wear. The calculation is made for each bullet (you can get hit without armor by a minigun blast ''for no damage''), and the only endgame enemies who use laser or plasma are non-military personnel (low HP and no armor) and the end boss.
25th Aug '17 10:51:19 PM ABNDT
Is there an issue? Send a Message




to:

\n* The Robes of Atom's Devoted, which you receive just for joining the Children of Atom and going on a short hike, at first glance appear to be little more than a recolor of the basic Children of Atom robes, offering modest radiation resistance and little else. What the robes' stats don't mention is that the resistance they offer scales with your current rad accumulation, topping out at a resistance value north of 2,500, which makes you effectively immune to environmental radiation. Unfortunately, your maximum health is reduced by 80% or more at this point, making the protection AwesomeButImpractical. If, however, you push your radiation exposure even further, say, by drinking irradiated water, the robes' true game-breaking ability kicks in: radiation poisoning ceases to reduce your maximum health ''at all.'' A character who wears the Robes of Atom's Devoted at all times can run around with 100% radiation and not a care in the world, apart from the minor InterfaceScrew of having their health bar covered by red. Using the robes in conjunction with Far Harbor's various means of powering oneself up through rads is just gravy.



* The Aeternus Gattling Laser. Normally, Gattling Lasers are the pinnacle of AwesomeYetImpractical due to consuming Fusion Cores. Aeternus, however, is a Gattling Laser with the Never-Ending Legendary effect that, due to how the Gattling Laser works, functions as the name of the effect would imply. While firing the Aeternus for the first time consumes a portion of the Fusion Core's power, that's it. From that point onward, the gun will simply ''[[BottomlessMagazines not consume ammo]]''. Getting it is tricky (completing [[GladiatorSubquest Amoral Combat]] until the Rogue Knight spawns) but once you have it, there isn't much that can stand in your path.

to:

* The Aeternus Gattling Gatling Laser. Normally, Gattling Gatling Lasers are the pinnacle of AwesomeYetImpractical due to consuming Fusion Cores. Aeternus, however, is a Gattling Gatling Laser with the Never-Ending Legendary effect that, due to how the Gattling Gatling Laser works, functions as the name of the effect would imply. While firing the Aeternus for the first time consumes a portion of the Fusion Core's power, that's it. From that point onward, the gun will simply ''[[BottomlessMagazines not consume ammo]]''. Getting it is tricky (completing [[GladiatorSubquest Amoral Combat]] until the Rogue Knight spawns) but once you have it, there isn't much that can stand in your path.
15th Aug '17 7:00:21 PM VeryMelon
Is there an issue? Send a Message


* The Disciples Blade weapon class is the most powerful "fast" attacking melee weapon in the game. With the right perks, each normal swing will do as much as 450+ damage per hit. This weapon type is what you get when the Super Slegde's damage is combined with the dps of a combat knife.

to:

* The Disciples Blade weapon class is the most powerful "fast" attacking melee weapon in the game. With the right perks, each normal swing will do as much as 450+ damage per hit. This weapon type is what you get when the Super Slegde's Sledge's damage is combined with the dps of a combat knife.
31st Jul '17 4:21:19 PM TravisTouchdown
Is there an issue? Send a Message



to:

* The Gamma Gun, the WeaponOfChoice of the Children of Atom, trivializes any encounter against any non-radiation resistant enemy. Rather than dealing actual damage, it inflicts the same maximum health penalties that radiation causes to the player, complete with instant death at 1000 Rads. With the Deep Dish weapon mod, it's possible to deal over 150 Rads per shot, making it possible to drop any non-resistant target in just seven shots-- which less than a full magazine's worth of Gamma Rounds, fired from an automatic weapon. With two ranks in the Nuclear Physicist perk (already extremely useful for extending the length that a Fusion Core can be used for Power Armour or a Gatling Laser), it's possible to double the radiation damage, reducing the necessary number of shots to a mere ''4'' with the Deep Dish, regardless of the target's actual total health. Best of all, this bypasses the healing caused by the Mutation of Legendary enemies-- since their maximum health is neutered by the radiation, they can only heal any actual health damage they managed to take in the process (which will almost certainly be minimal at best). While Gamma Rounds are hard to come by in the wild, it's definitely worth buying them from weapon merchants whenever possible.
31st Jul '17 8:27:56 AM Caps-luna
Is there an issue? Send a Message

Added DiffLines:

* The Deliverer is an incredibly powerful unique pistol. The weapon is already the most powerful option for players wishing to use 10mm ammo, but that's not what makes it such a game breaker. No the fact that the weapon has an almost negligible AP cost in VATS is what makes it so overpowered. With the deliered you can easily fire off enough hits to fill the critical meter and have enough left over to switch to a powerful weapon and get a crit shot with that.
30th Jul '17 3:44:05 PM thatother1dude
Is there an issue? Send a Message


