Im honestly surprised the first legendary wasn’t a staggering rolling pin or a hunters armor piece. Game loves giving me the useless legendaries or the good ones on the worst weapons, like whats the games addiction to ghoul slayer combat shotguns?
ah man if I left all the clips from pick ups I got you would see the level of crap I kept getting. The Resolute 10mm Pistol must have been over 10 times
The first Minutemen quest is actually random like all the other radiant quests. You'll always get the same if you go straight there with minimal exploration because it uses undiscovered places close to Sanctuary (which is usually always Tenpines/Corvega since Abernathy Farm is invalid), but exploring first can change the location and target; I once found Tenpines Bluff _before_ the Minutemen and got sent to Oberland Station instead. Best gear in the game will always be a Vault 117 vault suit with light combat armour on top.
Yep, it's the same with Mercer safehouse for the Railroad; although that one also (somewhat) scales with your level so if you go there at a higher level you're gonna get one of the more tricky ones like Zimonja or the Lighthouse.
Yeah, been sent to Oberland Station a couple times before. For Mercer safehouse, I not only had Zimonja and Kingsport Lighthouse, but on occasion also Jamaica Plain
I always use military fatigues with ballistic weave and various legendary armour. It's partly why I never use power armour, it's more useful to have legendary armour
Wounding is most effective when the weapon attacks fast. Which is why a wounding ripper is so busted. But the submachine gun can have a firerate of 150, same for an automatic pipe rifle. Firerate is per tenth second, so 150 means 15 attacks per second. Wounding deals 5 damage per second for 5 seconds. So by the time those 5 seconds are done and the first shot's wounding runs out, you applied 75 stacks of wounding for 1875 damage + whatever the weapon does normally. No enemy in the game has resistance against wounding and it ignores armor. Some enemies, like robots are immune, but for everything that doesn't, the full damage is applied. Wounding is clearly one of the strongest legendary effects in the game. Next to that in terms of sheer power are: - two shot for high damage, low rpm weapons, like fatman or missile launcher. It can also be useful for sniping, but the second bullet doesn't fly at the same angle, so at long distances it might miss. The second shot is also not buffed by weapon mods. Two shot basically takes the base damage, adds that to the total damage (including mods), and then evenly splits it between the two bullets. So each of them does less damage compared to not having the legendary effect. - staggering for slow melee weapons, as it gives you a huge window for continued hits, that might stagger again. - explosive. There is a good reason Spray'n'pray is such a good weapon, despite the smg being generally underwhelming. - instigating. Double damage if the target is at full health. Great for stealth attacks to oneshot the enemy. - furious. Damage increases on each consecutive hit on the same target. Great to mow down bosses. The more you hit it, the more damage you do. - never ending. Especially broken on weapons that are balanced through small magazines and long reload times. A double barrel shotgun with hair trigger or advanced reciever and full rifleman perk can get over 3000 dps. Somewhat useful, but either situational or depending on the build: - vats enhanced (ranged). Reduces vats cost and higher vats accuracy. Great on a vats build to shoot more. - quickdraw and vats enhanced (melee). Reduces vats cost. Similar to the other vats perk, but without the ranged accuracy. - all [50% against enemy type] effects. They obviously only work against that type of enemies. Situational because it doesn't do anything against other types of enemies. But worth taking when you know you go against certain groups of enemies (mirelurks when taking the castle, synths when attacking the institute, robots when doing Automatron, etc) The highest direct damage buff of all effects. - lucky. Crits do more damage and crit meter fills faster. Yet another vats oriented perk. And again very useful if you run a vats build. - relentless. refills AP on a crit. Another vats build effect. - berserker's, bloodied, junkie's. more damage when you have less armor/less health/more withdrawl effects. They can stack quite high, but come at a great risk. - deadeye. Slows down time when chambering the last round. Great when your reload is long and the enemy is closing in. But can really mess with your aim when everything suddenly goes slow motion. - defiant. Double damage on the last shot. Useful if the weapon only has a few round, like snipers, shotguns, missile launchers etc. - kneecapper and cripping. One works against all limbs, the other only against legs. Hey, you can force that super mutant to the ground and remove the raider's weapon including arm. - powerful. A flat damage buff. Nothing fancy, but also free damage.
