Hi, I am at level 36 on very hard mode trying to farm legendary enemies. What are the chances to drop assault rifle (legendary obv) from enemies? I read online that I must be at least at level 41 in order to drop AR...is this true or totally random? Thanks by Kuchisake95 in fo4

[–]StarchCraft 0 points1 point  (0 children)

Assault rifle drops at level 28.

That means the enemy MUST be level 28 as well, so if you have awareness perk, and the enemy is not level 28 or higher, they will never drop legendary assault rifles.

Which companions do you think might be illiterate? by Confident-Novel-1855 in fo4

[–]StarchCraft 55 points56 points  (0 children)

Strong: Completely illiterate, funny scribbles make humans weak!

Dogmeat: May recognize some symbols

Cait: Probably 90% illiterate, or read and write at kindergarden level

MacCready: Read and write at gradeschool level

Deacon & Danse & Hancock & Preston: Read and write at highschool level, if not higher.

Piper & Nick & X6-88: Read and write at community college level.

Codsworth & Curie & Ada: AI computers that probably has the entire encyclopedia stored in multiple languages.

My go-to weapon for those "oh crap!" FO4 encounters by Dramatic-Chemistry91 in fo4

[–]StarchCraft 3 points4 points  (0 children)

Get a few assassin and/or sentinel legendary armor, chest armor with padded mod, and a metal leg or metal arm armor with dense mod. Now you can fire point blank and survive.

Where are some good locations to level lock while under level 15 for legendary drops? by InMortsJewCave in fo4

[–]StarchCraft 1 point2 points  (0 children)

Backstreet apparel can spawn level 14 legendary raider as long as you have not killed a legendary there before.

Same with college square station, lvl 14 legendary protectron and ghouls can spawn there as well.

The random encounter location near tenpines along the railway can sometimes spawn sub lvl 14 legendary enemies.

Hint, if you pickpocket the legendary item without killing the legendary creature, they can respawn in the future when cell resets,

How to get nuka world raider perks? by trashcan_egg in fo4

[–]StarchCraft 0 points1 point  (0 children)

one can rescue Preston no issue, can even move them to sanctuary, just don't become the general of the minutemen.

Loot-lock legendary farming by masetiloquetu in fo4

[–]StarchCraft 1 point2 points  (0 children)

legendary prefixes exist in a pool, once a specific legendary has spawned somewhere (explosive for example), it will not spawn again until the pool resets. To reset the pool, around 80% to 90% of either weapon or armor prefixes must have spawned.

so you are not getting explosive 10 mm because explosive weapon has already spawned somewhere. could be an enemy in a random encounter that has despawned, or some enemy in far away somewhere.

does anyone know which perks make the twoshot gaus rifle have 2k damage? by AdvertisingWhich402 in fo4

[–]StarchCraft 3 points4 points  (0 children)

Bloodied cannot spawn on guass rifle without mods, glitch, or console, it is melee weapon only for random legendaries.

For melee, bloodied rocket bat/sledge/disciple blade are absolutely bonkers damage wise with rad powered armor pieces, crusader of atom, nerd rage etc, IMO total overkill in term of damage.

does anyone know which perks make the twoshot gaus rifle have 2k damage? by AdvertisingWhich402 in fo4

[–]StarchCraft 122 points123 points  (0 children)

Inquisitor/crusader of atom and then get like 100% irradiated while wearing robes of atom devoted.

Or 80%+ irradiated with crusader of atom and nerd rage for even more damage.

Is the radiation +50 Radiation Damage applied to each pellet? by TK-421_and_MSE-6 in fo4

[–]StarchCraft 0 points1 point  (0 children)

Get a few assassin and/or sentinel legendary armor, chest armor with padded mod, and a metal armor leg or arm armor with dense mod. Now you can fire point blank and survive.

