Talk:Fallout 3 weapons/Archive 1

Unique Weapons
I dug through the database and made a list of unique weapons to play around with. Here it is if anyone else wants to check. Some fun stuff there...
 * --Mirar 08:41, 24 November 2008 (UTC)
 * Weapons found that weren't in the list:

000cb546 Breaker (nail board) 000cafa9 Plunkett's Valid Points (knuckle iron) 000c80bc Excalibat (bat) 000c80bb Curse Breaker (bat) 000c80b9 Love Tap (knuckle iron) 0007843d O'Grady's Peacemaker (baton) 0006b532 Law Dog (.32)
 * --Mirar 09:01, 24 November 2008 (UTC)

AP
The database actually contains an "AP cost per shot". I don't think it needs to be "approximate" in the table...
 * --Mirar 09:14, 24 November 2008 (UTC)
 * Yeah, I don't get what's with the aproximate stuff either. I updated two weaps that I did with the actual values I found to be true in the game.  I hope I'm not messing things up.

Shots/Sec
'''Can someone add Shots/Sec column to all gun weapons table plz? And Can someone explain why Rock-it Launcher has 666 DPS?'''

We've been trying to consolidate the info in these tables so that only combat-useful data appears here and in such a way that the page isn't outrageously long. I just added the DPS column last night and converted the DMG column to a DMG / shot. I'd rather not add another column unless there's a really good reason. So, what use would a shots / sec column add? You can figure it out pretty easily by dividing the DPS by the DMG / shot? For example, if the DPS is 32 and the DMG / Shot is 8, then the shots / sec is 4.

Lastly, I have no idea what's up with the 666. It's the DPS straight from the GECK. It's probably a cap on the DPS, and we know the DMG / shot is based on the junk you add. There may be some junk that can be fired very quickly (forks?). I searched for some special effect with the Rock-It Launcher that would explain that 666 max DPS but didn't find anything. Bethesda hasn't explained the calculation the GECK uses to come up with the DPS stat. If you can get an answer out of them or figure it out yourself, go for it. It IS a wiki, so if there's better data out there, it'll be updated soon. Servius 14:27, 27 December 2008 (UTC)

Why not keep in game DMG of burst guns for reference? I mean it's a fallout wiki, we would like to collect as more info as possible. And I noticed that some weapons' rate of fire from GECK doesn't make sense. Are Laser Rifle and Ol'Painless slower than 1 shot/sec? They fire faster than 1 Shot/Sec in game actually.--ManMadeGod 03:02, 28 December 2008 (UTC)


 * One question, is Shots/Sec equal to Fire Rate from GECK? I noticed that Shots/Sec seems to have half value of the previous column "Rate of Fire".

Probably because, since the Rock-It launcher doesn't really have a stable dmg rating, the devs thought it would be funny to put 666...

Acquisition / Earliest Obtained column
This column is becoming cluttered and is inherently subjective anyway given the nature of the game! This sort of location information could, and should, be presented on the individual weapon pages - not on this main table. The column space could be used for any additional effects - like knockdown or ongoing fire damage, etc. --Trithemius 13:03, 17 November 2008 (UTC)

By: Yesod 16:01, 19 November 2008 (UTC)


 * The only flaw which the 'Earliest Obtained' column holds is its naming convention which (as you stated) has individual bias to a free form game. Acquisition is more objective as it simply implies that the column in question will serve as a collection of known locations where users can obtain such weapon. Nonetheless, maintaining a single at-a-glance reference sheet for weapon acquisitions is far more efficient in both updating and expanding known weapon locations. Any potential contributer can quickly see all locations that are not yet listed for weapons to which he or she has discovered, and thankfully add said knowledge without editing multiple pages; as a result, attracting greater opportunity of accruing a collective body of comprehensive weapon locations users can quickly reference. I find it clear and evident how such gains helpfully out weigh inferior aesthetic reasoning.


 * I do however advocate an additional 'Special' column -- to be coupled alongside 'Acquisition' -- and serve as list for any special attributes of all indexed weapons.


 * A list of available locations, given that there is more than one, belongs more properly on the individual weapon page. This master list of weapons is a quick reference, not an in-depth analysis. The joy of wiki is that users who desire more in-depth information can easily browse to it through internal links. Let's use the capabilities of the platform, eh? Trithemius 05:33, 21 November 2008 (UTC)
 * The point of having individual pages for all the weapons is so detailed information can be put on each one. What's the point of making pages for them if you're going to put all the info on one page? Besides, having a 100kb page is certainly not a "quick reference." --Macros 05:42, 21 November 2008 (UTC)
 * That is my point precisely. The table here is a summary and a linkfarm linking to specific weapon pages - where all the details (location, perk effects, tactical advice, etc) can be displayed. It's likely to be a big job though and I'm still having too much fun playing the game to spend hours tinkering with a wiki page that people are going to revert as soon as I look away. --Trithemius 02:19, 23 November 2008 (UTC)
 * Also, am I the only one who doesn't like the fact that conversations are spread out on multiple pages? Very counter-intuitive. --Macros 05:43, 21 November 2008 (UTC)


 * By: Yesod 13:11, 21 November 2008 (UTC):
 * Then all weapon locations will need to appended onto the individual page of their corresponding weapon. It shall then be acceptable to purge the acquisition column. I only undid the contribution regardless of my disposition because Macros deleted all known weapon locations without first transferring to an alternate location.

