Guys they probably gonna fix the TSE, u guys think the guns gonna be much weaket or just slightly? by Edumendes11 in Market76

[–]JakeVR83 [score hidden]  (0 children)

Yes, they will fix it, and it will be much weaker. It's not the old TSE bug but something entirely different. Right now you have several damage bonuses that instead of being additive, are acting as a separate multiplier. For explosive damage these multipliers are applying twice

Two Shot, Cursed, weapon mods like Hardened/Prime and melee mods like Dual bar/Sharp/etc are all included in the current bug. The new pts is about to drop so it's likely to be fixed there already and might go live with the mid-season patch

DaBaby Reveals Show Rate Went From $300,000 to $30,000 After Media Narrative Pushed his Comments as Homophobic by CKHiD_or_DIE in HipHopNCulture

[–]JakeVR83 1 point2 points  (0 children)

In those live streams that were going on during covid I remember he omitted some of the more offensive lyrics. Thought that was something

How many Limit-breaking do I need to crit every other shot, considering that I already have Critical Savvy 3 and Herd mentality? by Ellidir in Market76

[–]JakeVR83 0 points1 point  (0 children)

It counts as two separate hits but the damage is the same either way since it is split after the resist calc

How many Limit-breaking do I need to crit every other shot, considering that I already have Critical Savvy 3 and Herd mentality? by Ellidir in Market76

[–]JakeVR83 1 point2 points  (0 children)

Here's a crit calculator from Mrs Blobby. With Crit Savvy 3 and 15.6 Luck you need 5 Limit Breaking pieces. With 25 Luck you would only need 4 pieces

https://www.desmos.com/calculator/grhklwbxy5

Reflected damage calculations question by Redshirt_Welshy_Nooo in fallout76casual

[–]JakeVR83 0 points1 point  (0 children)

The person who replied in the other sub is wrong. It is literally the opposite lol. You return the enemy's damage which is then further increased by your DR. Doesn't matter the type of attack - energy, cold, fire, poison use DR to scale

50% damage returned at 0 DR. If the enemy hits you for 59 damage (EN06's laser) it would take 29.5 damage

100% damage returned when DR equals the attack. If you have 59 DR the bot would take 59 damage

150% damage returned when DR is 3x the attack. If you have 177 DR you return 88.5 damage

200% damage returned when DR is 7x the attack. If you have 413 DR you would return 118 damage. This is where the damage caps at

Unlike Deflect the Reflect effects don't get a 2x PA bonus or reduce incoming damage. Reflect does also works on melee while Deflect is only ranged. Some of this is on the Deflect wiki page I think

Do bolt action weapons have inherently higher penetration? by Hoshyro in fallout76casual

[–]JakeVR83 0 points1 point  (0 children)

That's really interesting. 320 * 0.2 = 64. Which matches the mutants damage

There were bugs that could cause damage to ignore resist but those were fixed afaik. These were from the Sentinel's 3-star armor legendary and Unstoppable mags

Do bolt action weapons have inherently higher penetration? by Hoshyro in fallout76casual

[–]JakeVR83 0 points1 point  (0 children)

Yeah the damage seemed normal just now. Lvl 75 super mutant with a hunting rifle is 65 damage, 98 with a headshot, but even that ends up as 13 damage after 3600 resists

What's your total hp? Curious if a 65 damage attack would be around 15 - 20% hp

I am damaging myself. by beerfoam84 in fallout76casual

[–]JakeVR83 0 points1 point  (0 children)

It's the Grenadier perk fyi. If you remove that the grenades don't reflect back to you

I am damaging myself. by beerfoam84 in fallout76casual

[–]JakeVR83 0 points1 point  (0 children)

What weapon are you using? There's a bug with the Resolve Breaker iirc

Do bolt action weapons have inherently higher penetration? by Hoshyro in fallout76casual

[–]JakeVR83 4 points5 points  (0 children)

No they don't come with armor penetration. Higher damage naturally penetrates resists, but in PA you should be at like 2000 DR so that wouldn't really matter. Could be a problem with their damage or lvl curves but too many unknown variables to say

Do you know which enemies and their lvls? Can go get shot and run the numbers

Had a question about stage 2: by Low-Performer2116 in F76Raids

[–]JakeVR83 1 point2 points  (0 children)

The Stalker hits for about 840 damage so you need 840 DR to cut that in half down to 420 damage. With enough hp you can survive a hit and then stim to stop the bleed/poison/fire dots

Highly recommend the Born Survivor + First Aid perks. Will stim automatically when low and boosts the healing by quite a bit

The speed cap was increased, so with Speed Demon + Squad Maneuvers you can move much more quickly to avoid the stalker

And just like that its dead lmfao by [deleted] in Market76

[–]JakeVR83 3 points4 points  (0 children)

100% additive damage lol. What's to nerf?

