Like Explosions? And staying alive when they hit you? That's a build just for you
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Survival Mode 2017: Gunslinger Vs Rifleman Alright, so I'm currently doing survival mode atm at a snails pace (I'm lvl 25, and just set up Starlight Drive-In as my new main base) and have been predominantly using power armor + melee (rocket powered baseball bat while in 3rd person is glorious) but I honestly would want some ranged weaponry. Jan 20, 2018 Back with another Fallout 4 Video and today, I figured it could be fun to talk about what the highest or most damage possible is in Fallout 4! This video will be going over Melee weapons as they. While waiting to the all-clear signal from Vault-Tec, the overseer of Vault 111 tinkered with some components and chemicals around the Vault. The Cryolator was the result, a prototype that made cryonic freezing portable. The Cryolator is similar to the flamer, but propels super-chilled nitrogen gas instead of flammable liquid fuel. One of the many great features in Fallout 4 is the ability to modify your weapons. Want to sneakily assassinate the 5 super mutants blocking your way? Slap a suppressor on your pistol and become 007! Fan of Zombie movies? Become a Ghoul slayer and add some nails to that baseball bat of yours. PSA: Due to the way Fallout 4 handles damage resistance, low damage weapons with high rates of fire will tend to be much weaker than high-damage weapons with low rates of fire. (Also, critical hits do more damage than you might expect.). Seems odd that it is called 'PA Bat Dam Rate'. But even more odd that it (atleast in the demo we have) only appears on the t45 series PA torso. A suit that, according to lore was the only one that used batteries. Why wouldnt be called 'PA Bat Drain Rate' instead of 'dam' maybe its a UI place holder.
This is a very versatile and enjoyable tank build for Fallout 76. It can be played with a wide variety of weapons, and our main recommendation will be Heavy Explosive Guns. If not for their performance, they are exactly what makes this build so fun to play. Highly Explosive Tank offers smooth gameplay even in higher level zones and is considered a viable endgame choice.
Below you will find all the recommended Perks for each of the SPECIAL attributes. We have decided to not include Perks that are typically for either Power Armor or non-Power Armor users so that you can efficiently both ways. When you are casually exploring lower level zones, just recall your Power Armor to not damage it and waste Fusion Cores, and when you need some better Damage Resistance, you can always hop inside momentarily.
You can also check our other builds on FO76 Builds and a beginner's guide to character customization
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SPECIAL Attributes and Perk Cards
STRENGTH [15 POINTS] | |
Gain +60 damage resistance while firing a heavy gun Your non-explosive heavy guns now do +20% damage Your non-explosive heavy guns now do +20% damage Your non-explosive heavy guns now do +20% damage Heavy Guns weigh 90% less | |
Strength is the primary attribute for this build. It increases your maximum Carry Weight and lets you use all the Perks related to Heavy Guns. Depending on how many weapons you want to carry around, you can either use Bear Arms, Pack Rat, or Bandolier Perks for better capacity management |
PERCEPTION [6 POINTS] | |
You now gain +40 Energy Resistance Your explosives detonate with twice the radius | |
Perception has a few useful Perks, but it can be assigned as the last SPECIAL attribute when you are getting close to level 50 |
ENDURANCE [12 POINTS] | |
Gain a total of +45 to your maximum Health Your limb damage is completely eliminated Immediately gain +60 Fire Resistance You gain increased benefit from being Well Fed or Well Hydrated | |
Endurance is a very important attribute which is related to your defenses and survivability. It's should be your second priority |
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CHARISMA [1 POINT] | |
Reduce your target's damage output by 10% for 2 seconds after you attack | |
You can consider spending more points on Charisma attribute if you plan to play in a team more often. It offers a wide variety of useful Perks for team players. This can be achieved by transferring a few points from Intelligence(First Aid) or Agility(Dodgy) |
INTELLIGENCE [11 POINTS] | |
Your explosives do +60% damage Stimpaks restore 45% more lost health In Power Armor, heavy guns gain excellent accuracy and ignore 45% armor | |
Stabilized is the most important Perk under the Intelligence SPECIAL attribute. It grants an amazing DPS bonus, however, it works only when using a Power Armor. On the other hand, Demolition Perk is optional. After the recent nerfs, 60% increased damage seems quite costly for 5 points |
AGILITY [6 POINTS] | |
Action Points regenerate 45% faster Avoid 30% of incoming damage at the cost of 30 Action Points per hit | |
Action Boy is a very useful Perk for every Fallout 76 build. Dodgy on the other hand is a useful defensive Perk but because of high AP consumption, it can be treated as an optional addition to this build |
LUCK [5 POINTS] | |
Heavy guns gain a 12% stagger chance and a 12% chance to cripple a limb 10% bonus damage means enemies may explode into a gory red paste | |
Bloody Mess is one of the best DPS-oriented Perks in the game, while the extra chance to stagger and cripple limbs has great defensive utility |
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Equipment
ARMOR: This build can be played with Power Armor or without one. It offers versatility in that matter. In terms of regular Armors, you should aim to get high ballistic Damage Resistance on each part and seek out for Vanguard's Legendary mod which increases your Damage and Energy Resistance by up to 35 depending on how high your current Health is WEAPON: You can use any Heavy/Explosive weapon you find and have ammo for. Fat Man is one of the weapons you will most certainly enjoy playing with, and M79 Grenade Launcher is the weapon you should carry around for more casual usage CHEMS: Med-X (DMG Resist +25) and Psycho (DMG Resist +25, Damage increased by 15%) are the best Chems that you can use in this build. Just remember to now overdo it. In most scenarios, the effects aren't worth getting addicted to Chems |
Mutations
If you are considering getting mutated in Fallout 76, you should mainly focus on defensive mutations when playing this build. Also, I have personally found Marsupial a very useful addition to my character. Remember to pick the Starched Genes Perk so that you don't accidentally remove your beneficial mutations with Rad Away
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If you have any suggestions related to this build or you have a suggestion for our future build, let us know in the comments below.