I have altered Unarmed Weapons. Specifically I have moved location/acquisition to the sub-pages and changed the column into a Notes column. This should keep everyone happy, make the table easier to read, and hopefully reduce the page size eventually. People should feel free to fix the other parts of the weapons tables in the same way. Please also remember to link to the Fallout 3 part of the page, not the general page i.e. "Power Fist#Fallout 3" instead of just "Power Fist". --Trithemius 03:16, 23 November 2008 (UTC)


 * I take it I don't have to complain about that the location of the weapons is cluttered, then, and that work is underway already to move it to the individual pages. Excellent. :)
 * --Mirar 08:16, 24 November 2008 (UTC)
 * I'll be taking my time - I am doing enough tedious formatting changes at work currently. :) --Trithemius 07:15, 26 November 2008 (UTC)

Why not just set up the main list for a quick view of small guns, energy wepons, big guns, others, and significant others, keeps it concise and organized. But not in a info page just provide a disambiguation page for all the weapon types where it shows the best, and easiest to find/obtain known locations. just dont stick like really non useful uniques with the ones like Lincoln's repater and Vengance. J.J.-Lopez

Melee Weapons and ST
Do melee weapons get a damage bonus from ST or does this damage bonus only apply to Unarmed? Currently the table notes that Melee Weapons are tested with a ST10 but Unarmed does not. --Trithemius 02:22, 23 November 2008 (UTC)

Chinese Assault Rifle Damage, 50 or 51?

 * CONFIRMED 51 damage on Xbox360

I've seen the damage posted as 51, but I have 100 in Small Guns, and a CAR at 100% repair, and when I account for Bloody Mess, the base damage is 50, not 51. I've changed it to 50 and someone just changed it to 51, so I changed it back. Rather than going back and forth, I'd like to know whether there is justification for the 51 that I don't know about. Servius 13:26, 21 November 2008 (UTC)

By: Yesod 14:24, 21 November 2008 (UTC)
 * Yes, I reverted your changes. I reconfirmed the damage and it stands at 51 with Small Guns at 100 and weapon condition at 100%. You can verify this by temporarily removing Bloody Mess:
 * Save your game.
 * Drop all your weapons on the floor.
 * In console: player.additem 0000080B 1
 * In console: player.setav smallguns 100
 * In console: player.removeperk 00094EBA
 * Check damage.
 * Reload saved game to revert changes.

Plasma Rifle
Plasma Rifle mentioned at Beth's F3 overview (as diplomacy alternative way to solve probelms).--dotz 10:04, 24 January 2008 (UTC)

Laser Rifle codes
The Laser Rifle appears to have two working item IDs: 00074795 and 00004336. The first ID creates working rifles with a lower base damage which cannot be traded to the Outcasts at Fort Independence. The second ID creates working rifles which can be traded. --Trithemius 12:43, 17 November 2008 (UTC)

By: Yesod 16:46, 19 November 2008 (UTC)


 * Irregular weapon codes should not be listed because this invokes confusion when users recognize discrepancies between attributes. This has prompted some of them to mistakenly submit incorrect weapons values which equal that of its irregular counterpart. Remedy to this situation held to deprecate all codes which spawn irregular provisions of intended gameplay. Perhaps a separate and distinctly labeled table can be created for irregular weapons.


 * Um, what? I agree that only the 00004336 code should be present. The item created by 00074795 is probably a test or subsequently discarded item. Trithemius 05:31, 21 November 2008 (UTC)

Ammo
I think it might be wise to include ammo codes? Firelance 22:52, 17 November 2008 (UTC)

Done. I left a blank acquisition column for anyone motivated to fill it in. Am I being silly and omitting any important columns? 97.119.160.66 02:13, 21 November 2008 (UTC)

Semantics
By: Yesod 23:50, 16 November 2008 (UTC)
 * Servius, you're mistakenly continuing to categorize weapons such as missile launchers as 'Ordinances'. 'Ordinance' is authoritative and incorrect. You meant 'Ordnance', which are provisions of war. Such category title is too board. 'Artillery' (a syn. of Ordnance) defines tighter bounds on weapons of any large-caliber missile delivery system; therefore, including shoulder mounted missile launchers of all variants. A category should be titled by vocabulary nearest to the contents it describes.


