User talk:RedKnight730251

Hi there!
Welcome to our Fallout wiki, and thank you for your contributions! There's a lot to do around here, so I hope you'll stay with us and make many more improvements.


 * Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help.


 * If you haven't already, create a user page about yourself! If you do, we'll be able to know you better as a member of our community.


 * Questions? You can ask in the Forum or on the "discussion" page associated with each article, or post a message on my talk page!


 * Need help? The Help page has an outline of the site, and pages to help you learn how to edit.

I'm really happy to have you here, and look forward to working with you!


 * Mirar 08:42, 16 December 2008 (UTC)

Thanks, Mirar! That's kindly of you. Let me know if you think I should be doing anything differently.


 * RedKnight7 18:09, 16 December 2008 (UTC)

Deathclaw Sanctuary
Okay, I've reorganized the page. How's it look RedKnight? --AshRandom 15:36, 26 December 2008 (UTC)

=infernus beta testing==

Seeing as you have shown some form of interest in the infernus mod,could i trust you to be one of the beta testers for it? Werewolfhell 18:11, 10 January 2009 (UTC)


 * Hiya Werewolf, thanks for the invite. I might someday, but right now I'm a little busy. Maybe in a few months? Thanks! -RedKnight7 00:43, 16 January 2009 (UTC)

Ok then,btw the infernus Needs about 5mb to install on your computer,so if you really want to use it,you might need to clear some space Werewolfhell 15:56, 17 January 2009 (UTC)

Bold
First of all thanks for your edits and valuable contributions ;) A small point on editing guidelines: (See Help:Contents) "Do not overuse bold. Use it only for the word which is the title of the article at its first occurrence." You can generally use it for sub headers on things that you don't want to end up as part of the TOC (table of contents), but, it's generally frowned upon to use it across the page. I started out trying to use it everywhere too, I thought it really helped point stuff out, but, I guess we can't always decide which information is the most pertinent. Like the damage calculations I included on the deathclaw gauntlet page, I mean really, they say it all, why not bold them?! Meh, not really my choice though, gotta try to present a consistent professional looking format across the wiki, so bold is reserved for title sentence and some sub headers.... AshRandom (Talk) 19:07, 20 January 2009 (UTC)
 * Coolness. It's not my personal preference but, no big deal, it's not my wiki. I fixed the page.
 * Still no luck on getting a data dump for weapon parameters. -RedKnight7 19:23, 20 January 2009 (UTC)
 * Good luck with that, I read that the data files were encrypted (???) Maybe that's just a rumor, I have no clue. On the plus side Fiddlesoup pulled all the shots/second data so we're finally going to have a ROF column and some DPS that makes sense. :) [[Image:Ash_Nuke.jpg]] AshRandom (Talk) 20:08, 20 January 2009 (UTC)

Schematics page
It was removed because it was strategy and game play tips, this is something we don't cover here at the vault. If you wish to keep it, then you can do so on a user page and not a main space page. User Avatar talk.png 19:29, August 5, 2011 (UTC)
 * Ah, ok. I can do that. But can you show me how to recover the text from the page? (Or you could just stick it's text here and I'll take it from there.) Thanks -RedKnight7 11:48, August 6, 2011 (UTC)
 * P.S. You are one active hombre! :)
 * As requested. It looks like gibberish, but when edited it will be fine. User avatar tag.gif Avatar talk.png 20:33, August 6, 2011 (UTC)

This page answers the question, "what's the price-to-weight ratio of Schematics components, if I'm collecting them solely for the purpose of selling the final product?" In other words, what's the price of the final product versus the weight of the components.

If you want to use a schematic weapon, that's another thing. This is purely an economics page.

In this page, the term "explosives" means the mine and grenade, and "armaments" means the other five weapons. There are important differences between the two classes, from a price-to-weight perspective. Also, "price-to-weight ratio" will be abbreviated as "PWR".

