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    Fallout 3 | Very extended weapon non-VATS DPS combat formula, including a list of the best top in-game weapons in order!

    Fallout 3 | Very extended weapon non-VATS DPS combat formula, including a list of the best top in-game weapons in order!


    Very extended weapon non-VATS DPS combat formula, including a list of the best top in-game weapons in order!

    Posted: 20 Sep 2020 04:14 PM PDT

    So because I wanted to know what the non-VATS DPS (including the average crit chance and reload time) is of all weapons, I made part of this list a long while ago on a Google Document. I just got the idea to complete and share this list due to a comment I just received on another post: https://www.reddit.com/r/fo3/comments/ivzxg3/share_your_fallout_3_100_completion_stats_here_is/

    The Fallout Wiki does give an extended DPS combat formula, but that list is not all too accurate and well-ordered in my opinion: it doesn´t take all perks, attacks per second and time reloading into account. Plus, it also only considers sneak-damage: https://fallout.fandom.com/wiki/Fallout_3_combat

    So first I´ll share how I calculated mine: ((Base Damage + xeno, pyro, Superior Defender) x projectiles x attacks per second) + (Crit damage x Better Criticals x projectiles x critical chance (standard is 10% since Luck = 10) + 5% (Finesse) = 15% (so f.e. 2x therefore is 2 x 15% = 30%) x attacks per second) x (ammo cap. / (attacks/sec x ammo/shot)) / ((ammo cap. / (attacks/sec x ammo/shot)) + reload time).

    The slightly more comprehensible formula is as follows: ((Base Damage + 3 perks x projectiles) x attacks per second) + (Crit damage x Better Criticals x projectiles x crit chance including Finesse x attacks per second) x (clip size / (attacks per second x ammo/shot)) / (clip size / ((attacks per second x ammo/shot)) + reload time).

    So basically, I´m simply adding the total base damage to the total average crit damage, and then calculating those damages by a certain second period, including the reloading part (or in other words, the time spent shooting rather than reloading).

    Luckily, the Fallout Wiki indeed already displayed most of these numbers per weapon page, but the end results were still very incomprehensible, including the long list of the link I gave above. The in-game pip-boy damage is also pretty misleading, because that formula is way less comprehensive.

    From now on, the only important part is the perks I included in the non-VATS damage formula, since there are many ways to do so. I decided to calculate the end-game DPS, on a character with 10 Luck after taking the Almost Perfect perk plus the Bobblehead thereafter. I left the parts of the calculation in my end results so others are free to check it. I included some perks and excluded others. I also included certain DLC perks, so be wary of that! The perks I included in the list are:

    • Superior Defender: +5 per hit per projectile when standing still. This is a Point Lookout perk which basically highly raises the damage output of high attacks per second weapons, like the minigun and gatling laser varieties.
    • Xenotech expert, Pyromaniac and Demolition expert. All raise damage output of Alien weapons, fire damage and explosions, off course requires Mothership Zeta for the Xenotech perk. The Fallout 3 combat page seems to imply these perks ONLY affect Base Damage, not Crit Damage. So I took this into account.
    • Finesse and Better Criticals as well included. Raise critical chance (+5%) and critical damage (flat x1,5 boost), great perks. Many choose these on their playthrough, so I decided to do add these here!
    • Also included both Iron Fist (3 x + 5 Unarmed Damage) and Auto Expert (requires The Pitt). Since I got a bit lazy at the end when doing the melee damages (which I only hadn´t done by then), I gave approximate damage per second outputs of these. They are still very accurate still however.

    Perhaps the only possible flaws in the formula are the following:

    • I´m not sure if Xenotech and Pyro are multiplicative AFTER Superior Defender, I calculated the damage as if they are calculated BEFORE it.
    • I´m not sure if multiplicative effects of Xenotech, Pyro and Demolition Expert are applied to each other. It seems Wiki pages of let´s say the Firelance seem to imply it´s not, so I decided to adhere to those.
    • As far as I know, even flamer fuel is listed as being ¨projectiles/bullets¨, so Superior Defender is even added to such weapons. Melee or unarmed weapons however are listed as not being effected by Superior Defender, I could be wrong about this.
    • Adding to that, I´m not certain if Superior Defender is also applied to fire/shock/explosion damage a second time on weapons with a second type of effect. I only applied it once. However, it could also be the case Superior Defender is applied twice. In that case damage output would be even higher for these weapons.
    • Weapons with afterburn effects have slightly higher damage because I didn´t take into account the time spent reloading when damage continues to apply. But the difference is negligible. Also keep explosive weapons like grenades or the Drone Cannon into account because they therefore often have lower damage outputs. And some weapons like the laser pistol/rifle don´t always shoot at their full rate. Some weapons also simply aim more difficult.