 * Ordnance
 * It is uncommon and unfamiliar in colloquial English language to associate specifically to missile delivery systems.
 * It is too broad of a definition for said category in question.
 * It is, therefore, marginally capable of passing as proper category title.


 * Artillery
 * It holds tighter bounds on the specifics to contents of said category in question.
 * It holds very familiar recognition and meaning in colloquial English language.
 * It is, therefore, best suited to establish as proper category title.


 * Please kindly refrain from continuously undoing category title until you can provide just, rational, and correct reasoning.

Some additional semantic quibbling: "Precision Rifle" seems redundant - it is also not a term widely used. A rifle that is not an assault rifle is simply a rifle. --Trithemius 15:01, 22 November 2008 (UTC)

FN FAL
The FN FAL is shown in recent new screen shots of fallout 3 at the fallout 3 development website, I'm pretty sure, unless this is something else... http://fallout.bethsoft.com/eng/art/popup_screenshots.html It might not be, I'm not sure. It's definitely not an M16, but it definitely isn't the AK/Chinese Assault rifle. Is this the new "Assault Rifle"?


 * This is the new "assault rifle." Looking at the mesh file, it's actually supposed to be a G3 Assault File.  This weapon has slightly lower damage than the Chinese version, but it looks much cleaner.  RDE206 16:33, 31 October 2008 (EST)

.223 Pistol
Anyone hear about this from Bethesda or something? It's a series staple, and it will be a shame if it is not put in Fallout 3.
 * No info on the .223 Pistol for now. Ausir 02:59, 17 September 2008 (UTC)


 * There's a quest line in Rivet City that draws it's inspiration from the film, Bladerunner. As you probably already know, the art file of the .223 Pistol is that of the pistol that the protagonist uses in Bladerunner.  Upon completion of this Bladerunner-esque quest, you do receive a special weapon, but it's not the .223 Pistol.  It seems that Bethesda drew the line at that.  RDE206 16:33, 31 October 2008 (EST)

add weapon values?
I think we should/could.
 * The vaule depends on weapon condition, so IMHO it is useless to add it if the weapon in the screenshots/videos is not in perfect condition. It might also depend on your Barter skill - I don't want to add it before I have more info on it. Ausir 14:21, 20 September 2008 (UTC)


 * Seeing as the condition/damage ratio is a formula it might be more worthwhile to figure that out for one weapon and see if it applies to all weapons. When I added a few weapon damage values I also added a * next to it to denote it was the value of the weapon when received.  DizzleKizzle 19:50, 29 October 2008 (UTC)


 * It would take some time to fully complete the value formula(s).I say leave them out for now. First you'd have to make some tables detailing the effectiveness of Barter at all levels, then youd have to make tables for each individual item at varying levels of condition in relation to different levels of the barter skill(there will be a max and min value). not to mention the condition/damage ratio. Get my drift? It would have to be some huge, most likely whole entire seperate article and I for one wouldn't be down to undertake such a task just yet, atleast untill we flesh out the more important aspects of the game first. An alternative method that could be done is to either drop value all together or to put an average value - which would still take some work.Grenade321 21:20, 3 November 2008 (UTC)

Hunting Rifle
Mine does 16 damage at a little over half condition--so the damage value for it is wrong. Someone needs to find out the max damage for it, but I know for a fact 15 isn't the max damage. 70.126.107.48 19:44, 29 October 2008 (UTC)
 * Small Arms skill?

Just checked. with small guns and agility maxed out, the standard hunting rifle does 26 base damage. I use the Xbox version, so i cannot console my attributes. tried using power armor to lower my agility but there was no difference in damage. J.J.-Lopez

No Gauss Rifle or Laser Rifle?
Are this really all weapons?
 * Laser rifle is on the list. There are no gauss weapons. There might be some other weapons as well, but Gauss ones are confirmed as not being in. Ausir 14:19, 30 October 2008 (UTC)


 * This may only be an easter egg, but there is a display in the Museum of Technology in F3 that describes a gauss weapon. It looks like this:


 * "X277 'Viper' Magnetic Rail Cannon"


 * Clicking the plaque yields:


 * "This is the only known prototype of the X277 "Viper" Magnetic Rail Cannon developed for the U.S. Military by West-Tek. Also commonly referred to as a "Railgun", the weapon uses energy cells to propel a depleted uranium round across a series of magnets discharging it at extremely high velocity. Deemed too costly to produce on a mass scale the project was abandoned in 2044.


 * On loan from the International Ordnance Museum these cases display the various types of weapons and ammunition used by the military in past conflicts all over the globe."


