07.01.2020
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Fallout New Vegas Shotgun Mod Average ratng: 6,8/10 6626 reviews
  1. Fallout New Vegas Shotgun Mod 2

.are you serious?no Better Criticals?.are you serious?no Better Criticals?.are you serious?no Better Criticals? Criticals matter less for shotguns. Consider your example: base crit damage equal to pellet damage means that this is essentially equivalent to a weapon with a 1x critical multiplier whose crit damage is equal to its base damage, i.e most guns-the fact that you're firing multiple pellets at once doesn't change the equation. Also, if you use slug rounds (which you should against high DT targets) the crappy crit damage makes crit boosts worthless.How often do you actually use slugs, especially with flechette rounds being an option now. And even if you are using slugs, a critical hit will still do more damage, so it isn't useless.

I'm with Zerginfestor, a high crit build will help a lot with shotgun based combat.Posts: 3301 Joined: Tue Jun 19, 2007 11:33 pm. Criticals matter less for shotguns. Consider your example: base crit damage equal to pellet damage means that this is essentially equivalent to a weapon with a 1x critical multiplier whose crit damage is equal to its base damage, i.e most guns-the fact that you're firing multiple pellets at once doesn't change the equation. Also, if you use slug rounds (which you should against high DT targets) the crappy crit damage makes crit boosts worthless.not true.

Mutilple pellets have a x1 critical chance, yes, but with the games highest critical chance modifier (over 30%), each pellet has 30% chance of getting criticals, and if a single pellet gets a critical, that pellet literally acts like a full shotgun blast. Since with a large chance of getting a critical (you may think 30% isn't much, but you'd be surprised how many times you get a critical hit by just a few shots). Just because each pellet has more then 30% chance of getting a critical, doesn't mean it doesn't change the equation.

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In fact it actually helps seeing as your using quantity in your favor (Hunting shotgun has 7 pellets, +30% chance on each pellet, which then you used VATS for a over 45% critical bonus. You basically have 7 chances for a critical shot, which then doubles the damage on each critical.) What's even funnier is that most people would think 'oh, 45% isn't much' but their wrong. Fallout New Vegas as well as Fallout 3 are both pretty forgiving when it comes to a critical chance like that:/. Plus if you haven't read his perks, Shotgun Surgeon takes 10DT off the target instantly, therefore the highest DT you would face is.-reads.5 DT. Mutilple pellets have a x1 critical chance, yes, but with the games highest critical chance modifier (over 30%), each pellet has 30% chance of getting criticals, and if a single pellet gets a critical, that pellet literally acts like a full shotgun blast. Since with a large chance of getting a critical (you may think 30% isn't much, but you'd be surprised how many times you get a critical hit by just a few shots).

Fallout New Vegas Shotgun Mod 2

Just because each pellet has more then 30% chance of getting a critical, doesn't mean it doesn't change the equation. In fact it actually helps seeing as your using quantity in your favor (Hunting shotgun has 7 pellets, +30% chance on each pellet, which then you used VATS for a over 45% critical bonus. You basically have 7 chances for a critical shot, which then doubles the damage on each critical.) What's even funnier is that most people would think 'oh, 45% isn't much' but their wrong. Fallout New Vegas as well as Fallout 3 are both pretty forgiving when it comes to a critical chance like that:/. Plus if you haven't read his perks, Shotgun Surgeon takes 10DT off the target instantly, therefore the highest DT you would face is.-reads.5 DT.

No, this is wrong. Consider two weapons: a shotgun that does 60 base damage divided over 6 pellets with 10 crit damage, firing once per second, and a rifle that does 10 damage per shot with 10 crit damage firing 6 times per second. For a given crit chance both weapons will have identical dps. The relative benefit of more crit chance depends only on the ratio of damage per hit (per pellet in the case of a shotgun) to crit damage-the number of pellets is irrelevant. The reason you think it matters is because Bethesda screwed up the scaling in FO3, shotguns had crit damage balanced against their total damage as opposed to per pellet damage which made them way too powerful when they critted.It's basic arithmetic.