    Perks I excluded (and my motivation for it) are:

    • Ghoul Ecology, +5 per hit on ALL enemies in VATS per bullet, not only ghouls due to a glitch. Excluded because I only calculated non-VATS damage, which is only limited in use due to having to spend AP.
    • Bloody Mess (+5% Base damage) and other damage against enemies perks are also excluded. I excluded this perk first because not everyone likes the Bloody Mess perk, actually including myself because looting enemies afterwards gets kind of annoying sometimes. I also think it´s a bit too unrealistic, and if I´m correct the German version doesn´t even has this perk. So that would be a bit unfair as well. Still, since this one is very easily added, not adding this one here shouln´t be a problem for those trying to figure out what their damage output is with this perk.
    • Ninja (+ 15% crit chance (equal to 15 Luck points basically) + 25% sneak critical damage), excluded since I deem it bit unrealistic and ONLY applies on first shot/as long as hidden, which often isn´t the case in combat. Both also only apply to Melee and Unarmed anyway.
    • Survival Guru Expert Dream Crusher excluded, since not everyone takes this perk ultimately in-game.
    • Durability excluded in the final damage output, since I assumed repairing weapons won´t be a big deal especially for late in-game characters. Isn´t really already for most players in my opinion.

    So without further ado, here comes the ultimate weapon DPS list in descending order (I rounded some numbers in the list to preserve space, even though I did NOT in the calculation). Also, I´m Dutch so the difference of comma´s and points may be a bit confusing:

    • 1 Experimental MIRV (shoots every 4 sec on average including reload, even though Wiki says about every 2,88 sec): 12890 x 0,3478 to 0,25 = somewhere in between 4483,14 or 3222,5
    • 2 Fat Man (shoots every 4 sec on average including reload, even though Wiki says about every 2,88 sec): 2592 x 0,3478 to 0,25= somewhere in between 901,50 - 648
    • 3 Alien Blaster (375 + 450) x 0,5917 = 488,15
    • 4 Firelance (423 + 9) + 360) x 0,5917 = 468,63
    • 5 Drone Cannon Ex-B (shoots about every 2 sec, even though Wiki says every 1,4 sec): (158,4 + 396) + 37,125 x 0,717 to 0,5 = 424,12 or 295,7625
    • 6 Pa´s Fishing Aid 389,16 + 372,6 x between about 0,4545 to 0,5 (every 2 seconds) = somewhere between 380,88 and 346,22 ONLY available with console command on pc!!
    • 7 Nuka Grenade About 350 (NOT affected by demolition expert)
    • 8 Metal Blaster 199,8 + 164,03 x 0,83= 301,26
    • 9 Heavy Incinerator (230 + 45 + 48 + 4,5) x 0,8 = 262
    • 10 Vengeance (320 + 2,7) x 0,8= 258,16
    • 11 Paulson´s Revolver 207 + 326,025 x 0,4651= 247,91 (Surprised this one is so high!!)
    • 12 Bottlecap Mine About 240
    • 13 MPLX Novasurge 255 + 151,875 x 0,5714 = 232,49
    • 14 Slo-burn Flamer (256 + 96 + ,9) x 0,625 = 220,56
    • 15 Terrible Shotgun 187,65 + 121,5 x 0,7080 = 218,66
    • 16 Rapid-torch Flamer/Flamer (232+24+0,9) x 0,8333 = 214,08
    • 17 Gatling Laser 209,56, Precision version about 215
    • 18 Double-Barrel Shotgun 298,08 +139,73 x between about 0,4545 to 0,5 (every 2 seconds) = somewhere between 218,91 and 198,98
    • 19 Alien desintegrator 166 + 45 x 0,9709 = 204,86
    • 20 Burnmaster 232 + 0,9 x 0,83 = 193,3
    • 21 Rock-It Launcher 181,5 + 18,5625 x 0,9589 = 191,84
    • 22 Eugene 240 x 0,75 = 180
    • 23 Destabilzer (184,5 + 8,91) x 0,9174 = 177,43
    • 24 Plasma grenade About 170
    • 25 Captain´s Sidearm 120 + 162 x 0,5917 = 166,86 (NOT effected by Xenotech!)
    • 26 Combat Shotgun 149,85 + 82,01 x 0,7080 = 164,16
    • 27 Protectron´s Gaze 147 + 81 x 0,6897 = 157,25
    • 28 Tri-Beam 243 + 41 x 0,54 = 153,36
    • 29 Shishkebab 121 + 6,9 + 24,84 = 152,74
    • 30 Atomic Pulverizer 148,2 + 54 x 0,7435 = 150,34
    • 31 Jack 30 + 101,25 (Apparently, the DPS for the crit chance of this weapon is very high) = 141,25
    • 32 A3-21´s Plasma Rifle 110 + 56,25 x 0,8 = 133
    • 33 Minigun 128,57
    • 34 Alien Atomizer 141 + 27 x 0,7435 = 124,9
    • 35 Jingwei´s Shocksword 92 + 4,6 + 25,875 = 122,475
    • 36 Plasma Mine 120
    • 37 Slasher Knife 115
    • 38 Deathclaw Gauntlet 56 + 54 = 110
    • 39 Frag grenade 110
    • 40 Colonel Autumn´s Laser Pistol (BS) AND Smuggler´s End 138 + 36,45 x 0,625 = 109,03
    • 41 Callahan´s Magnum 161 + 51,75 x 0,4651 = 98,95
    • 42 Xuanlong 136 + 2,808 x 0,6716 = 93,22
    • 43 Sydney´s 10mm ´Ultra SMG´ 140 + 2,025 x 0,6494 = 92,23
    • 44 Miss Launcher 368 x 0,25 = 92
    • 45 Blackhawk 138 + 46,575 x 0,4651 = 85,85
    • 46 Tesla Cannon (shoots about every 3.5 sec) 264 + 21,6 x 0,3125 - 0,2857 = 89,25 - 83,88
    • 47 Samurai´s Sword = 55,4 + 41,4 = 83
    • 48 Plasma Rifle About 80
    • 49 Frag Mine About 80
    • 50 Submachine Gun 79,05
    • 51 Colonel Autumn´s 10mm pistol 108 + 17,55 x 0,61 = 76,59
    • 52 Chinese Assault Rifle 128 + 2,34 x 0,58 = 75,20
    • 53 The Shocker (only against robots) = About 75
    • 54 Wazer Wifle 68 + 18,9 x 0,8571 = 74,48
    • 55 Stabhappy = 30 + 40,5 = 70,5
    • 56 Other laser/plasma weapons About 70
    • 57 Missile Launcher About 70
    • 58 Vampire´s Edge 34,6 + 31,05 = 65,65
    • 59 Microwave Emitter 60 + 45 x 0,625 = 65,63
    • 60 Perforator = 90 + 6,237 x 0,6667 = 64,158
    • 61 Railway Rifle 70 + 40,5 x 0,5790 = 63,98
    • 62 Assault Rifle 104 + 2,18 x 0,6 = 63,73
    • 63 Backwater Rifle 40 + 40,5 x 0,7911 = 63,68
    • 64 The Mauler, The Dismemberer, Shock Baton and Electro-Suppressor = About 60
    • 65 Scoped .44 magnum 92 + 36,23 x 0,47 = 59,64
    • 66 Infiltrator = 96 + 2,34 x 0,6 = 59
    • 67 10 mm pistol 84 + 12,15 x 0,61 = 58,27
    • 68 Lever-action Rifle 36 + 36 x 0,79 = 56,85
    • 69 Occam´s Razor = 30 + 26,325 = 56,325
    • 70 Silenced 10mm pistol 78 + 13,5 x 0,61 = 55,45
    • 71 Reservist´s Rifle 72 + 72 x 0,3846 = 55,38
    • 72 Fisto! and Plunkett´s Valid Points = About 55
    • 73 Gauss Rifle 115,5 + 61,88 x 0,3 = 53,214 (Surprised this is actually so low!!)
    • 74 Lincoln´s Revolver 44 + 18 x 0,8503 = 52,72
    • 75 Butch´s Toothpick = 30 + 21,94 = 51,94
    • 76 Fawkes Super Sledge, Steel Knuckles, Spiked Knuckles, Power Fist and The Shocker = About 50
    • 77 Victory Rifle/Sniper Rifle 49,5 + 29,7 x 0,6204 = 49,14
    • 78 Trench Knife = 21 + 26,325 = 47,325
    • 78 Auto Axe variations (except The Mauler and Steel saw), Ritual Knife, Combat Knife, Tenderizer , Axe and Brass Knuckles = about 45
    • 79 Super Slegde = About 40
    • 81 The Kneecapper 152 x 0,2535 = 38,53
    • 82 Chinese Officer Sword = 23,1 + 15,525 = 38,625
    • 83 Ol´ Painless 38,5 + 7,425 x 0,69 = 31,89
    • 84 Sledgehammer = About 30
    • 85 Zhu-Rong v418 Chinese Pistol 40,5 + 9 + 8,1 x 0,4706 = 27,11
    • 86 Lead Pipe 27
    • 87 Ant´s Sting = 12 + 12 + 2,7 = 26,7
    • 88 Highwaymen´s Friend = About 25
    • 89 Chinese pistol 54 + 5,4 x 0,4 = 23,76
    • 90 Wild Bill´s Firearm = 45 + 10,125 x 0,4205 = 23,181
    • 91 Hunting Rifle 24 + 4,5 x 0,76 = 21,59
    • 92 .32 Pistol 33 + 4,05 x 0,42 = 15,57

    I didn´t list EVERY weapon here, most of the time I only put in the strongest variation (Drone Cannon Ex-B rather than the regular since it´s more accurate). Probably may have missed a few, but I´m sure I got the strongest versions which are most important anyway.

    Feel free to share mistakes I made, save this post, share it or even copypaste this somewhere else! Would be bit nice though for me just to receive a bit of credit!

    submitted by /u/LeonSchuring93
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