 * Too bad the case is empty! Antimike 04:35, 18 November 2008 (UTC)

Console Item Codes?
I'm an Oblivion vet., and I'm finding it mind-breaking to know this is on the same engine, with the EXACT same console commands, yet I don't know any of the item codes this time around. The old Oblivion item codes work fine, as in they don't turn up any errors, but they don't do ANYTHING, either. So I was wondering, has anybody found out some of the weapon codes yet? Say... for a Chinese Assault Rifle? Or maybe 5.56mm ammo? 10mm?

I hope someone besides me is trying to figure out what they are. -_- Maltor124 21:51, 30 October 2008 (UTC)


 * Found a major list of items. Just for future reference. Somebody might want to add these to the tables, as well. Maltor124 20:20, 31 October 2008 (UTC)

Page Redesign?
Hmmm, question. Is there a way we could add edit weapon pages to add item codes? Also, are we allowed to post detailed locations for weapons, or just generic hints? I'm not really sure as to what rules this wikia is using. I'm fairly experienced with editing the WoWWiki, so I want to know if I can help here.

CptJesus 22:39, 31 October 2008 (UTC)

BOS corpse outside Vault 101?
Somebody wrote that a Ripper can be found outside Vault 101 in a BOS corpse. Where exactly? --91.16.43.248 10:06, 2 November 2008 (UTC)

Near there(im not sure exactly as they move around a bit) there is a BOS patrol (with a robot and 1-2 BOS?) that you can kill, just ambush them by placing some landmines in thier path or something and thier stuff is yours.Grenade321 21:31, 3 November 2008 (UTC)

Additem codes
If anyone has time, please help by adding another column with additem codes:

http://www.bethsoft.com/bgsforums/index.php?showtopic=893933&hl=

Ausir 10:10, 2 November 2008 (UTC)


 * Added for melee. Some items have two itemcodes. funny is that there is a "Sledge Hammer":00004351 and a "Sledgehammer":00063FA . Also should we add the missing weapons from there ? Conradesc 16:12, 2 November 2008 (UTC)
 * Sure, why not. Some of them might not actually appear in the game, though, even if available through cheats. Ausir 16:18, 2 November 2008 (UTC)
 * What to do about the codes for the ammo ?
 * For duplicate codes, only one works. It looks like there was an old database of HEX values for the items that they updated or something. We'll just have to try them all out individually, I'm afraid. Maltor124 16:42, 2 November 2008 (UTC)

Enhancing Database
I saw a FAQ that includes nearly all special armor and weapons, but it was cached on google, so I cannot find the direct link, but if I can, there are lots of stuff that we can add. I don't know if this link works, but give it a try:

GameFAQs

If anyone can find the real one, please update my link here.

Another link:

GameFAQs

Also, I suggest, if we are going to ADD all of these, we should instead of making new rows/columns, for example Sniper Rifle, Victory Rifle, and Reservist's Rifle, we can include all of those in just one bracket maybe, to avoid wall-of-text and confusion Goekhan 18:54, 7 November 2008 (UTC)

Melee weapons?
Where are all the melee weapons? 75.183.56.2 15:07, 5 November 2008 (UTC)

Weapon Damage
The damage values should reflect 100% CND Ilovefallout 15:32, 5 November 2008 (UTC)

What about perks and stats affecting the damage? People have to remember to remove bonuses like Iron hand. Strength also affects melee damage so 10 STR should also always be assumed.

Some kind of baseline character would be nice. There are so many variables when counting the weapon damage.

10 of all stats, 100% cnd weapon, 100% weaponskill, no perks? Pipboy!


 * If I Recall Correctly - in Oblivion at Skill 50 there was 1.00x damage multiplier, with higher skill levels giving a bonus and lower skill levels giving a penalty. Fallout 3 lacks the Attributes of Oblivion, so the calculations may be off, but http://www.uesp.net/wiki/Oblivion:The_Complete_Damage_Formula may give some idea about how the calculations work. If anyone is doing any sort of work on trying to work out the calculations for Fallout 3 I'd be interested in helping, if needed. --Trithemius 01:24, 14 November 2008 (UTC)

Can people please not add in perk-related weapon damages? Make a seperate table on the Perk's page instead of cluttering up the main Weapon Tables with a lot of extraneous stuff. Thanks! --Trithemius 12:59, 17 November 2008 (UTC)

Spiker Rifle?
more info on this please? Ilovefallout 15:45, 5 November 2008 (UTC)

Probably misnomer for the Railway Rifle, which uses Railway Spikes. That's just a guess.Fiddlesoup 03:35, 16 December 2008 (UTC)

Missile
What about to redirect link Missile to Rocket? J.i.gorkij 17:24, 5 November 2008 (UTC)

Damage/Max damage
Uh.. idk what to do about max damage on the weapons tbh.. There's so many different variables.. I think the best possibl scenerio would be to have someone(with PC version) with 100 in energy weapons, 100 big guns, 100 small guns, 100 explosives, 100 repair and all the (+ DMG)weapon related perks, etc etc(through hacking? idk).