One time I was doing a railroad run after I had saved Brandis and had him rejoin the brotherhood. If you do that, they send him after you when they assault the church
Fun fact mama Murphy has a wopping 19 strength in her special stat you can do it too with glitches just search up how to make your special stats higher than ten
I've done an all Legendary enemy playthrough. Although I combined it with the War of the Commonwealth mod, and played it on Survival difficulty. It was tough for the first 20 or so levels.
the kneecapper on a pipe pistol that you mod to shoot fast. i heard is also op like the shotgun. i got a combat shotgun with explosive. i wanted it to have the bleed though. both are op.
The two short legendary effect adds the base damage of the weapon ( unmodded) then divides that damage between the two shots. ( In the case of the shotgun it only adds one extra pellet.
You went out during the day? Unsubscribed. Also i had a legit explosive combat in maybe my first run of fallout 4. Ridiculous. Killed myaelf with it accidentally shooting railings and stuff. Any cover that has an inaccurate hitbox can be lethal
Im honestly surprised the first legendary wasn’t a staggering rolling pin or a hunters armor piece. Game loves giving me the useless legendaries or the good ones on the worst weapons, like whats the games addiction to ghoul slayer combat shotguns?
ah man if I left all the clips from pick ups I got you would see the level of crap I kept getting. The Resolute 10mm Pistol must have been over 10 times
Would love that blooper reel, Must’ve had at least 12 copies of the duelist’s effect at the end of it all.
@@writersblockdoc4488 I also got the acrobat leg armor........... 7 times......... only for the left leg
@@TheBrickMaker shame the other leg didn’t drop, getting us with a free fall skip off of mass fusion would’ve been beautiful.
@@writersblockdoc4488 yeah I always kept one of them until I found the right leg...... but never did
The first Minutemen quest is actually random like all the other radiant quests. You'll always get the same if you go straight there with minimal exploration because it uses undiscovered places close to Sanctuary (which is usually always Tenpines/Corvega since Abernathy Farm is invalid), but exploring first can change the location and target; I once found Tenpines Bluff _before_ the Minutemen and got sent to Oberland Station instead.
Best gear in the game will always be a Vault 117 vault suit with light combat armour on top.
Yep, it's the same with Mercer safehouse for the Railroad; although that one also (somewhat) scales with your level so if you go there at a higher level you're gonna get one of the more tricky ones like Zimonja or the Lighthouse.
Yeah, been sent to Oberland Station a couple times before.
For Mercer safehouse, I not only had Zimonja and Kingsport Lighthouse, but on occasion also Jamaica Plain
Post Video Comments:
Damn! Your Luck and RNG was ridiculously good!
Yeah Do a PT2, you know you want to
yeah the wounding weapons were very generous to me. A pt 2 might be a must
I always use military fatigues with ballistic weave and various legendary armour. It's partly why I never use power armour, it's more useful to have legendary armour
Wounding is most effective when the weapon attacks fast. Which is why a wounding ripper is so busted.
But the submachine gun can have a firerate of 150, same for an automatic pipe rifle.
Firerate is per tenth second, so 150 means 15 attacks per second.
Wounding deals 5 damage per second for 5 seconds.
So by the time those 5 seconds are done and the first shot's wounding runs out, you applied 75 stacks of wounding for 1875 damage + whatever the weapon does normally.
No enemy in the game has resistance against wounding and it ignores armor. Some enemies, like robots are immune, but for everything that doesn't, the full damage is applied.
Wounding is clearly one of the strongest legendary effects in the game.
Next to that in terms of sheer power are:
- two shot for high damage, low rpm weapons, like fatman or missile launcher. It can also be useful for sniping, but the second bullet doesn't fly at the same angle, so at long distances it might miss. The second shot is also not buffed by weapon mods. Two shot basically takes the base damage, adds that to the total damage (including mods), and then evenly splits it between the two bullets. So each of them does less damage compared to not having the legendary effect.
- staggering for slow melee weapons, as it gives you a huge window for continued hits, that might stagger again.
- explosive. There is a good reason Spray'n'pray is such a good weapon, despite the smg being generally underwhelming.
- instigating. Double damage if the target is at full health. Great for stealth attacks to oneshot the enemy.
