Patch 1.3 - Stat Changes - The (Ongoing) List

Post » Wed May 19, 2010 4:53 am

The weapon mod - Grenade Rifle Long Barrel just ups the speed of the projectile. Setting it to 10000 makes it fly like a bullet. I want to say in my mod I made it 5000 and it gave you some solid range. And no aiming at a 50 degree angle. The default speed is 1800 I want to say.


Okay, I see. I'll definitely will try it out then, though not at 10000. Maybe 4000~.

Default speed is 1750 according to FNVEdit, so you're close.

------

Gonna start working on ammunition effects now. I kinda want to C and P the info from the Wiki but I would rather just find out myself.

Well, physics tells us how it's supposed to work:

Once an projectile leaves the muzzle of the gun, gravity will begin to pull it down (gravity pulls it down before, too, of course, but the barrel tends to be in the way).
So assuming a simple horizontal flight path (and frictionless vacuum ;) ), the time it takes to fall to the ground depends only on the strength of the gravitational force.
How far a projectile will fly depends on the horizontal component of its velocity.
If you increase (horizontal) velocity of the projectile, it will travel a greater distance before hitting the ground.

If you add a tilt (vertical component) to it, it gets a bit more complicated, but the basics stay the same.

For further reading see e.g. http://www.regentsprep.org/Regents/physics/phys06/amonkdrop/default.htm


Now I feel stupid when I learned that this year in school. Thanks for reminding me though. More or less has to do with the horizontal component remaining the same while gravity pushes down on the object, which simulates the downwards arc you get on an object firing straight.
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(G-yen)
 
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Post » Wed May 19, 2010 4:05 pm

By the way, can anyone of the "Last-patch-broke-my-Boonie" crowd already tell if the issues with the companions have been fixed?

Boone's specific issue has not been fixed, at least not in my game/my pc, either via loading a save game or starting a new chr/game. I have one more option to try tho (forgot to deactivate one mod during the new chr run)...but I'm not holding my breath. So if you're on PC, still have to use the modfix.

Edit: But I have a new GECK now! *happy*
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Bones47
 
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Post » Wed May 19, 2010 4:34 pm

Well 'effective' and 'efficient' are two different things. 'Effective' being an instantaneous thing, where as 'efficient' is long term, in my opinion. Though, it's best not to get into definitions on here, as well.. one of the threads from yesterday. Anyways, that's just how I perceived your post so sorry about that.

In my opinion, the Beaton bests the normal Cannon by far, including have a higher Kill Impluse, which according to the wiki page IPodge linked, refers to DoT duration. I don't think that single EC round is cost inefficient as the boosts that come with it are quite high.

Each round does 1 damage less than the original. As for kill impulse, that I didn't know =P
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Laura Hicks
 
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Post » Wed May 19, 2010 10:01 am

Each round does 1 damage less than the original. As for kill impulse, that I didn't know =P


...True. Wow I really can't think today. That is right on base damage. If you add in crit, then that's a different story.

The difference between Kill Impulses between them are 40 for the normal and 50 for the Beaton. So how long the normal duration is, the Beaton adds on another 25% of that length.

Dunno if it suffices for 6 less damage but only people using them will tell. In fact, they may be so close, you can't even tell the difference.

EDIT: I really don't know if that's how Kill Impulse actually works as I've never really tested it myself.
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Harry-James Payne
 
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Post » Wed May 19, 2010 8:22 am

Kill Impulse has nothing to do with damage. It affects how far a body is propelled on a killing shot. That said, the Tesla Cannon and TBP both have 2 second DoT effects that are applied on hit, the former for 20 per second, the latter for 25 per second.