Then just have them "console in" every single weapon and record what thier potential MAX DMG is and change the column to MAX DMG. Its either that route or it will take a few people to play through some of the game a few times, even if using the PC cheats and the leveling glitch in Bigtown.

A formula or two wouldn't hurt either.

Grenade321 02:38, 10 November 2008 (UTC)


 * I'd say weapon max dmg should be added when you have 100 weapon skill with that weapon and it is at 100% condition. Just use the console to add the item and increase your skill with it too.

Alphabetical Order
Someone please add the "sort feature" as seen in the armor section to be more uniform. Possibly all items should be done that way(drugs, edibles, misc items, etc). Doing something else atm, but I will try and add it tomarrow when I get off work and if I have the time. Thnx. Grenade321 05:36, 10 November 2008 (UTC)

Col. Autumn's 10mm Pistol
The aforementioned pistol is available on Autumn's corpse in the Jefferson Monument.

AP cost
What is the source on this data? --Trithemius 05:27, 12 November 2008 (UTC)

Sniper perk and rifles
There is an implication that the Sniper perk relies on rifles; I am not sure what the source is for this information since I've not seen any inducation of this in-game, apart from the picture associated with the perk. --Trithemius 05:31, 12 November 2008 (UTC)

As far as I know, the sniper perk just allows you to hit the opponents head in V.A.T.S. easier, and does so for all weapons. wouldnt hurt for someone to test it though. J.J.-Lopez

Chinese Pistol
Either I'm blind or we're missing info on the non-unique chinese pistol. I didn't see it on the list. 68.49.115.157 08:12, 12 November 2008 (UTC)


 * Added the pistol to the table, leaving the info I don't know blank for someone else to fill in. --SkyHi 21:58, 15 November 2008 (UTC)

"Weapons of Fallout 3" Table
several uniques are missing (i.e. Victory Rifle or Jack) in the table displayed underneath each page for an individual weapon. Have no idea where or how to edit this. --217.83.163.110 11:04, 12 November 2008 (UTC)

Butch's Toothpick
The article previously stated that Butch's Toothpick could be obtained by killing Butch in your escape from the Vault. I tried this out and its not true. I believe the earliest it can be obtained is after you return to vault 101. However, my save file is after that quest is over and the vault is now locked, and I didn't convince him to leave, so I have no way of checking if this is the earliest way to obtain it. If anyone else has a save file nearby and can confirm this, I'm not sure if you have to convince him to leave or if you can simply murder him upon your return. If anyone can confirm the earliest time to obtain this item, please feel free to edit both the Butch's Toothpick page and the Fallout 3 weapons page. Schizmoooo 12:41, 14 November 2008 (UTC)

.44 Magnum Unscoped?
Well, it seems someones found it in a safe in vault 87. Can we get some confirmation on this?
 * I seem to remember picking one up as well. I didn't think much of it as I probably sold the thing. I'll check my files now and see if I still have it, and if not, I'll venture to the vault to see if I can obtain one. Schizmoooo 16:40, 14 November 2008 (UTC)
 * I happened to have a save file in vault 87 before Fawkes gets the Geck for me. I checked my inventory and I have a scoped .44 in my possession. I am going to comb through the vault and see if I missed any safe's. I seem to remember getting the .44 in a safe behind a terminal, the one where the person says he's going to "take matters into his own hands" for the death of his wife. I'll look into it now. Schizmoooo 16:53, 14 November 2008 (UTC)
 * I ran through the vault and checked all the safes. They were all empty, and since I haven't returned home since my trip to vault 87 (on this save) it would mean that the .44 would have to be in my inventory. The only one I have is scoped. Its possible if there was an unscoped one I may have dumped it in a box somewhere, but I had Charon to carry my stuff, so I would not have had a reason to simply get rid of a weapon. I think from my point of view its safe to say there is no such thing as an unscoped .44 in vault 87. Unless of course I have missed a safe. Schizmoooo 17:06, 14 November 2008 (UTC)
 * Well I don't truly think its possible. I'll take a sweep of the place and do a little digging to see who posted this is the first place...