Move along, nothing to see here.The Riot gun for example does a crit damage of 10, PER PELLET (it wouldn't make sense if you got a crit hit on a Deathclaw or Yao Guai and it just popped out 10 damage, now would it?), increasing their 9.6 damage up to 19.6 on that single pellet. Unless you have the GECK and you have proof that the Vault is wrong about shotguns in F3 AND F:NV, please let us know. Where is shaun after you destroy the institute of art. Because I'm not sure about you, but the crits basically show off high amount of damage, just like the Metal Blaster did back in F3, and just how the Tri-Beam laser rifle is now. Nothing really changed, since their using the same mechanics for the shotguns (why in the hell would they suddenly make a unique chance for Tri-Beam Laser Rifles and giving shotguns a totally different critical damage mechanic? It doesn't make sense.) Still, I would like proof of this, so I can correct myself.Damage Ratio does mean something, yes, but can you explain how someone with a High Critical build hits a enemy NPC with a shotgun, and manages to get a critical shot but only with a few pellets through calculations while the others did not?

This basically proves the point that the more pellets, the more likely you will get criticals.the same mechanic can be pointed out on And Stay Back! Perk, which gives you a measly 10% chance to knockdown an enemy.PER PELLET, and yet when you look on the Vault and the talkpages on the perk, you will see how greatly appreciated the perk is towards shotgun users, such as using the Riot Shotgun.I mean does anyone even WONDER why every shotgun has a crit. Chance of x1? Because if it was just x2, a High Crit player would always get a critical chance no matter what on any of the pellets, and even then, the x1 didn't really help in stopping that.Another reason in why they made the Crit damage 'so low' is because Obsidian and Bethesda decide that the critical damage goes towards each pellet. This is another reason why the chance is x1, A shotgun with 7 pellets inside literally has a high chance in doing some serious damage.What it seems to be (in my opinion anyways) that it looks like what your saying is this: even if your Luck is 10, and therefore have a 10% chance with each pellet in a shotgun, you will never get a critical hit if one pellet doesn't do it, or won't do much.Posts: 3596 Joined: Tue Jul 04, 2006 1:33 am. Just do the damn crit build.Shotguns have issues piercing through armor, so those crits are the saving grace that let you do so.

Crit damage per pellet means you take the crit damage x 7, or in the Big Boomer's case, x14. Pretty massive.What I have been trying to say for the last past minutes in my posts. BUT NO, I guess I was wrong with my crit damage. Each pellet has a critical chance of doing a critical damage, which you add on the critical damage as always, thus you get more out of the critical build.Anyways, @Athenau, why don't you PM Gunny and ask how the calculations work on shotguns and crits, and see who's correct? I plan to myself to see if my calculations are wrong, since I learned it from him quickly:/Posts: 3555 Joined: Sun Jun 25, 2006 7:22 am.

Perhaps a concrete example will help:Riot Shotgun w standard 12 gauge rounds: (65x1.2)/7 = 11.14 damage per pelletCrit damage: 10x1.2=12Non-crit damage per pellet: 11.14Crit damage per pellet: 23.14Ratio crit/non crit: 2.08Brush gun:Base damage: 75Crit damage: 75Non-crit damage: 75Crit damage (total): 150Ratio crit/non crit: 2Most guns have a 1:1 ratio between base and crit damage, meaning that a crit will be double damage (2.5x damage with better criticals). The riot shotgun is the same, except that once you start using slugs your crit damage goes into the toilet. Like I said, the only thing that matters is the ratio between the base damage per hit (per pellet) and the crit damage.Posts: 3383 Joined: Mon Sep 03, 2007 12:45 pm. Perhaps a concrete example will help:Riot Shotgun w standard 12 gauge rounds: (65x1.2)/7 = 11.14 damage per pelletCrit damage: 10x1.2=12Non-crit damage per pellet: 11.14Crit damage per pellet: 23.14Ratio crit/non crit: 2.08Brush gun:Base damage: 75Crit damage: 75Non-crit damage: 75Crit damage (total): 150Ratio crit/non crit: 2Most guns have a 1:1 ratio between base and crit damage, meaning that a crit will be double damage (2.5x damage with better criticals). The riot shotgun is the same, except that once you start using slugs your crit damage goes into the toilet. Like I said, the only thing that matters is the ratio between the base damage per hit (per pellet) and the crit damage.NOW I see what you mean. But, why would you use the Slug?

I mean I understand that when it comes to accuracy, you will no doubt need it, and that since it's a single projectile, all that crit bonuses and Stay Back! Perks die off quickly, but why use slug against Deathclaws and units you know you need to push back and need all that critical stopping power?

