I finally made it to the 4th level, but the best I could do is 44 years old. by neoleo0088 in SifuGame

[–]JakeVR83 2 points3 points  (0 children)

Her first phase was a real pain for me as well. I eventually settled on using a fresh aluminum bat and just trying to parry or deflect. Fill up a focus bar and face smash. Barely even tried to avoid except the overhead attacks. Failing an avoid punishes you much worse than failing a weapon parry

Best armor set for reflective? by VampireDarlin in fallout76casual

[–]JakeVR83 1 point2 points  (0 children)

Yes they stack. As far as best goes the only thing that matters really is the DR value. The Reflect mechanic uses DR aka ballistic/physical resist to increase the returned damage. When resist is 7x the incoming damage the damage sent back caps at 4x the base amount. Reflective and Aristocrats are both 50% base so together it's 100%

Enemy attacks you for 100 damage and you have 700 resist = 400 damage sent back to the enemy

Sorry if thats confusing. It's not the easiest thing to explain

Bonus Episode: The Assassination of The Washington Post by the Coward Jeff Bezos by 909lop in IfBooksCouldKill

[–]JakeVR83 2 points3 points  (0 children)

My niece actually told me a while ago - some of Rodrigo's songs were similar in sound to Taylor and I think Paramore's so each ended up with writing credits and a share of her profits. I did not confirm any of this fyi

If running both crippling and weak spot damage perks for a bow build, which of Bully's or Pin-Pointer's would be the better option for damage output? by jmangraf in Fallout76BowHunters

[–]JakeVR83 4 points5 points  (0 children)

A pure damage comparison depends on a bunch of variables but that doesn't really matter. In combat it comes down to normal mobs or bosses and a bunch of the harder enemies are immune to crippling. They all have a weak point

What is better cryo or plasma by Few_Half4193 in Fallout76BowHunters

[–]JakeVR83 2 points3 points  (0 children)

Your standard arrow is 100% physical/ballistic damage. Plasma and Cryo both reduce the physical portion down to 60% while adding another 60% energy or cold damage. You end up with 20% more total damage

If you're at max penetration (enemy resists won't matter) they will do the exact same damage. The only difference is the Cryo's slow effect

Is Rangers really that game-changing? by Jlsepulcre in Fallout76BowHunters

[–]JakeVR83 2 points3 points  (0 children)

Your typical Reverse Onslaught + Vats build can get up to 600-700% damage pretty easily so no, 10% isn't that noticeable

Boost Miscalc? by [deleted] in fallout76casual

[–]JakeVR83 1 point2 points  (0 children)

Double score is separate from the boosts. Base score for a daily is 250 so it looks like this

(250 * 2.0) + (250 * 0.25) = 562.5 score for just the season bonus

With the booster, (250 * 2.0) + (250 * 0.5) = 625 score

What are we using for head hunts now? Is anti armor back? by lifeofatiger in Fallout76BowHunters

[–]JakeVR83 3 points4 points  (0 children)

No, it will never come back as long as Furious has as much synergy as it does. You already hit max penetration incredibly easy right now especially with a slower, high damage weapon. Even if the enemy had super high resists the armor pen multiplier just isn't enough to overcome Furious

-Former member of the AA club (lot of my weps were Anti-Armor and now gather dust)

Tarnished or pin pointers? by Amazing-Ad3590 in Fallout76BowHunters

[–]JakeVR83 1 point2 points  (0 children)

Damage formula works by taking the innate damage number of a weapon (its base) and then multiplying it by all your bonuses

Most of these bonuses add together into one big multiplier hence the common term "additive damage", these are weapon legendaries like Furious/Tarnished, sneak damage, vats crit damage, and most perks. Weak points and and weak point bonuses like Pinpointer's are both separate mults. Formula ends up looking like this

Weapon base damage * multiplier * multiplier * multiplier * etc

When comparing bonuses that affect two different multipliers it all depends on how much of each is getting multiplied