Real Damage
It is fairly easy to demonstrate in game that a single shot from a Sniper Rifle or Lincoln's Repeater does significantly more damage than a single shot from the Xuanlong Assault Rifle. Based on my test results using console commands to test target health before and after, across several different weapons and accounting for talents and target damage reduction, the damage listed in the character inventory for assault rifle weapons is for six shots. Six is a rather strange number given that three shot bursts are used in VATS but it's the multiple revealed by the tests. I have not completely tested SMG weapons yet for the same behavior but preliminary results would indicate they operate in a similar fashion. Tetracycloide 14:43, 27 November 2008 (UTC)
 * Hi Tetra. Sorry for chaning it back to 3.  I made an assumption the 6 was a typo, but your explanation above clears that up.  The fact that the DMG value shown reflects the damage of 6 shots seems to suggest that Bethesda may have intended DMG to = DPS.  For example, if you can get 6 assault rifle shots fired in the same time it takes to fire one sniper or hunting rifle round and chamber another, this make sense.  That would also prompt some interesting questions about shotgun damage.  A) you can probably get off 2 shots in the time it takes to fire 6 AR rounds, but then again shotgun blasts consist of a bunch of seperate pellets (ever see the slow-mo VATS firing of a shotgun?  It follows individual pellets!).  Assuming you cannot adjust your firing speed with repair, skills, stats, etc., somewhere down the road we may wish to change the interface to replace DMG with DPS and modify the displayed values if necessary.  Servius 13:14, 29 November 2008 (UTC)
 * I'm inclined to agree that damage is a relative measure of DPS and not actually damage per shot or even damage per VATS attack round. I'd like to do more testing in game with multiple weapon types to come up with some kind of unified theory on what DMG means.  I would also agree that in the future it might be nice to include additional damage metrics not included in game.  The in game DMG number probably gives an accurate assessment of what gun is best for a fire fight outside of VATS but it's a very poor metric of other situations.  Damage per VATS round would be useful for sneak attackers since the sneak attack is applied to the entire round.  Damage per AP would be useful for determining the best weapon to use while in VATS.  Tetracycloide 16:18, 29 November 2008 (UTC)
 * I'm not sure if you get the sneak critical for every shot in the same VATS round, unless perhaps you're using the Silenced 10mm Pistol. Has that been confirmed somewhere?  For example, I know from using an AR in VATS that damage is calculated for each bullet, not each volley of 3.  At least in my experience, if I cue up 3 AR VATS attacks, for 9 bullets total, I don't get 9 critical hits.  The first bullet grants a critical, but I think the other 8 are normal.  I think this is also why a single critical from a Sniper Rifle seems to do more damage than one from a Xuanlong Assault Rifle, even though the XAR has a higher DMG value (40 vs. 64).  It could be because the Sniper Rifle front-loads all it's DMG in the first/only bullet, maximizing the crit bonus.  For example, in a single VATS round, most players can get 2 Sniper Rifle shots or 3 Assault Rifle volleys off.  So...
 * Sniper Rifle DMG=40
 * 1st (Critical) hit = 40x2 = 80
 * 2nd (non-crit) hit = 40;
 * Total = 80+40 = 120
 * XAR DMG=64; 64/6=~10.5 per bullet;
 * 1st volley (only first bullet of 3 gets crit bonus) 2(10.5)+10.5+10.5 = 42
 * 2nd volley (non-crit) = 10.5+10.5+10.5 = 31.5
 * 3rd volley (non-crit) = 10.5+10.5+10.5 = 31.5
 * Total = 42+31.5+31.5 = 105


 * I did not mean every shot queued i meant every shot in the first round. All of my testing suggests the bonus in the 1st volley applies to more than just the first bullet.  Tetracycloide 02:35, 1 December 2008 (UTC)
 * I'm not sure if anyone has this power, hopefully the moderator, but if our hacking efforts have enabled us to get the max dmg number from the game code itself, we should have someone input them and then lock that in, so that others can't change it. Nearly every update I get is about someone changing damage values up or down 3-6 points.  Someone just changed your 6 shots for ARs thing again.  I'll go change it back.  Servius 13:23, 4 December 2008 (UTC)


 * It would explain something. However, the damage for the Xuanlong Assault rifle is 12 in the file, which doesn't match any even multiplier... 11 for the Chinese Assault rifle, 8 for Assault Rifle, 9 for 10mm ultra. Maybe that value has nothing to do with damage for assault rifles, but it seems to works for the non-automatic weapons... Mirar 22:07, 9 December 2008 (UTC)
 * Has anyone looked/experimented to find out what the burst size is for the miniguns and gatling lasers and if one burst = DMG? Sergeantgiggles 10:14, 13 December 2008 (UTC)
 * They both fire 8-round bursts in VATS. NMA has a list of weapon damage per shot, presumably taken from the game files (here - http://www.nma-fallout.com/content.php?page=fo3-items ). A random theory for how in-game damage is taken for automatic weapons is that it's based on a certain time period... something around 40 frames. 124.188.178.133 10:44, 14 December 2008 (UTC)

silencer
I have NOT tested this, but it does seem that with the 10mm silenced, the enemies dont seem to notice you as much if you miss, because generally wherever you are when you hit them they then become aware to your location. As I have all ready stated, i have not tested this, I am just putting out a vauge approximation i have noticed.