EDIT: BTW, I did notice someone mentioning that an explosion effect was removed from the Plasma Caster. This is only sort of true. The Plasma Caster's projectile had a disabled explosion effect attached to it. It wasn't actually causing an explosion, but the explosion was still attached to the projectile (though greyed out in the form), so it was being calculated in its displayed DPS. The Plasma Caster should still do similar damage, but its DPS display will be more accurate now.
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Far'ed K.G.h.m
 
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Post » Wed May 19, 2010 3:16 pm

Is there any indication of the 9mm pistol doing more damage?
I just killed a couple bandit on VH super-easily at clvl 1 w/a half broken 9mm, guns skill 10, no VATS, no sneak, no crit. hit. I don't ever recall them going down that easily before. Maybe I just got lucky...
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MR.BIGG
 
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Post » Wed May 19, 2010 9:23 am

Kill Impulse has nothing to do with damage. It affects how far a body is propelled on a killing shot. That said, the Tesla Cannon and TBP both have 2 second DoT effects that are applied on hit, the former for 20 per second, the latter for 25 per second.


Reading stuff wrong... again. Okay, now I need to stop talking before I get anything else wrong. Thanks for the help again Sawyer. Had to look at the wiki again and what IPodge described was what you just said.

I'll be back with the ammunition effects in a bit.

Is there any indication of the 9mm pistol doing more damage?
I just killed a couple bandit on VH super-easily at clvl 1 w/a half broken 9mm, guns skill 10, no VATS, no sneak, no crit. hit. I don't ever recall them going down that easily before. Maybe I just got lucky...


From what I saw comparing WMX's esp to FalloutNV.esm, there wasn't any change for the 9mm pistol, as well as the 10mm and 12.7mm.

It may, or may not be attributed to ammunition. I may have to look into that.
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George PUluse
 
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Post » Wed May 19, 2010 11:02 am


Explosives - Ammunition

  • 25 mm Grenade - Damage increased from 35 to 50
  • 25 mm Grenade HE - Damage increased from 35 to 50
  • 40 mm Grenade - Damage increased from 50 to 100
  • 40 mm Grenade Incendiary - Damage increased from 35 to 75
  • Dynamite - Damage Radius increased from 300 to 750 (OH MY, IT MAY BE USEFUL NOW!)
  • Frag Grenade - Damage increased from 75 to 125
  • Holy Frag Grenade - Damage increased from 500 to 800
  • Mini Nuke - Damage increased from 325 to 600
  • Missile - Damage Radius decreased from 1300 to 1000
  • Missile HE - Damage Radius increased from 1500 to 1700
  • Plasma Grenade - Damage increased from 150 to 225


It's safe to assume mines are affected the same way.



Checked Explosion effects in G.E.C.K ,Frag and Plasma mines didn't received any damage increase(idk why), however the C-4 was added in the Demolition Expert Perk list(wasn't affected by it before) so that's 150 additional damage if you have rank 3 in demolition expert plus the base 250 damage from the explosion =400 damage (maybe a bit more depending on skill and stuff). Good to see that explosives are getting some love :P.
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Rachel Tyson
 
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Post » Wed May 19, 2010 3:33 pm

Checked Explosion effects in G.E.C.K ,Frag and Plasma mines didn't received any damage increase(idk why), however the C-4 was added in the Demolition Expert Perk list(wasn't affected by it before) so that's 150 additional damage if you have rank 3 in demolition expert plus the base 250 damage from the explosion =400 damage (maybe a bit more depending on skill and stuff). Good to see that explosives are getting some love :P.


That would be correct. Thanks for checking.

As for C4... I don't actually see it on my screen. The entry point seems to be unaffected. I'll link a picture of what I'm seeing soon.

Added Guns Ammunition Changes along with some Explosive ones.

Best news of today: Missiles are now affected by Pack Rat.

Edit: Energy Weapons are done.

Next up are Weapon Mod Prices.
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Stephanie Valentine
 
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Post » Wed May 19, 2010 9:50 am

From what I saw comparing WMX's esp to FalloutNV.esm, there wasn't any change for the 9mm pistol, as well as the 10mm and 12.7mm.

It may, or may not be attributed to ammunition. I may have to look into that.

I think I just got lucky, or had a minor glitch, or whatever. Ran around this morning & seems to be 'normal'.
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Fluffer
 
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Post » Wed May 19, 2010 5:54 am

Weapon Mod Prices are up.