Cmon man!Posts: 3376 Joined: Mon Nov 12, 2007 8:38 am. You'd use slugs because slugs are the best way to pierce heavy armor(and the extra accuracy is nice):Let's assume a DT 20 enemy. With shotgun surgeon that's 10 DT.

Let's assume you have 30% crit chance (roughly where a maxed out crit build with a 1x multiplier would put you) and better criticals. That means each pellet will do on average 11.14 + 12.1.5.3 = 16.54, or 6.54 damage (45.78 total) after armor.

You've just lost 60% of your damage right there.With slugs you'd do 65 + 10.1.5.3 = 69.5 damage before armor and 59.4 after, only a 15% reduction.Longknife makes a good point about crit damage helping you pierce armor, it does, but this only matters for the range between 11 and 18 DT where regular shells outperform slugs (again, with a fully tooled out crit build). Anything heavier and slugs are the only way to go.

Anything lighter and shotgun surgeon negates it entirely.Posts: 3414 Joined: Wed Oct 24, 2007 9:09 pm. Okay guys - Athenau, Zerginfestor:I've edited a couple of your posts (both of you,) and a couple more have gone away. You've both been complicit in escalating this discussion needlessly.

Longknife makes a good point about crit damage helping you pierce armor, it does, but this only matters for the range between 11 and 18 DT where regular shells outperform slugs (again, with a fully tooled out crit build). Anything heavier and slugs are the only way to go. Anything lighter and shotgun surgeon negates it entirely.You'd definitely want to avoid slugs for And Stay Back though, which is incredibly practical and will save your life when your damage output isn't able to kill the enemy in a couple shots. I see a lot of people trying to calculate out which type of ammo has the best damage output. That's great and all but seriously, And Stay Back is a lifesaver.And don't bother with 10 INT.

You can max out 6 skills with 4 INT, and in the end it's perks-not skill points- that make you a master of a skill type.Posts: 3463 Joined: Sat Aug 18, 2007 2:58 am. From my understanding (and I hope i'm not too late to the party) there's 2 things I would like to reinforce on shotgun damage:1. The crit damage on slugs is screwed. While Josh had the projectile number changed to 1 for slugs, which means that the listed geck damage is not divided by the 7 or 14 pellets from buckshot, he did not (or could not) have it change the crit damage to x7 (or x14).

I think all he needed to do was add an ammo effect that multiplied the crit damage, which probably needed a small amount of scripting support to work, but alas, he didn't. I asked him about it once, but he ignored the question.2. As I understand it, shotgun crits are all or nothing. I believe there's only one 'dice roll' for a crit, and then that applies to all the pellets that hit.

Each pellet does not roll for a crit independantly. The only variable is how many pellets hit. But if you get a crit, all the ones that hit get the crit applied. All damage calculations I've used assume all pellet hit damage. Factoring in variable number of pellet hits in the calculations would just be onerous.To sum up, don't use slugs on high crit builds (or when hoping for a crit) and shove Big Boomer in your enemy's face on high crit builds.That said, back to my level 50 Argonian rogue and the mess that the Fallout wiki has become.ta-ta.-GunnyPosts: 3482 Joined: Sun Jun 17, 2007 5:49 am. Same here, you end up with 17 or something.CheersI run with only 7 pts in INT (I've done 6 before, and that worked just fine too), and it gives me 16 skill pts per level after bringing It up to 8 pts with the implant.

I don't notice any great loss in character capability due to not getting that 17th point to allot each time, and having two extra SPECIAL points to put in more important stats from the start- that is nice. I used to run with the 'OMG you gotta have maxed INT for all the yummy extra still points!' Crowd, but I wised up. It just isn't any big deal- really. Four DLC's and 20 more levels made it a total non-issue.Posts: 3396 Joined: Wed Oct 04, 2006 9:23 am.

You'd definitely want to avoid slugs for And Stay Back though, which is incredibly practical and will save your life when your damage output isn't able to kill the enemy in a couple shots. I see a lot of people trying to calculate out which type of ammo has the best damage output. That's great and all but seriously, And Stay Back is a lifesaver.And while they're laying on their back trying to shake their wits out of their shorts, you can empty the rest of your shells into their helpless form. Calculate THAT!

Mwuhahahahaaa!!!!Posts: 3378 Joined: Fri Nov 30, 2007 6:43 am.