EDIT: I have done a good amount of testing to conclude that the silencer does have some effect of the enemies ability to detect you after firing. I stood in sneak mode, successfully hidden, and waited to see if the target in question would detect me, witch did not happen. I then re-loaded the save and fired one shot with the un-silenced gun, and the enemy detected me right away. Did the same with the silenced gun and noticed either one of two thing for every successful test, either the enemy would take 2-3 seconds to detect you, or would not detect at all. Though I have not yet been able with any gun, to make a successful hit without killing the target and remaining hidden. Please note that I did these tests without a stealth boy. J.J.-Lopez

Weapon Damage is not consistent on all pages.
I went through the unarmed weapon section and found that almost all the value listed on the individual weapon page where lower than what is listed on the main weapon page. This is because the people who originally added the weapons damage value did not have the weapon in perfect repair and/or max weapon skill. I tackled the unarmed section, I suggest that the other damage values of weapons are checked.

Existing Weapons
Ok, so if we're removing Wanda, perhaps we should put up a second page, with the same layout, for weapons that can be summoned via the console, and remove the rest of the normally unavailable weapons here. Good idea? I noticed the Black Bart's Bane, Law Dog, Charon's Shotgun and such are still in the list, but Wanda was removed, so we need a consistant policy here. --DarkJeff 22:59, 4 December 2008 (UTC)
 * Perhaps we can just add another sub-section to this page, similar to how schematics weapons are seperated out, that lists the weapons that are only available via hacking. That way, the weapons page still contains info on all weapons in the program, but those are shown separately to distinguish their status.  If there are no objections, I'm happy to do it.  Servius 02:28, 5 December 2008 (UTC)
 * Sounds good to me, just note that some of the weapons were already removed by somebody. Shouldn't be too difficult to get their stats back on the PC version, though. --DarkJeff 03:19, 5 December 2008 (UTC)
 * Done. Please edit it if I added something incorrectly or forgot to add something that was taken out a while ago.  I was able to find Wanda.  Servius 03:56, 5 December 2008 (UTC)
 * Some anonymous user just moved Fawkes' Super Sledge from the Hack-only list to the regular list. I assume the only way to get this is to loot Fawkes' corpse after she dies, after you've escaped from Raven Rock, since you can't kill her while you're in the Vault, and you can't trade standard weapons while they're alive.  Is this correct?  Can you really loot NPC companion standard equipment off their dead bodies?
 * Not exactly. You can't get Charon's shotgun. I think you can't get Clover's cleaver either? But I'm probably wrong. I thought you can't grab Fawke's sledge but the page for the sledge itself says you can, and how. Dunno 'bout Clover. --DarkJeff 17:59, 5 December 2008 (UTC)
 * You have to ask Fawkes to trade equipment whilst in vault 87, and take it then. I don't know if you can loot it if you choose to kill her in her cell. 124.188.178.133 01:48, 16 December 2008 (UTC)

You have to grab it while you are still inside vault 87, or else you cant. not 100% sure though. J.J.-Lopez


 * "Updated Lincoln's Repeater damage - does 52 with 100% repair and 100% Small Guns) (undo)"
 * I have 100% repaired Lincoln and 100% small guns, its exactly 50 dmg (Xbox360), so is it 52 on PC, or is this guy retarded and doesn't realize that he's got bloody mess and that its adding 5% (2dmg) to a 50 dmg weapon.

Column for Weapon Spread
I would really like to have a column for weapon spread, if not Critical chance. The way I play the game is all about non V.A.T.S. and as such, the smaller the spread the better for me. I had to manually dig around to find some weapons with a spread of 0 but came here first only to be disappointed. KDI000 08:32, 5 December 2008 (UTC)
 * I found a website that has spread and crit info per weapon. You can find it here http://www.neoseeker.com/resourcelink.html?rlid=179888&rid=166860  I will start adding the spread and crit info now.  I'm not sure how reliable the source is, so we may have to update it later if we find this data inaccurate.  Servius 18:33, 5 December 2008 (UTC)

I have found various websites with the same info. I think the info was gathered from modders. Since I have seen mods to change the spread of a sniper rifle from 0 to -0.3 (yes, that makes it 'more' accurate than 0 somehow)KDI000 10:59, 6 December 2008 (UTC)

Mysterious Stranger's Magnum
Wasn't there an item code for the Mysterious Stranger's unscoped magnum listed at some point? --DarkJeff 04:14, 8 December 2008 (UTC)
 * I think you're right, and I believe it's a hack-only weapon. I wasn't able to find it in the list when I made the hack-only list, so someone must have removed it before.  I looked for a link to the weapon stats by name, and on the Mysterious Stranger page but to no avail.  Servius 13:30, 8 December 2008 (UTC)