For some odd reason, the price of 250 kept on appearing on the 'Before' side. *shrugs*
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Abi Emily
 
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Post » Wed May 19, 2010 7:25 am

Whens this bad boy ready for ps3 ?
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Javier Borjas
 
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Post » Wed May 19, 2010 9:40 am

Weapon Mod Prices are up.

For some odd reason, the price of 250 kept on appearing on the 'Before' side. *shrugs*

It's because I (pre-patch) had set most of the mod prices to a default value of 250. I never got around to tuning them, so I addressed that for this patch.
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Hairul Hafis
 
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Post » Wed May 19, 2010 4:19 pm

I don't know if they fixed this (maybe I should go try it, huh?) but I would say it was definitely a known issue, but it was easily worked around. If you were unaware of the work around, all you had to do was save in the cell, the restart the game. Since frequently saving and restarting a Fallout/Gamebryo game is usually a damn good idea, the work around really isn't that much of a hassle, at least to me. Plus, you never have to wait the 4 days from Wed until Sun by doing this.

-Gunny out.

I know about that method, but for whatever reason it never seems to work for me. For example: I was standing at point-blank to Blake, saved, exited the game completely and restarted it, and nada. It was a restock day, in case that matters.

I am still able to sell off all my stuff by recycling those vendors that do refresh, but one of the mods I have in place adds Mini-nukes to the Boomers' merchant's stock, and him not refreshing makes it hard to test if they actually restock.

On a separate note, my Explosives users are quite happy with this patch, although some of it is stuff I already implemented myself.
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Julia Schwalbe
 
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Post » Wed May 19, 2010 6:00 am

It's because I (pre-patch) had set most of the mod prices to a default value of 250. I never got around to tuning them, so I addressed that for this patch.


I see. I honestly had thought there some kind of fixation of the # 250. :laugh: The most common #'s now are 650 and 850, though obviously less frequent than 250 pre-patch.

EDIT:

@General Masters:

When the Nexus gets back up, I'll refer you to a mod and see if that works for ya.
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Heather beauchamp
 
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Post » Wed May 19, 2010 3:43 pm

Any word on Euclid's C Finder? I still get the bug (I'm without this patch here) where the lasers keep showing up and nothing fires.
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Dark Mogul
 
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Post » Wed May 19, 2010 7:26 am

It's because I (pre-patch) had set most of the mod prices to a default value of 250. I never got around to tuning them, so I addressed that for this patch.

See this is one thing I love about Obsidian devs. They come on here from time to time, they have Q & A sites and twitters. They even answer some hard questions as long as the person asking is not a jerk. I like that..........
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Red Sauce
 
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Post » Wed May 19, 2010 6:07 pm

Kill Impulse has nothing to do with damage. It affects how far a body is propelled on a killing shot. That said, the Tesla Cannon and TBP both have 2 second DoT effects that are applied on hit, the former for 20 per second, the latter for 25 per second.

EDIT: BTW, I did notice someone mentioning that an explosion effect was removed from the Plasma Caster. This is only sort of true. The Plasma Caster's projectile had a disabled explosion effect attached to it. It wasn't actually causing an explosion, but the explosion was still attached to the projectile (though greyed out in the form), so it was being calculated in its displayed DPS. The Plasma Caster should still do similar damage, but its DPS display will be more accurate now.

Thanks for sorting that out^^
Also, super thank you for SIMPLE. Me and my friends has a lot of fun with playing with it =)
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REVLUTIN
 
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Post » Wed May 19, 2010 9:45 am

The weapon updates are a small part of the patch most of it iwas fixing glitches and stabalizing the engine to try and eliminate freezing, also read a little before you start talking about a topic it's stickied for heavens sake


i read it but it wasn't in full detail as the guns were. Which glitches are going be fixed? does it say which no it doesn't.