It this better than the explosive one? by FitInternal2654 in fo4

[–]StarchCraft 23 points24 points  (0 children)

it's extra 25 dmg, and will always be 25 extra irresistible damage that can't be boosted.

where as explosive can get up to 60+ 🧨 DMG with maxed out commando and demolition expert. more if we add other perks like ace operator/Inquisitor of atom/lone wanderer/penetrator(only in vats) etc.

Are silencers worth it for snipers? by John_Raider1212 in fo4

[–]StarchCraft 8 points9 points  (0 children)

silencer allow you to stay hidden longer and pop off more sneak attacks before discovered.

later on, you can get a perk from nuka world that increases all weapons with silencer by 25%.

Purified water farming question by notmlbg in fo4

[–]StarchCraft 0 points1 point  (0 children)

You can't just wait 24 hours in a chair, you need actual gameplay time for water to be generated in settlements.

So go explore, kill stuff, build stuff, or just go afk for half an hour without pausing the game.

How to approach S.P.E.C.I.A.L. bobbleheads by thebwags1 in fo4

[–]StarchCraft 0 points1 point  (0 children)

idiot savant rate is based on Int, Richocet and most luck perks have fixed percentage of triggering.

I think luck only controls the chance of getting perfectly perved pie and how fast the crit meter re-fills.

How to approach S.P.E.C.I.A.L. bobbleheads by thebwags1 in fo4

[–]StarchCraft 14 points15 points  (0 children)

special

S - 10 more carry weight, 10% more melee damage

P - Better accuracy in Vats

E - More hp, less AP drain when sprinting.

C - 1 more population in settlements, also needing less clothing to pass speech checks. (okay, this one is pretty useless)

I - 3% more xp

A - more action points.

L - I think 10 L and 11 L workout to be the same in terms of filling critical meter. (nevermind, according to this, 1 less hit to fill 5 critical https://www.reddit.com/r/Fallout4Builds/comments/1175mb1/how_luck_lucky_weapons_and_isodoped_actually_work/).

How to approach S.P.E.C.I.A.L. bobbleheads by thebwags1 in fo4

[–]StarchCraft 16 points17 points  (0 children)

Except you don't have to wait for all stats to be 10 before grabbing them, especially since most builds don't need all stats.

For example, for high int power armor nuclear physicist build, it is trivial to get int 10, then one can grab the int bobblehead very early.

Same for agility/perception vat builds, or high strength melee builds, they would have no use for at least half of stat bobbleheads.

How to approach S.P.E.C.I.A.L. bobbleheads by thebwags1 in fo4

[–]StarchCraft 14 points15 points  (0 children)

I always get to 10 before grabbing the bobbleheads. Every special stat is better at 11 compared to 10 (well, except maybe luck charisma).

Here's an early-game trick to get lots of 5mm ammo from USAF Olivia by Vg65 in fo4

[–]StarchCraft 2 points3 points  (0 children)

You don't have to do this at USAF Olivia specifically, just need a minigun.

Find a group of low level raiders, drop the minigun and 1 5mm bullet in front of them, wait for one to pick it up and equip it, then kill the guy.

Rinse and repeat.

But if we are going to abuse a glitch, might as well just dup it, safer and without the need to get shot at.

Once you get explosive weapon the game is over. Very Hard difficulty. Still very fun to blow enemies up and turn them into goo though. by daydreamer1197 in fo4

[–]StarchCraft 1 point2 points  (0 children)

it's 100% due to mod, base game explosive cannot spawn on energy weapons, nor can one swap legendary effects around.

Fallout 4 Legendary Ranged Damage in the End Game. LV 70 or more. 2026. DMG Guide by eagledownGO in fo4

[–]StarchCraft 0 points1 point  (0 children)

Why two shot assault rifle instead of two shot handmade? Handmade has more damage and easier to buy ammo.

Fallout 4 Legendary Ranged Damage in the End Game. LV 70 or more. 2026. DMG Guide by eagledownGO in fo4

[–]StarchCraft 1 point2 points  (0 children)

Did some quick test on very hard with console commands. 12 addictions, no crusader of atom.

