1. Demolition Expert. IMO this is probably the best damage perk to take. Explosives are useful for crowd control and especially useful for taking on armored targets. At rank 2 this perk also grants a throwing arc, which can be useful. Lastly, this is the only damage perk that also unlocks crafting options. Only thing about explosives is they aren’t exactly easy to use in VATS, can be a challenge to get them to kill the way you need, and ofc they are expensive.
2. Rifleman. Probably the most OP damage perk I’ve tried. Rifles are plentiful and already do excellent damage at all sorts of ranges but the added bonus of ignoring armor makes it all too easy. Rifles don’t use a ton of ammo either and ammo for most rifles is easy enough to find. Rifles do take more AP to use than handguns but it pretty much evens out with the added damage.
3. Big Leagues. Other than the fact that Rank 5 is bugged this is an excellent perk. The disarm bonus is nice too. The biggest advantage with melee is that you don’t use ammo. The “range” disadvantage is easily offset by Blitz. I would never make a melee character without Blitz personally…
4. Big Guns. I like big guns but they are rare, ammo is rare and expensive. Minigun has an armor penetration issue, and ofc big guns are heavy and take up a lot of inventory space. Still, one-shotting everything that is in sight with a missile launcher is pretty nice. One nice thing to note is that with Fatman/Missle launcher big guns and demo expert stack. Dunno, there could be some interesting synergy between Big Guns and Gunslinger…
5. Gunslinger. Haven’t tried this perk much at all yet. I do understand some of the advantages though. Pistols are lighter and use less AP than rifles. They also do less damage/armor pen than rifles so less AP may be a mute point for some cases. And ofc they have less range. As far as I can tell there are more disadvantages than advantages to pistols.
6. Commando. Haven’t tried it. I’m trying to work it into my next build but there are some disadvantages with it – namely lower armor pen potentially and obviously more bullets. It can be offset by things like scrounger/cap collector. Then again other damage perks are so good they don’t need anything to offset… The main advantage I see with it is that you can hit moving targets/do lots of DPS outside of VATS, which could work well with a character that has all the pacify perks. Miss a pacify check, just hose it down with bullets.
7. Iron Fist. Only limited experience with this perk. I found the lack of unarmed weapons and weapon mods to be very disappointing. There’s still some good unarmed weapons out there but I am still struggling to see what, if any, advantage Unarmed has over Melee. Also, unarmed misses out from some other perks – most notable is ninja, which only applies to Melee for some reason. I would say it’s the worst damage perk to take – could be wrong.