* The Automatic Rifle has good reload speed, good damage per shot, and good fire rate for high DPS. Its drawback is its high strength requirement and low accuracy. Its low accuracy doesn't matter at close range, which is what most fights in the DLC are, and enemies attacking in melee (like [[DemonicSpider Deathclaws]]) are ripped to shreds in seconds.

to:

* The Automatic Rifle has good reload speed, good damage per shot, and good fire rate for high DPS. Its drawback is its low accuracy, which is made even lower if you don't meet its high strength requirement and low accuracy.requirement. Its low accuracy doesn't matter at close range, which is what most fights in the DLC are, and enemies attacking in melee (like [[DemonicSpider Deathclaws]]) are ripped to shreds in seconds.
29th Jul '17 1:53:04 PM thatother1dude
Is there an issue? Send a Message


* 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.

to:

* 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 sixth to increase damage fourfold, essentially just making losing some DPS to make it more ammo efficent. efficient. These are applied additively instead of multiplicatively, meaning Final Judgement (and any other Rapid Gatling Laser) with charging barrels fires at half about 40% the speed and does four times the damage. damage, netting a 60% boost to damage rate. And while burning fusion cores for ammo, 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.
20th Jul '17 12:27:43 AM BelziBhaal
Is there an issue? Send a Message


* The Heavy Incinerator. Lobs fireballs at distance, with one fireball per flamer fuel unit, making ''much'' better usage of its ammo. And unlike Tesla Cannon you can get it from Enclave Hellfire troopers as long as you're at least level 15, and has bigger ammo clip.

to:

* The Heavy Incinerator. Lobs fireballs at distance, with one fireball per flamer fuel unit, making ''much'' better usage of its ammo. And unlike Tesla Cannon you can get it from Enclave Hellfire troopers as long as you're at least level 15, and has bigger ammo clip.reserve.



* Even one of the basic alien weapons is a Game Breaker: the Alien Disintegrator. It packs a punch while having a clip size of ''100 shots'' and literally reloads with a mere press of a button. You'll have thousands of shots if you save up throughout the expansion.

to:

* Even one of the basic alien weapons is a Game Breaker: the Alien Disintegrator. It packs a punch while having a clip size ammo count of ''100 shots'' and literally reloads with a mere press of a button. You'll have thousands of shots if you save up throughout the expansion.



* The Alien Blaster isn't quite an InfinityPlusOneSword anymore that can melt enemies in a single shot, but you can make it practical. With a high Science skill it can be converted to use standard micro-fusion cells. This reduces the damage... by about 2%. It still does fabulous damage in burst fire with cheap as hell ammo. And the damage decrease is offset by picking up Astoundingly Awesome Tales #4 in Hubris Comics, which makes the Alien Blaster deal extra 5% damage. One little caviot kiddies, the text about it dropping the ammo capacity is bullshit, instead it actually increases the clip capacity by half, meaning 63 shots instead of 42, so fan that hammer cowboy.

to:

* The Alien Blaster isn't quite an InfinityPlusOneSword anymore that can melt enemies in a single shot, but you can make it practical. With a high Science skill it can be converted to use standard micro-fusion cells. This reduces the damage... by about 2%. It still does fabulous damage in burst fire with cheap as hell ammo. And the damage decrease is offset by picking up Astoundingly Awesome Tales #4 in Hubris Comics, which makes the Alien Blaster deal extra 5% damage. One little caviot caveat kiddies, the text about it dropping the ammo capacity is bullshit, instead it actually increases the clip ammo capacity by half, meaning 63 shots instead of 42, so fan that hammer cowboy.
24th Jun '17 8:13:06 AM RandomNumberReactor
Is there an issue? Send a Message

Added DiffLines:

* The Heavy Incinerator. Lobs fireballs at distance, with one fireball per flamer fuel unit, making ''much'' better usage of its ammo. And unlike Tesla Cannon you can get it from Enclave Hellfire troopers as long as you're at least level 15, and has bigger ammo clip.
3rd Jun '17 10:05:08 PM TravisTouchdown
Is there an issue? Send a Message

Added DiffLines:

* Another craftable item, the Large Wasteland Tequila, is a bit harder to make (due to the limited number of Large Whiskey Bottles in the game, and the slightly uncommon Nevada Agave Fruits being a key component), but well worth the trouble. On top of providing a massive Strength bonus, it's one of the only ways to increase your base Damage Tolerance without Cass and her Whiskey Rose perk, at an impressive +6 DT (with max Survival) for two minutes. If you DO have Cass around, on the other hand, [[UpToEleven the real fun begins]], as the much more sustainable standard sized Wasteland Tequila (which still requires an Agave fruit, though two bottles can be brewed per harvest compared to the Large version's one) still provides a DT buff. Because these buffs stack with each other, and the buff from drinking standard Whiskey with Cass as well, it's possible to get up to a '''natural +21 DT buff''' by chugging all three beverages, even before armour or perks come into play, making you borderline bulletproof.
This list shows the last 10 events of 300. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=GameBreaker.FallOut