Price-to-weight by product
{{Legend
 * Legend

}}
 * symbol1 = Schem. Caps
 * desc1 = Base caps cost for buying the schematics for the weapon from a vendor (or selling it to them)
 * symbol2 = Comp. Caps (CC)
 * desc2 = Total caps and weight for one set of all four components for each schematic
 * symbol3 = Comp. Wgt. (CW)
 * desc3 = Total weight for one set of all four components for each schematic
 * symbol4 = Final Caps (FC)
 * desc4 = Caps for the final schematic product.
 * symbol5 = Final Wgt. (FW)
 * desc5 = Weight for the final schematic product.
 * symbol6 = CC/CW
 * desc6 = Price-to-weight ratio (PWR) for a set of four components (if you sold them straight up).
 * symbol7 = FC/FW
 * desc7 = Price-to-weight ratio for one schematic product
 * symbol8 = FC/CW
 * desc8 = Final caps divided by components' weight. In other words, how much money do you ultimately get for lugging around the four components needed to make each weapon.
 * symbol9 = FC/CC
 * desc9 = Final caps to component caps ratio. This shows how much profit you make by selling a crafted weapon vs. the individual components. This does not factor in the initial cost of the schematic, or the cost of repairs to bring them to 100% after creation.

Price-to-weight by component
This table alphabetically lists all of the components that can be used to create new products. It can help you easily determine which components to sell and which ones to keep in your home to eventually make new products as you scroll through your item inventory. Crafted products can earn you up to 8.3x profit over the cost of the base components, so the last column shows the proft ratio for each item. Even if you've already made an item for your PC's use, you can always make more to sell.

Considerations
The "straight numbers" are much trickier than they look. Each of these inter-related points has important implications: Note that your barter skill doesn't really matter, for practical purposes. If it's real bad, it's real bad for components, schematics (if purchased), and final product. Vice-versa if it's real good. Yes, it does make a difference in the absolute number of caps you get - but it doesn't make any difference to PWR at any given point in time, due to its effect on both the components and the product.
 * For explosives, having more schematics causes you to make more explosives, but for armaments, they only increase the repair level (see Schematics).
 * Explosives are always at 100% repair.
 * Components are always at 100% repair - but armaments are not. (Ultimately, you might be able to make armaments at over 100% repair, but for the all-important early game, armament products will be at much less than 100% repair.)
 * The cost of the Schematics is a big factor - if you are 1) buying the schematics (as opposed to finding or being awarded it), and 2) you're buying them solely for economic purposes (you won't actually use the weapon much, if any). If you would buy the weapon's schematic regardless because you like to use the weapon, then paying for its schematic is not a factor.

The one wrinkle to this is that the Bottlecap Mine uses 10 caps, which is independent of your barter skill. (If your barter skill is a crappy 50%, you could think of each mine as actually needing 20 caps.) Since mines are such a good deal, however, this wrinkle will be ignored in this discussion.


 * It's worth noting that the distribution quantities given below are based on the items scattered in the wasteland that are not in containers. For example, the paint gun has about an 11% chance of being found in a tool box, and there are 362 such tool boxes. This leads to an extra 40 or so paint guns being available, just from them.
 * Almost all components can also be found on vendors - while buying them from a vendor is counter-intuitive, it could turn otherwise low-value components into bottlecaps.

Explosives versus armaments
The fact that explosives are at full repair can make their final PWR worth six times as much early in the game versus armaments. (Your character might start with a Repair skill of 17%; 1/.17 = 5.88.) Soon enough it will probably be around 50%, and eventually get very high - but by then, you'll be swimming in cash, anyway.

Take-home message: Explosives - i.e., their components - are worth far more than armaments, in the early game.

And if you can get multiple schematics, you double or triple your income. Due to the fact that the mine has a much better PWR than the grenade (25 vs. 10), and its schematics tend to be less involved to obtain (especially given the Nuka-Cola Challenge), you may want to focus on obtaining its schematics for early cash. Besides, if you've done the Challenge, you are probably set for caps already as the Quantums take a fairly long time in-game to obtain.

As for components, the Mine has very even distribution rates (from 113 Cherry Bombs to 123 Sensor Modules on the map), so hang onto them all. The Grenade is rate-limited by the Nuka-Cola Quantum (93 on the map); everything else is plentiful, from the 373 Turpentines to 431 Abraxo Cleaners (both PWR 5) to the omnipresent Tin Cans (3,632). Consider keeping a handful of the common Nuka-Grenade components on hand, and then sell or ignore the rest as common loot; you'll always be able to find more of the common components, past however many Quantums you've found.

Price-to-weight ratio of armaments
The Dart Gun has the best PWR, by far (62.5). The Rock-It Launcher (PWR 11.1) only looks good compared to the worst, the Railway Rifle (7.4).

