Talk:Destabilizer

142 damage?You gotta be shittin' me. The Second Wolf Brother. 13:54, 3 August 2009 (UTC)

You know what that means??? Possible limited APM( Alien Power Module?)....--BloodOmelet 14:09, 3 August 2009 (UTC)
 * I would'nt know,but i seem to get a large number of APm from everything i kill that uses one of the alien weapons,i've got 173 right now,but i bet any money that this weapon will be glitched. The Second Wolf Brother. 14:15, 3 August 2009 (UTC)

Should have been 256 damage.

Best.Weapon,Ever
100 clip,162 deamage and fully automatic?And it's affected by PL's Damage fuck up,i'm doing 239 damage because of PL's crappy system,let's see if reavers still wanna fuck with me. The Second Wolf Brother. 15:54, 3 August 2009 (UTC)

Is this damage of 239 calculated based on damage per shot or is it just the in-game DAM? If it is just the DAM then it isn't particularly high, considering how it is fully automatic, so its damage actually doesn't surpass the Vengeance with the PL perks.99.237.168.180 16:03, 3 August 2009 (UTC)

Laser Assault Rifle? I think Beth can be forgiven for nerfing the Colonel's Laser Pistol now. Nitty 16:13, 3 August 2009 (UTC)
 * They can be forgiven for many things now.But still,alien assault rifle with high damage and common ammo?(Gurgle). The Second Wolf Brother. 16:14, 3 August 2009 (UTC)

i can't find it ,can i have a detailed location from you guys please? 201.173.114.7 21:17, 3 August 2009 (UTC)

The Destabilizer found by the teleporter on the balcony overlooking the straight hallway with the brahmin in it. Hope this helped :3

odd weapon one minute it did 141 the other 113

weapons lab?
in what part of the questline/ship do we go to the weapons lab?--Wastelander6969 17:46, 4 August 2009 (UTC)

- Its after the spacewalk and after the scene in the observation room.

Possible Glitch?
When I'm fighting with the Destabalizer, I feel I am not really putting out all that much damage, so I tested how much damage the weapon did, on Lucas Simms in Megaton. (I compared it to a regular Disintigrator and the Metal Blaster, I also have the Energy Weapons skill up to 100) The Metal Blaster got rid of around 65-70% health, the Disintigrator killed him, but the Destabalizer got rid of only 40-45% of his health. These were all shot without criticals factoring in. Is this a possible glitch only affecting me, or is this true for others? (Note: This was tested on Xbox 360) Ocolith 02:12, 5 August 2009 (UTC)

Well, the Chinese Assault Rifle doesn't really do 54 damage per shot, because it's automatic. The Gauss Rifle, on the other hand, really does 100 damage, because it's a single shot weapon. Maybe the Destabilizer is the same way? It does less damage than advertised because it shoots real fast? Nitty 02:14, 5 August 2009 (UTC)

It has to be the case because I don't think Bethesda would so blatantly put such a powerful weapon in the game where it's damage is more than almost any other weapon in the game, is automatic, and has an incredibly massive clip size with a fast reload time. The only downfall is the limited amount of ammo.

sign your posts!!! and to the last guy APM ( Alien Power Module ) is unlimited.--Wastelander6969 12:53, 5 August 2009 (UTC)

Damage?
I think there is a glitch with my Destabilizer. With Xenotech Expert, Ghoul Ecology, and Superior Defender, I only have 190 Damage.

Original Is Better
I mean this seriously! I tested both. The Destabilizer is actually terrible compared to the standard Alien Disintegrator. Sure this one is semi automated, but I was randomly testing the new weapons I acquired at Wadsworth in Megaton house.

I marvelled. The Disintegrator is also better, because it uses the jam animation instead of the reload. Ofcourse this will probably be fixed in a patch 1.8 or so, but the Disintegrator has a much higher damage per shot.--87.52.71.146 19:29, 5 August 2009 (UTC)

I also second this argument; the original Disintegrator truly is better. Even if the Destabilizer has a higher damage per second due to its full-automatic capability, the Disintegrator has a higher damage per shot. If you're using 1 APM either way, then you would obviously want the weapon that does more damage with that same shot. I suggest that the Destabilizer have more spread but only spend 0.5 APM per shot (if that's even possible) so that it truly is an assault weapon: not as powerful per shot nor as accurate as its semi-automatic variant, but greater ammo efficiency and fully-automatic fire. 173.57.102.33 23:10, 5 August 2009 (UTC)