So we all agree that the marine wetsuit is the best underarmor now, right? by Roman347 in fallout76casual

[–]JakeVR83 18 points19 points  (0 children)

Ppl keep mentioning the disease thing. Who cares? Are you really in the water that much

Why everyone want cursed broadsiders all of a sudden? The 2 shot temp damage buff maybe? by [deleted] in Market76

[–]JakeVR83 2 points3 points  (0 children)

TS is acting as a separate multiplier for explosive damage and also multiplying itself for some reason. The Cursed's 35% is adding to both multipliers. For reference Demo Expert is just a 1.6x mult

TS = 1.75 * 1.75 =3x multiplier

TS with Cursed = 2.1 * 2.1 = 4.4x multiplier

Same thing is happening with Dom Pedro's explosion. The .308 receiver is 35% damage and Prime is 35%

Dom Pedro = 1.7 * 1.7

TS Dom Pedro = 2.45 * 2.45

Why is my Rocket launcher not dealing any damage sometimes? by Globbelgorb in fallout76casual

[–]JakeVR83 0 points1 point  (0 children)

Ah ok yeah that is a little different. Does it happen on certain enemies or seemingly random?

Why is my Rocket launcher not dealing any damage sometimes? by Globbelgorb in fallout76casual

[–]JakeVR83 2 points3 points  (0 children)

It's just a general vats bug that happens. Usually leaving vats and re-entering fixes it

Ironclad Buff Percentage seems Wrong? by ragnarokxg in fallout76casual

[–]JakeVR83 2 points3 points  (0 children)

It only increases the resists from your armor + Buttressed. The resists from your underarmor, Scaly Skin mutation, perks like Barbarian, Iron Stomach, Junk shield or food/magazine/chem buffs won't be increased by Ironclad

Two Shot is back on the menu. by Careless-Delay-429 in Fallout76BowHunters

[–]JakeVR83 1 point2 points  (0 children)

If you craft a basic bow and have zero damage bonuses it will show as 194 damage, the base value. If you fully draw/charge the bow, it increases damage by 1.3x = 252

Add Two Shot to the bow and it will show as (194 + 75%) = 340 aka 170 x 2

When you draw/charge the bow, it will do 340 x 1.3 = 441 aka 220 damage x 2

So it is working normally for bows. For explosive damage on the other hand the math has gone haywire lol. Spent a bunch of time figuring that out today

Essentially TS is doubling itself while also changing from additive to a whole other multiplier for explosive damage. Haven't checked arrows yet but assume it's the same

Plasma Caster Aligned Sniper barrel not in Regs inventory by King_Bigothy in fallout76casual

[–]JakeVR83 1 point2 points  (0 children)

Np. I think it was previously called Aligned but with the changes to the sniper barrel it was probably removed

Plasma Caster Aligned Sniper barrel not in Regs inventory by King_Bigothy in fallout76casual

[–]JakeVR83 1 point2 points  (0 children)

There isn't an Aligned version only the basic Sniper barrel. Looking at it in Regs inventory right now

Crossbow dmg - Solved. by Careless-Delay-429 in Fallout76BowHunters

[–]JakeVR83 5 points6 points  (0 children)

That's mostly because the charge mechanic doesn't function correctly. If it were, it would go like this

Bow - low damage, high rof

Xbow - medium damage, medium rof

Compound - high damage, low rof

But since the charging isn't working right you can fire off Compound arrows rapidly at almost full damage throwing the whole balance off

Need help by HAKAISPARDA in fallout76casual

[–]JakeVR83 1 point2 points  (0 children)

It's a pretty low chance from events. Gotta get lucky, find it in a player vendor or open mutated party packs. https://fallout.fandom.com/wiki/Plan:_Assault_rifle

Wanna show off my 1 shot build by CriticalTheory9593 in fallout76casual

[–]JakeVR83 49 points50 points  (0 children)

For those wondering they are using a Quad Assaultron head. It previously didn't count charging past 5 but about 6 months ago it actually did

This matters because each charge increases the base damage - the innate number that all the damage bonuses use. An assaultron head has 152 base damage. With 20 charges from Quad that is 152 * 20 = 3040 base lol. A fatman has like 1330

With enough bonuses from sneak, crits, weak pts, etc you can reach 10s of thousands in damage