Pictures used in this article are the intellectual property of Bethseda Softworks LLC.
How to build the most lethal weapons in Fallout 4 and choose the right Perks for gun nuts.
Fallout 4’s weapon crafting is as complicated as you want it to be.
You can increase a gun’s magazine size and up its damage easily enough if that’s all you need. But you can also go a lot further, modding the range, increasing critical strikes, changing the type of damage, fitting a nasty blade on the front and even renaming it. So let’s get started.
Weapons Workbenches are easy to use. You’ll find them in settlements such as Sanctuary as well as weapons stores in cities and in other locations like military bases.
![Dmg Dmg](/uploads/1/2/5/3/125302088/839522351.png)
Press X to Craft when you’re standing in front of a Weapons Workbench. Highlight a weapon in the Inventory and you’ll see all the Mod Slots. Now highlight a Mod Slot to see your Mod options for that slot.
Look at the screen above and you’ll see weapon stats on the left, a description of the mod and the changes it makes to your weapon in the middle, as well as the junk required to make the modification. On the right is indication of any specific Perks or skill requirement.
Let’s take a look at the list of Mod Slots and what modding that part of the weapon will do. This is a general overview, as each weapon has it’s own individual buffs and nerfs.
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Mod Slots
- Receiver changes damage, critical shot damage, rate of fire and armour penetration.
- Barrel changes mainly adjust accuracy and a little bit of range, as well as improved hip fire and recoil.
- Grips improve accuracy.
- Stocks on rifles are all about better recoil and aim.
- Magazines are primarily about capacity but also speed of reloads.
- Capicitors are the most important part of a laser weapon. The make big changes to damage, improved critical hits, add burning damage, and change the ammo capacity.
- Sights will change accuracy and your focus on a target. Particularly useful for rifles and sniper rifles.
- Muzzles are about improving per-shot recoil at the cost of decreasing range. This is also for silencers for those that like to sneak. This is also where you add a pointy bit for stabbing people.
Weapon stats
Cycle through the different mods and keep an eye on how the stats change.
Obviously Damage is the most important and some modifications can drastically reduce the amount of damage a weapon does. You want that number to go up whenever possible.
The other three important stats to keep an eye on Fire Rate, Range and Accuracy, for self-explanatory reasons. Weight and Value make very little difference to anything, to be honest.
The short description of the mod can be a lot more useful than the change in stats. Some descriptions are general, but some can be very specific such as adding burn damage on top of normal damage. One mod can have a number of big changes. For example: adding a Long Light Barrel to a sniper rifle will improve range, sighted accuracy and reduce recoil, at the cost of reduced hip-fire accuracy.
You don’t have to mod you own weapons in Fallout 4. You’ll find and be awarded good firepower throughout your quests, especially if you make friends or kill notorious characters.
You’ll also see the scrap items you need to make these modifications and this is where you heart will sink a little bit. For the better mods you’re going to need a lot of junk, including but not limited to; springs, screws, adhesive, steel, aluminium, copper, oil, circuity, rubber and nuclear material.
Finding the junk items to mod weapons is easier than it first seems. First up, press the Scrap button on all the guns you’re carrying that you don’t need. This will give you plenty of steel and plastic.
Now you need to Scrap items in the world. Just like base building, you need to go to the Workbench and use it, after which you can wander around a settlement and Scrap everything you see. All those screws and springs you need can be found by scrapping lamps, sofas, chairs, tyres and all the regular junk lying around. Scrapping it automatically sends it to the workbench and crafting bench inventory. Spend a good ten minutes scrapping everything in site.
On the far right of the screen you’ll see if the mod you want requires an increase in your base Science skill or a specific Perk.
Some weapon mods will only open up with a higher Science skill so there may be a limit to what you can build. There are also a few Perks that help crafting lethal weapons much easier and give you more options.
Gun Nut gives you access to rank 2, 3 and 4 mods and requires Intelligence of at least 3. It’s a great Perk and you should at least get this at rank 2 as part of your general character build out.
Scrapper lets you salvage uncommon components – screws, copper, aluminium, and later nuclear material and fibreoptics. All of these are essential for some of the deadliest weapons mods.
Blacksmith is for the fighter. Ranking up will give you access to brutal melee weapon mods.
Science is perhaps the best choice if you’re using laser weapons. This Perk improves all high-tech modding (armour, explosives and weapons) so it’s valuable across the crafting tables.
The Junk Jet is a unique weapon. It can’t be scrapped and doesn’t use ammo. Instead it uses the junk from your inventory as bullets which it shoots out for 40 points of damage.
Now go back to the weapons bench and you should have enough scrap to add at least one or two decent mods to a weapon. Try it out on something you use a lot and have plenty of ammo for. A 10mm pistol is a firm favourite. Up the ammo capacity and damage and you’ll want to keep it by your side for a while. Never rush modding, and always check the stats to make sure a mod doesn’t shave a little off the Damage.
Once you’ve got the basics worked out you’re good to go. Later in the game you’ll probably begin crafting more ambitious weapons, with some fairly ridiculous modifications. Who doesn’t want to attach a multiple rotating bayonets to a minigun? And don’t neglect melee weapons. A baseball bat with barbed wire will crush heads just as effectively as a sniper rifle from 500 yards.
Finally, you can give you freshly minted gun a new name. Like a barbarian names his sword. Fantastic.
Have fun building lethal weapons, you little psychopaths!