Yep, another bugged super-weapon to spoil our fun, the regular version does more damage per HIT. the uniqe version is automatic and the DAM showed in the PIPBOY is "caculated" per burst like for other auto rifles. but ofcourse, it doesn't even do that, since it will only shoot 1 round in vats instead of 3. i wouldn't mind waiting another 2 months for this Add-on if it ment less bugs and more patches for previews glitches, but i guess allocating development time for patching is not as profitable as "manufacturing" Add-Ons. FO3 is so complexed, so it's understandable that every ADD-on will bring some new glitches, but why do they let the glitches and bugs pile up??? my gauss rifle still can't kill a mole rat with a headshot, and that's when the slugs actually hit and not just go through. --62.219.101.163 00:37, 6 August 2009 (UTC)

Assuming that the rifle follows the same formula of four shots totals the base damage, the Destablizer would only cause alittle under 50 damage with each shot even if you have the Xeno Perk. That's a large damage difference between the two. However, it still has to be kept in mind that the weapon has a massive clip size compared to any other rifle in the game.--141.154.185.13 05:59, 6 August 2009 (UTC)

That is true; it does have a massive clip size. The rifle also does do more damage per second assuming all shots hit, so if you have a lot of APM and are more than willing to use the ammo excessively, then this gun is the answer. However, the fact that it has less damage per shot and therefore less ammo efficiency makes the weapon not a super-weapon that is completely better than its original, but an alternative. Some of us, including myself, were expecting it to be completely better than the Disintegrator, so finding these flaws is disappointing. After all, the Pulverizer is an upgrade to the regular Atomizer. Why is the Destabilizer only an alternative to the Disintegrator? 173.57.102.33 15:29, 6 August 2009 (UTC)

In a way it could be seen as an upgrade in the sense that it is the only automatic energy weapon in the game aside from Colonel Autumn's pistol, but that was patched with Broken Steel. --141.154.185.13 23:28, 6 August 2009 (UTC)

According to GECK, actual damage per shot for this weapon is 30, compared to 65 for Alien Disintegrator. Also, it has Attack Shots/Sec rating of 4.5, compared to original 2.0. Thus, for every second of fire outside VATS this weapon would do 135 damage, while Disintegrator would do 130. So, even outside VATS it's damage potential is barely better. If you add on top of that, that since it's automatic weapon, it will crit much less then Disintegrator, and that it will miss more often to due to higher min spread (1.5, instead of 1.0), it clearly becomes inferior weapon compared to Alien Disintegrator. The only positive thing is that you don't need to click often with mouse when using it. ;) P22 17:43, 10 August 2009 (UTC)

it really depends what you are doing. for quick small room clean ups, destabilizer works quicker (out of vats). in vats, disintegrator is much better, actually serving almost as alien sniper (i think). plus, destabilizer is a massive ammo hog, i used 200 just testing the thing (okay so they were albino radscorpions) but it eats away at bullets much quicker without insanely higher results.--User:Valoopy

In defense of Destabilizer, it gets decent outside VATS if using damage increasing perks from Point Lookout perks. That's 40 per shot (+5 super defense and +5 from bugged ghoul ecology). With 4.5 shots per second that's 180. Desintegrator would with same thing do 75dmg per shot (65+10), which is 150dmg per second (it can fire twice per second). Of course, it spends ammo more then twice faster and is not that much accurate. P22 23:55, 31 August 2009 (UTC)

Different damage versions?
Either people play with different DLC or some people don't look into GECK. The damage of the weapon reads 30 + 20 critical - no more no less. DPS reads 67. Yet people talk about 160 damage. Even with Xenotech you can't get this.

I would have edited it, but template editing here seems to suck for beginners. A preview even without editing anything and just pressing the template ok button only brings illegal code. Had to revert the whole page on my first trial as the FO3 weapon template can't be edited separately. Or has the template box editor a bug? Even then I suggest that a template like the FO3 weapon should get an extra edit. --84.162.204.97 19:37, 14 August 2009 (UTC)

I have this sheety weapon and it does 182.... Is that a problem???? Mr. smartarse?--BloodOmelet 03:29, 15 August 2009 (UTC)

And where do you read that value from Mr. Wannabecool? (As I told GECK from my DLC doesn't come up with anything near that value and even DPS is much lower) --84.162.231.26 19:03, 15 August 2009 (UTC)

Truth to be told, DPS values from GECK have no basis with reality. Actual damage should be calculated based on damage per shot and Attack Shots/Sec value. As for Pip Boy values, I think they should be displayed somewhere, since they are, after all, seen in the game (although also not so accurate for automatic weapons). P22 05:53, 15 August 2009 (UTC)