Added his pistol to the list with code. It's named ".44 Magnum"MisterPuck 13:47, 8 December 2008 (UTC)
 * So it's still scoped, huh? Too bad, I kind of want to wield an unscoped version. Although 9000 damage is of course excessive... --DarkJeff 15:55, 8 December 2008 (UTC)

Um, No it's unscopped. that would be why it's called ".44 Magnum" and not "Scoped .44 Magnum" (but thats just a guess) MisterPuck 18:48, 8 December 2008 (UTC)
 * Ah, that means the page Mysterious Stranger's .44 Magnum is wrong. --DarkJeff 18:53, 8 December 2008 (UTC)

I'll just hack the weapon into my inventory and find out what it looks like. BRB Servius 19:47, 8 December 2008 (UTC)
 * It is called .44 Magnum and the model does not have a scope on it. It just looks like a long-barreled revolver like Dirty Harry's.  It does 9450 DMG at 100% (with 100 Small Guns and Bloody Mess).  Servius 19:51, 8 December 2008 (UTC)

I cut the scope out of the picture. --AshRandom 22:19, 8 December 2008 (UTC)

Unarmed damage and critical rate
Hi, it seems if I hold the left mouse button the unarmed punch could hold a bit and it seems to have more impact with an apparent stronger punch. I wonder if this does more damage or not. It seems only happening in the real time mode, not in VATS. Also there is a list for firearms with critical rate and critical added damage, but not for unarmed weapons.
 * This seems to happen with Fisto! too, where there's a 'charge up' period. --DarkJeff 19:08, 10 December 2008 (UTC)

I assume that it is the same way as oblivion, where you can attack right away, or do slightly more damage with a charged attack. Though it may be the same or more damage with a better chance to crit or knockdown. Not to say i cant be wrong. J.J.-Lopez

New stats to table: Decay rate.
You PC guys have a quicker go at this than I will.

Condition = 100% Repair = 100% Small Guns = 100%

Count the number of shots it takes to reduce the gun from 100% to unusable.

It is on my list of things to do, but PC would be much easier to accomplish this. Either that, or I will have to grab a PC version to test on.

Not sure how this will work for unarmed / melee.

~AJAQ

wanda and black bar bane
is that a real thing?
 * I believe we're working on that... Why don't you explore the game world and tell us? :)
 * PS. Please sign your posts.
 * --Mirar 09:16, 24 November 2008 (UTC)

Well, seeing as their is some DLC announced, I think we should explore to try to find either of these, or wait and see if any of the non-placed uniques are in any of the new content. Who knows? Maybe Bethesda just thought it would be easier to lock them into the game for future release
 * Beornwolf 23:37, 27 November 2008 (UTC)

Has anyone actually figured out how to get the gun into your inventory so you can use it? Servius 00:48, 7 December 2008 (UTC)
 * Figured it out. In PC version, open the console with the "`" key then type "player.additem 0006B533 1 100" (without the "s).  If you want to do this without feeling too guilty, get the Xuan-long Assault Rifle first.  That way you're basically replacing one AR with another that does basically the same damage, just with a better skin and reload time.  Servius 04:34, 8 December 2008 (UTC)

Alien Blaster and Small Guns category
I posted this on the talk page for Alien Crash Site and Energy Weapons to explain the changes. Experiment: Small Guns 100, Energy Weapons 90, Alien Blaster Condition 100%. Alien Blaster DAM = 95. Equip Power Armor (Agility -2, thus Small Guns -4) Alien Blaster DAM = 95. Equip Tesla Armor (Energy Weapons +10), Alien Blaster DAM = 100. Conclusion: Alien Blaster is determined by the Energy Weapons skill, not the Small Guns skill.

I'm not entirely sure how to change a table, but if it's not too hard, I'll do it. Based on that data, it's certainly not accurate to leave it in the Small Guns category.Fiddlesoup 03:41, 16 December 2008 (UTC)

All right, as I thought, it wasn't much different from anything else. Still somewhat new to editing wikis. I'm interested in knowing where that change came from, and why it was made to this page, Energy Weapons, and Alien Crash Site, but not to Alien Blaster.Fiddlesoup 03:48, 16 December 2008 (UTC)


 * Odd, I always thought it was under Energy Weapons, did someone change it at some point? --DarkJeff 08:16, 16 December 2008 (UTC)

Take out the guess work?
Why not just grab the base values from the game data file?

http://timeslip.chorrol.com/fomm.html

You will need to open the Plugin Editor, and then open Fallout 3.esm. Weapons are under WEAP, and you can figure out the rest.


 * You can also do player.additem &lt;additem code> 1 100 to get them in full conditions and read in your pip-boy.
 * I have to check out that editor. Maybe it's possible to find out where Wanda and that BB gun is hiding?
 * -- Mirar 07:26, 24 November 2008 (UTC)