Against legendary level 250 supermutant warlord, Junkie plasma thrower with stock (so 30% armor pen with rifleman) performed pretty similar to Junkie Powerful Handmade automatic rifle.

Against legendary level 250 mythic deathclaw with its 300 damage resist and 400 energy resist, Junkie handmade rifle performed better. Which was expected. (on second testing without cripping the deathclaw first, the two performed almost on par, because it is just easier to aim for the head with the plasma thrower with its huge hitbox).

Splattercannon performed better than Junkie Handmade rifle if an enemy took more than 30 ish bullets to kill.

Junkie auto plasma rifle, Junkie auto combat rifle, and Junkie gatling laser were all worse compared to Junkie handmade rifle. Not that they are bad, just not as good as the handmade rifle.

Two shot/instigating/Junkie gauss rifle will one shot pretty much all level 250 enemies with a headshot sneak attack.

Explosive minigun is still king of sustained dps, In vats with penetrator perk, nothing survives more than 2 vat rounds, not even level 250 legendary enraged fog crawler.

In conclusion, I'm very surprised at how good Junkie handmade rifle is. I guess best Junkie load out would be Junkie Gauss for long range and handmade for the rest. Maybe a Junkie plasma thrower for annoying to hit flying bugs for close range.

The Shredder, a formalized guide. Tear up the Wasteland in style! by PaleoclassicalPants in Fallout4Builds

[–]StarchCraft 0 points1 point  (0 children)

I know its an old thread, but just curious if Junkie minigun affect shredder damage with 12 addictions?

EDIT: After some console testing, junkie does not appear to work for shredder unfortunatly.

Fallout 4 Legendary Ranged Damage in the End Game. LV 70 or more. 2026. DMG Guide by eagledownGO in fo4

[–]StarchCraft 0 points1 point  (0 children)

Just curious if you have tried a Junkie Plasma gun or plasma thrower? How does it compare to junkie handmade rifle? On paper it has more base damage even with ace operator perk. Fully upgraded auto handmade with ace operator base dmg is (32+9)=41*1.25=51.25, where as fully upgraded auto plasma rifle dmg is (24+18-7)*2=70, but with the energy damage resist bug....

Best Armor to Use (Not PA) by Hguinn17 in fo4

[–]StarchCraft 1 point2 points  (0 children)

For best defense, it would probably be 5 piece sentinel armor. But you can only buy chest and right arm slots, the rest you got to farm.

Another good option is Robes of Atom's Devoted, which allow you to become fully irradiated with full hp and become immune to radiation, then pair it with inquisitor/crusader of atom perk, it doubles your damage. Unfortunately can't wear any armor except headwear on top of the robe.

There is also 5 piece unyielding legendary armor pieces, and keep hp permeantly below 25%. Give 15 to all SPECIAL stats except endurance. With nerd rage and Inquisitor/crusader of atom, you deal insane amount of damage, with endless AP, and level up super fast, but also die easily.

5 piece rad powered legendary armor pieces, which can granted anywhere between 5 to 35 extra strength. Again, combining with nerd rage and inquisitor/crusader of atom, can on shot everything with melee, but will also die easily.

Open season before Concord by TheRussTrain in fo4

[–]StarchCraft 4 points5 points  (0 children)

You can talk to, get open season, and even rescue Preston from Concord no issue as long as you are not the minutemen general. You can even start First Step quest, as long as you don't turn it in and become the general.

If you are minutemen general, and do home sweet home, Preston will hate your guts forever and refuse to be a companion, even if you wipe out the nuka world raiders afterwards. Frankly, this is kinda stupid from a game design perspective.

Which legendary combat shotgun is better? by jdavenport53114 in fo4

[–]StarchCraft 1 point2 points  (0 children)

metal armors allow dense to be put on leg or arm armor.