But even GECK's DPS tells me 67 and that's far below 160 and damage per shot is far below 160. So is Pip Boy value responsible for that 160? And strangely when shooting with this gun it feels much weaker than the disintegrator, but with the GECK values I really wasn't surprised. What surprised me most was that 160 damage value people talk about (probably all taken from those wrong wikia FO3 weapons info). --84.162.231.26 19:03, 15 August 2009 (UTC)

Well, that 160 thing is Pip Boy value that appears in the game (with full repair and 100% skill, without other bonuses). Still, it is indeed incorrect for all automatic weapons for approximating damage. On the other hand, it makes sense to have it listed somewhere, so you can at least have idea how much is damaged weapon less effective (or how much it's penalized for not having 100% energy skill). If it does, according to Pip Boy, 100 damage, then you can know that actual DPS is 67 * (100/160), or around 42 for that particular weapon equipped. P22 19:36, 15 August 2009 (UTC)

At least Fallout_3_weapons lists the correct info on the Destabilizer. I think all individual weapon pages should take the GECK and not Pip Boy values if the Pip Boy values are that much wrong. --84.162.223.41 21:53, 15 August 2009 (UTC)

The extremely high damage displayed in the Pip-Boy is likely due to having the Superior Defender and Ghoul Ecology perks, both of which increase the damage per shot of the weapon by 5 (making +10 damage per shot). Since the pip-boy factors in Damage Per Second as well, its reasonable that it displays such high damage (fully automatic and 46 damage per shot).

--117649AnnihilativeRepentance 03:26, 19 August 2009 (UTC)

This weapon and a few other Zeta weapons are incorrectly set to Small Guns if you open Zeta.esm in FO3Edit.


 * By looking in GECK, Equip Type value is set as SmallGuns, but Skill value is correctly set as Energy Weapons. What Equip Type does I don't know, but since proper skill is flagged, damage and accuracy depend from Energy Weapons as they should. P22 09:58, September 2, 2009 (UTC)

HOLY SHIT
Doing 198 damage for me. Just killed a Albino Radscorpion in about 3 secs. Best weapon easy.

Damage Calculation
Quick question: since when did 150 + 20% = 176? 84.9.125.24 11:58, September 19, 2009 (UTC)

Damage listed in pip-boy
For automatic weapons, the damage per second is what is listed in the pip-boy. For single-shot and semi-auto weapons, the damage per shot is displayed. The Destabilizer has a base DPS of 135, and the Alien Disintegrator has a base DPS of 130. The Alien Disintegrator actually does more damage per attack, but the Destabilizer attacks 125% faster (4.5 attacks/sec compared to 2 attacks/sec for the Alien Disintegrator), for an overall increase in damage (at the cost of higher ammo use). To summarize:
 * Alien Disintegrator, being semi-auto, shows 65 base damage/shot in the pip-boy and has a base DPS of 130.
 * Destabilizer, being full auto, shows 135 base damage per second in the pip-boy and does a base damage per shot of 30.

This explains why the Destabilizer will always show a damage amount in the pip-boy roughly double that of an Alien Disintegrator at the same level of repair. Also, as a side note, base damage is adjusted down for lower skill and lower condition of the weapon, and adjusted up for perks such as Xenotech and Superior Defender. Kris (talk) 04:29, July 20, 2010 (UTC)

Destabilizer or Disintigrator?
I can't decide and it's pissing me off soooo much! Please help!


 * The Destabilizer. Unique weapons always do more damage than their regular counterparts. Since the Destabalizer is the unique variant of the alien disintegrator, the Destabalizer is the obvious choice.

Not always. Drone cannon Ex-B do the same damage of Drone cannon, Miss Launcher can be more difficult to use than missile launcher and the Electro-Suppressor may be less powerful than the Shock baton.

For me, the Alien Disintigrator is better. Better accuracy, better damage per shot and have an unique animation reloading - the fastest in the game.

Turn of the Disintigrator. Bad accuracy, bad damage per shot, only fires a single round in VATS (like the Alien Disintigrator but it have a better damage per shot so), have a another and bad animation reloading (lose a lot of speed for reloading compared to the Alien Disintigrator) and finally, it's an astronomical wasteful of ammunition (which is rare once the DLC finish), where the Alien Disintigrator kill an super mutant overlord in 25 seconds using 10-15 shot, the Disintigrator will kill him in 15 seconds but use 50-60 shot - see the difference.

You make your choice but don't count on the damage displayed on your pip-boy for the Disintigrator. Itachou [~talk~] 00:43, May 27, 2011 (UTC)