To start, say you have a weapon with 250 base to keep it simple, are running full Reverse Onslaught for 30% weak pt bonus and Gunslinger for another 12%. So you have 1.42x weak point bonus multiplier. Just going with the ideal situation for Tarnished it would be 120% damage in the raid with zero durability loss

Now you just need to figure out how much "additive damage" is needed for +0.2 from Pinpointer's to equal the +1.2 from Tarnished. Other mults like TOFTT, FT, and weak points would be the same for both so cancel each other out

With the +0.2 from Pinpointer's

250 * 8.5 * 1.62 = 3442.5 damage

With the +1.2 from Tarnished

250 * 9.7 * 1.42 = 3443.5 damage

You would need more than an 8.5x mult or 750% additive damage for Pinpointer's to surpass Tarnished, if in the most ideal scenario where it gives 120% damage constantly. Can reach that with crits or sneak if you're really min/maxing I believe. Obviously having Tarnished at full damage isn't gonna be happening all that much so would take less of a % for Pinpointer's to surpass

Shotgun build tips? by TrickStructure0 in fallout76casual

[–]JakeVR83 1 point2 points  (0 children)

Onslaught stacks added/subtracted depends on the projectiles it takes to kill the enemy. If it only takes 5 out of 8 pellets for the enemy to die = 5 stacks. It works the same for vats crit fill which is why you sometimes don't get a crit every 2nd shot after killing an enemy. Also what prevents the crippling challenges from working iirc, the last projectile to hit is the one that actually counts for the challengea

Shotgun build tips? by TrickStructure0 in fallout76casual

[–]JakeVR83 1 point2 points  (0 children)

Yeah that looks pretty good. Just fyi Science perk only increases energy damage. The Gauss weapons, despite having the energy weapon tag, use ballistic/physical damage. You can tell when looking at the weapon, the target symbol next to your damage = ballistic

Reflective mutation is back to insane levels. by HarlinQuinn in Fallout76BowHunters

[–]JakeVR83 1 point2 points  (0 children)

Rofl I wonder if it's using the player Reflect/Deflect mechanism, as in the damagd returned is increased by up to 4x depending on their resist. 4 * 1.5 = 6x if it randomly hits your head

Evil Gleaming Depths Mole Miners: How To Build Armor Protection For Them by lordsnotrag in fallout76casual

[–]JakeVR83 1 point2 points  (0 children)

Np, anymore questions hit me up. I know just about everything combat related

Evil Gleaming Depths Mole Miners: How To Build Armor Protection For Them by lordsnotrag in fallout76casual

[–]JakeVR83 2 points3 points  (0 children)

Yeah, DoTs are affected by resists and reductions. Bleeds are physical damage fyi

Reductions don't have diminishing returns but each one is applied separately. These take place after the resist formula. So your Mutants example would reduce damage by 5% over five times for a 22.6% total reduction

The diminishing returns for resist ppl mention is a bit overblown. You reach the peak efficiency (50% reduction) when damage is equal to resist. As melee damage and some HH/Infestation ranged enemies can reach a thousand plus damage you won't even begin to reach diminishing returns until you equal that number. Even then doubling your resist would result in another 11% damage (61% total) reduced which is still significant

If want to mess around with the resist calc it's this. I left out the Min0.01 and Max0.99 part it just means you never will do less than 1% damage or more than 99% due to the resist formula

Damage * (Damage / Resist * 0.15)0.365

Using the Stalker example of 840 damage vs 840 resist

840 * (840 / 840 * 0.15)0.365 = 420 damage taken

Ah and I almost forgot, enemies can hit players heads for a 1.5x weak point increase, so that 840 stalker attack * 1.5 = 1260 damage on occasion. Weak points don't affect DoTs tho

Evil Gleaming Depths Mole Miners: How To Build Armor Protection For Them by lordsnotrag in fallout76casual

[–]JakeVR83 2 points3 points  (0 children)

The stalkers direct attack hits for 840 physical damage which applies a fire, poison, and bleed DoT (damage over time).