Joey
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Etta Hargrave
 
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Post » Wed May 19, 2010 7:20 pm


As for C4... I don't actually see it on my screen. The entry point seems to be unaffected. I'll link a picture of what I'm seeing soon.



uh, you are right, I accidentally checked the pulse mine use info instead of the c-4, guess I was too excited about the frag/plasma grenade dmg increase. Sorry for all the confusion. Anyways, glad to see that some explosives got buffed and that splash damage got fixed(yeah, I like explosions...alot).
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Taylor Tifany
 
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Post » Wed May 19, 2010 8:51 am

Any one tried face lifted pew pew ?
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Taylor Thompson
 
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Post » Wed May 19, 2010 3:13 pm

Explosives - Weapons
  • Annabelle - Damage increased from 20 to 150 (This is direct hit damage); Spread decreased from .4 to .02; Sight FOV decreased from 55 to 40
  • Fat Man - Damage Increased from 10 to 400 (This is direct hit damage); Spread decreased from 2 to .5; Sight FOV decreased from 55 to 40
  • Grenade Machinegun - Health increased from 200 to 400; Given 5 Damage (Direct Hit)
  • Mercy - Health increased from 200 to 500; Given 5 Damage (Direct Hit)
  • Missile Launcher - Damage increased from 20 to 125 (Direct Hit); Spread decreased from .5 to .3; Sight FOV decreased from 55 to 40
Hate to be the bearer of bad news but none of the direct hit damage changes will actually take effect- any 'missile' projectile with an explosion doesn't deal direct hit damage unless it's hitscan (e.g. Zhu Rong from FO3, Gauss from FO3/FNV). Just double-checked it.
From the disabled explosion on the Caster projectile, sounds like Obsidian've already run into this effect but perhaps forgotten about it.

(It does make for some amusing effects, though- if you drop the missile launcher blast radius to 5 you can fire it into people's faces and they don't have a problem because they're not 'in the blast'. Unless it crits, for some reason crits are applied).
(For reference, Lobber/Beam/Flame projectiles work fine)
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Oyuki Manson Lavey
 
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Post » Wed May 19, 2010 5:09 pm

Hate to be the bearer of bad news but none of the direct hit damage changes will actually take effect- any 'missile' projectile with an explosion doesn't deal direct hit damage unless it's hitscan (e.g. Zhu Rong from FO3, Gauss from FO3/FNV). Just double-checked it.

(It does make for some amusing effects, though- if you drop the missile launcher blast radius to 5 you can fire it into people's faces and they don't have a problem because they're not 'in the blast'. Unless it crits, for some reason crits are applied).
(For reference, Lobber/Beam/Flame projectiles work fine)

You tested out the direct hit damage on the missile? I was hoping they would have patched it, but sounds like they did not. The direct hit damage will take effect if you use VATS for some reason. But the range on VATS makes it rather tricky to land a shot without killing yourself!

Edit: Just retested it - yep it does not work on freeform direct fire. It does work out of VATS. Easy to test, just mod the explosion to do 1 point of dmg. You can shoot someone in the chest point blank and they will take hardly any damage. Even a Powder Ganger. Switch to VATS and you will 1 shot a powder ganger. Oh well....

Has anyone tested Splash Dmg to see it actually works?
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Shelby Huffman
 
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Post » Wed May 19, 2010 6:20 pm

The Service Rifle changes are actually slightly more than the changes I'd made myself. :lol: This isn't a complaint. I like it.
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Nicole Mark
 
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Post » Wed May 19, 2010 1:56 pm

Hate to be the bearer of bad news but none of the direct hit damage changes will actually take effect- any 'missile' projectile with an explosion doesn't deal direct hit damage unless it's hitscan (e.g. Zhu Rong from FO3, Gauss from FO3/FNV). Just double-checked it.


Edit: Just retested it - yep it does not work on freeform direct fire. It does work out of VATS. Easy to test, just mod the explosion to do 1 point of dmg. You can shoot someone in the chest point blank and they will take hardly any damage. Even a Powder Ganger. Switch to VATS and you will 1 shot a powder ganger.


Noted on OP.

Oh well....Has anyone tested Splash Dmg to see it actually works?


Nope. May want to do it now though. Probably just going to take a grenade launcher and pop a few rounds with and without. Hopefully Splash Damage works relative to where the projectile lands...
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Emily Jones
 
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