Railway Rifle
The Fission Battery has a PWR of 7.5 and is always at 100% repair, while the Rifle only has a PWR of 7.4 at 100% repair. (Remember, you might only get half or even a sixth the value for the product, with early, low repair skills.) So, the Battery is better for caps than the Railway Rifle will ever be, until you get over 100% repair when making Railway Rifles (including multiple schematics)... but by then you probably have so much cash it doesn't matter. So, rejoice! Forget about all those Crutches, Pressure Cookers, and Steam Gauge Assemblies! (They're all PWR 3 or less.) And maybe even forget about Fission Batteries, depending on your personal PWR loot cutoff.

That's without amortizing the cost of Tulip's schematics. Ultimately, the Railway Rifle is probably quite a losing proposition, except perhaps for the most extremely frugal players in the game. You'll need excellent repair rates and tons of Rifles produced, and all that long after you picked up all the parts (while waiting to get your repair high and multiple schematics). It could be an end-game personal achievement, if you want. Even then, it's not clear that enough can be made, to make it profitable.

The least-frequent component is the Pressure Cooker (106 on the map).

[SnakePliskeen] Take the time to plink off a few rounds from the Railway Rifle even if you plan to only sell it. The sounds the weapon makes can be humourous.

Rock-It Launcher
The PWR for the Rock-It Launcher is a little more problematic. You need to be at an effective repair rate of 35% before it breaks even with the loss caused by repair (the 3.9 PWR of components divided by the 11.1 PWR of the final product by component weight). That's without amortizing the cost of the schematics; it's fairly easy to buy two of them (from Crazy Wolfgang and Moira, base value 500). It will probably take a LOT of Launchers to truly break even... at which point, again, you're probably swimming in cash. So maybe you'll take a pass on the Launcher altogether, as well. In which case, just evaluate components on a regular loot basis (Leaf Blower PWR 7.5, Conductor 6.0, Firehose Nozzle 5.0 - and thank heaven you can forget all the Vacuum Cleaners at PWR 2.0). FYI, Leaf Blowers are the least-frequent component on the map, at 88. Conductors are most frequent, at 147.

Shishkebab
The Shishkebab is starting to be much more reasonable, especially if you are any kind of melee player... it's arguably the best Melee Weapon in the game, so you may be buying the schematics anyway (which removes this cost from a purely PWR economic study). See if you can get multiple schematics soon, and keep in mind that the Motorcycle Gas Tank is the rarest component (93 on the map vs. 105 for the Brake, 116 for the Lawnmower Blade, and 174 for the Pilot Light). If you take a pass on it, the Brake (PWR 15) and Pilot Light (14) are much better loot than the Gas Tank and Blade (both 5).

Deathclaw Gauntlet
The Deathclaw Gauntlet looks good on paper (PWR 30), but its schematics are problematic (esp. multiples), and, of course, Deathclaws themselves are problematic. Perhaps just hold onto enough components to match the number of Deathclaw Hands you have, until you get schematics. Otherwise, Leather Belts and Medical Braces are ho-hum loot (both PWR 5), Wonderglue is 10, and the Deathclaw Hand 25. The least-frequent component (past the Hand) is the Belt, with 101 on the map.

Dart Gun
The best PWR value (62.5). So hang onto those Paint Guns; they're the least-common component (106 in the game). Harvest Radscorpions as needed.

Conclusions

 * The Bottlecap Mine is clearly the best, early in the game. Nuka Grenades also theoretically have a nice early power because they're at 100% repair, but they're much more problematic for early cash, especially if you do the Nuka-Cola Challenge.


 * The five Schematic-based armaments are more complicated economically, and will depend on how you like to play. Reasonable arguments can be made that:
 * Only the Dart Gun is an absolutely clear choice.
 * The Shishkebab is also pretty clear, unless you have something against Melee.
 * The Deathclaw Gauntlet is somewhat problematic.
 * The Rock-It Launcher is not worth it til mid-game (if you want to bother at all).
 * The Railway Rifle is mostly (always?) a losing proposition. Barring masochistic personal achievements.

There will always be those among us who want to hang onto anything worthwhile. If you are one of those, hang onto all the components for problem weapons until your repair rate is maxed, and you have all the schematics you care to get. Then make all the weapons you can. At that point, you'll be bathing in caps, and bothering lots of traders... but you'll know you maximized your caps!