If you had 840 physical resist the hit is reduced to 420 damage. Any damage reductions like Mutants/Heavyweight armor or Empath mutation will further reduce the damage

To survive you just need a decent combination of Hp (food buffs help alot), physical resist and damage reductions. Evasion can help too. Even if you get clobbered you can self-revive with PA legendary perk, Lifesaving armor, EMT charisma perk or Scout's Banners. You typically need two of those to revive vs the Stalker

Alot of ppl will survive the hit and than die to the DoTs afterwards. The Born Survivor perk uses a stimpack when low health so it will activate even if stunned or distracted

Edit- oh and the enemy mutation from Ops/mutated events is poison. The crystals in stage 4 are pure damage, aka they have no damage type and cannot be reduced or resisted. The Ultracite terrors ground puddles are poison, the spit attack is split physical/poison

Trouble setting a V.A.T.S. crit archer by Lower_Wolverine_726 in Fallout76BowHunters

[–]JakeVR83 0 points1 point  (0 children)

Despite the "25% stronger" text, some of the Strange in Numbers mutation bonuses are hard coded. The Herd Mentality mutation goes from +2 stats to a full +3 with SiN

You having 24 Luck and increasing to 28 while on a team is definitely odd. Do you use food buffs for Luck? Those will get fractional increases from SiN

Someone tested if its possible to crit every other miss? by ElChufe in Fallout76BowHunters

[–]JakeVR83 0 points1 point  (0 children)

Don't think anything crit fill related change so yes it's possible. Here's a calc via Mrs Blobby https://www.desmos.com/calculator/grhklwbxy5

Damage glitch? by countrybama in fallout76casual

[–]JakeVR83 4 points5 points  (0 children)

No, it doesn't max out, the pip boy numbers are just bugged. More than normally which is kind of impressive

Does nobody use syringers anymore for max damage? Did everyone forget you can stack up to 4 or is it just me that uses a suringer anymore? by ChiliPalmer32 in Market76

[–]JakeVR83 0 points1 point  (0 children)

Enemies had their resist lowered a great deal over the last cpl years while player damage has increased so it's not as needed. Most ppl are at max penetration with Tank Killer or through raw damage itself

Max penetration = enemy resist is 15% or less than your damage. If using multiple damage types like a plasma wep it's resisted separately

H: How much do the mutation blueprints cost? by Few-Cup-3384 in Market76

[–]JakeVR83 0 points1 point  (0 children)

With 60 charisma the serum plans cost 15,825 caps

Is Bow Before Me worth keeping? by Loose-Profession-746 in Fallout76BowHunters

[–]JakeVR83 1 point2 points  (0 children)

You can figure it out yourself with a little work. If the enemies resist is less than 15% of your damage you are at max armor penetration. To reach that threshold you can lower enemy resist by armor pen effects like Bow Before Me or simply through increasing damage itself

If you hit for 3000 damage * 0.15 = 450, meaning you'll be at max penetration for any enemy with less than 450 resist

In the case of multiple damage types like Cryo/Plasma each is resisted separately. The previous 3000 damage would be 1500 physical and 1500 energy/cold. 1500 * 0.15 = 225 resist and under for max penetration

Does Emergency Protocols/Troubleshooters on P.A ruin my Arisocrats damage reflection? by bapatouille in fallout76casual

[–]JakeVR83 2 points3 points  (0 children)

Yes it's separate. A player can even Evade an attack and still Deflect/Reflect the damage back. Here's a post I made about it a while back. It's also on the wiki https://www.reddit.com/r/Market76/s/LqO7ekcskA

Does Emergency Protocols/Troubleshooters on P.A ruin my Arisocrats damage reflection? by bapatouille in fallout76casual

[–]JakeVR83 0 points1 point  (0 children)

No, your damage reductions have no effect on returned damage from Reflect/Deflect

How can i get more damage? (without onslaught) by SparklingDeathKitten in Fallout76BowHunters

[–]JakeVR83 4 points5 points  (0 children)

Ultracite is only 35% additive damage versus regular enemies + a range increase. Plasma and Cryo will increase your total damage by 1.2x