23.10.2019
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OverviewUnlike previous installments, weapons in Fallout 4 fall under three classifications: normal, legendary, and unique. Normal weapons have no special statistics on them whatsoever.

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Legendary weapons come with random bonuses applied to them, and are only dropped by legendary enemies. Winavi blu ray ripper registration code. Are weapons that are already named and will always retain the same special bonus.

Uniques are typically either bought from merchants or are quest rewards. Normal and legendary weapons will change their name when mods are applied, unique weapons will not.All stats are given with standard weapon modifications.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. Internal numbers can only be gathered through game editor or console use.Accuracy ( ): This is the Accuracy stat displayed in-game, which is derived from the internal game numbers for projectile deflection angles in an unknown way.

See Spread for details on the internal measurements.Action Point cost ( ): The number of used per activation in V.A.T.S. Generally, this is a one shot equivalent for semi-automatic weapons, but automatic weapons may fire several rounds.Ammunition used ( ): The type of ammunition the weapon uses. This may be changed by the use of receiver mods.Armor piercing: The amount of the target's damage resistance the weapon ignores. Also known as armor penetration.Bash damage: This is the amount of damage a projectile weapon does when used as a melee weapon.Critical hit Damage ( ): Most unmodified weapons that achieve a critical hit adds twice the base amount of damage to the hit.

The more specialized deals twice the damage of a common critical strike.Damage ( ): This is the damage caused by a single click of the mouse/trigger. For most, that's a single bullet, but for shotguns the damage is equally split between the shell's pellets, and for the it's a single beam.Damage per second ( ): The manually calculated maximum cyclic damage dealt in one second, expressed as rate of fire multiplied by damage. Weapons that require a reload every shot have damage per second shown including reload times; all others show sustained rates without reloads.Magazine capacity or shots per reload ( ): The maximum ammunition capacity of the weapon or the maximum number of shots possible before requiring a reload.Magnification: The scope or sight mod's magnification rating.Range ( ): In-game, range is a generalized stat for how far a weapon's projectile can go before suffering from damage loss. How this number is derived from internal values and related to actual distances is unknown.There are two hidden internal range ratings, the minimum and maximum range. Between point blank and the minimum range, damage is full. Between minimum range and maximum range, damage decreases down to the out of range value at a linear rate. Beyond maximum range, damage is reduced by the out of range value.

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