- furious. Damage increases on each consecutive hit on the same target. Great to mow down bosses. The more you hit it, the more damage you do.
- never ending. Especially broken on weapons that are balanced through small magazines and long reload times. A double barrel shotgun with hair trigger or advanced reciever and full rifleman perk can get over 3000 dps.
Somewhat useful, but either situational or depending on the build:
- vats enhanced (ranged). Reduces vats cost and higher vats accuracy. Great on a vats build to shoot more.
- quickdraw and vats enhanced (melee). Reduces vats cost. Similar to the other vats perk, but without the ranged accuracy.
- all [50% against enemy type] effects. They obviously only work against that type of enemies. Situational because it doesn't do anything against other types of enemies. But worth taking when you know you go against certain groups of enemies (mirelurks when taking the castle, synths when attacking the institute, robots when doing Automatron, etc) The highest direct damage buff of all effects.
- lucky. Crits do more damage and crit meter fills faster. Yet another vats oriented perk. And again very useful if you run a vats build.
- relentless. refills AP on a crit. Another vats build effect.
- berserker's, bloodied, junkie's. more damage when you have less armor/less health/more withdrawl effects. They can stack quite high, but come at a great risk.
- deadeye. Slows down time when chambering the last round. Great when your reload is long and the enemy is closing in. But can really mess with your aim when everything suddenly goes slow motion.
- defiant. Double damage on the last shot. Useful if the weapon only has a few round, like snipers, shotguns, missile launchers etc.
- kneecapper and cripping. One works against all limbs, the other only against legs. Hey, you can force that super mutant to the ground and remove the raider's weapon including arm.
- powerful. A flat damage buff. Nothing fancy, but also free damage.
I would love to a sequel to this video of everyone legendary on dlcs
Legend Gary could have worked for the name
One time I was doing a railroad run after I had saved Brandis and had him rejoin the brotherhood. If you do that, they send him after you when they assault the church
Fun fact mama Murphy has a wopping 19 strength in her special stat you can do it too with glitches just search up how to make your special stats higher than ten
Yeah, the Agitator is programmed to insta-kill you if you touch it. Same thing happens if you drink the water in that room.
It's been done a lot but still fun! Wounding on shotguns is op! Two games back I got one and it was so good.
I've done an all Legendary enemy playthrough. Although I combined it with the War of the Commonwealth mod, and played it on Survival difficulty. It was tough for the first 20 or so levels.
Two shot is actually not great on shotguns specifically, since it adds 1 _projectile_ and shotguns already have a number of those.
yeah I'm now aware of how the shotgun two works, call of duty zombies double tap was what I assumed
Missed the opportunity to call yourself “Randy Orton” or “the legend Kisser” I mean “Killer”
Randon Orton is a great name for it
the kneecapper on a pipe pistol that you mod to shoot fast. i heard is also op like the shotgun. i got a combat shotgun with explosive. i wanted it to have the bleed though. both are op.
I was honestly expecting the name being Legend Barry or even Benson Derry.
RIP Paul of Mitten Squad ❤️
Nice! Would love to see a DLC video, especially after getting that shotgun.
Thank you! Cheers!
A+ opening, sir.
I appreciate the comment, cheers mate
My pleasure.
MIRV Wounding Fat Man.
Yes
This looks hella fun
so much fun, highly recommend
Legendary PA is possible btw
On my actual game im lv 56 (survival) and the drops i got are just turds
With two shot you only get 1,5x the damage i Think
ahh could be true, I just assumed based on Double Tap in the Black Ops games
The two short legendary effect adds the base damage of the weapon ( unmodded) then divides that damage between the two shots. ( In the case of the shotgun it only adds one extra pellet.
The thumbnail 😂
Awesome 😊
Thank you! Cheers!
Vegeta
love the videos
I agree
Agreed
VAGETA
Apolla Uchia
You went out during the day? Unsubscribed.
Also i had a legit explosive combat in maybe my first run of fallout 4. Ridiculous. Killed myaelf with it accidentally shooting railings and stuff. Any cover that has an inaccurate hitbox can be lethal
Its an amazing weapon
How many Senzu Beans did you need for this run? 🫘
All of Korins