The Thing is.... Normal enemys die fast with bloodie and ts but if you compare it on robots, the tse25 fixer wins against be25. Thats why i use tse25 instead of be25. Got both. And of course, i just like tse..... :D
@Schorre Schulterschmalz but TSE has higher vats cost. And way more expensive on durability. Has higher recoil. Less armour penatration on projectiles. Its not better. I've tested most rolls on custom worlds a little too much.
1:38 I noticed when using 2 shot automatic and single fire weapons that the damage is not split in half from a regular version. That damage is doubled. It fires an extra bullet for free, no ammo cost (as the weapons describe) and it effectively took out enemies nearly a full 2x speed than the regular versions
This is a great video! Even as someone who has played the game for almost 2000 hours still seem to find new information from you all the time. It's never exactly how you think it's gonna be in terms of you can't really think logically lol. Fallout has its own weird way of adding things up! Thank you so much. Honestly didn't know fully optimized two shot would be stronger than bloodied!!!!
Bethesda no longer develops F76, its a completely separate team that is as dysfunctional as you can imagine. Just go on their discord server and you will see why.
Yeah I agree with how two shot isn't as good on ballistic weapons. Just a little bit of extra insight and helpful advice for both you Turtle 🐢 and everyone out there: With TSE (two shot explosive for those who don't know) ballistic weapons, while it SEEMS to be doing more damage on paper, in reality it may not be better than anti armor, aristocrats, or bloodied effect. I did some testing on TSE ballistic weapons, but when compared to the other effects listed above, it seems like the damage it stated wasn't actually there. For instance, I compared an aristocrats explosive LMG to a TSE LMG. The TSE LMG on paper said it does 155, however, when I tested it on a behemoth, it said to have done only 117 - 125. However when I tried aristocrats explosive, the damage stated was 139 on paper, but in reality it did do slightly more than 139. It did 162. Of course since enemies can't really stay still, the data isn't ALWAYS gonna be exactly on point but rather a VERY close estimate. Anyways, TL;DR: Don't always trust the damage on paper. Do your own testing and see if it benefits you. Day 12 of thanking you Turtle for that sweet Fallout 76 content. 🐢 Hope you have a great day.
Thanks for doing this video. I learned a lot. I didn’t realize that Two Shot weapons were so complicated. I thought I knew how it worked but I guess I was wrong.
best example is the gaus shotgun as 2shot, the damage numbers are insane, not to mention how hard the gaus minigun shreds as 2 shot variant, however you need to carry a few doses of formula p with you
There is a bug with gauss shotgun / pistol.. It would freeze and vibrates after shooting few rounds.. And I can't fast swap weapons. Have to manually swap a weapon in the menu.
Surprised someone else noticed this about the crusader pistol. It’s nice to see that despite energy weapons can’t use explosive. two shot is the best for those weapons now. Equal to 80% blood weapon. Full health builds will like it.
This is a great idea for a video. I've got 1600 hours and I still have questions about what legendary effects work best with what guns/mods. Thanks for the lessons Turtle.
@@leonweskeradac8239 I USED to have a bloody explosive laser, had sniper barrel scattered on it. One shot on dealer and windingos ..... Thanks Bethesda....
It also works really well on a cryolator. It doesn't add any damage, but I don't run a cryolator to do a ton of damage. I run one to freeze boss monsters, so everyone else can have fun. And the two shot adds no damage to the crystalizing barrel cryolator, but it freezes twice as fast. I got one with vats hit chance and AP cost reduction so that I am landing as many shots as possible and freezing SBQs right out of the sky.
ok one thing i will say that i think we are all forgetting is armor if split the damage ya get less armor pen in some cases cus in way ya nerf ya damage by 50% and give it 2 instead of one which mean lower number for armor 2 have 2 negate
the biggest rpoblem here is how the bonus damage gets divided, it feels llike that the 1 extra pelllet gets the 12,5% bonus damage while the other 8 share the 12;5% bonus, wich means if that 1 pellet misses you lose almost all the extra punch
Glad to see you do a video on this, since my recent two shot launcher testing! Wish you would have touched on the intricacies of the two shot launcher damage though. I'm curious just how well the two shot energy weapons perform in practice though, even with the multiplicative scaling, and if they will actually outperform Bloodied. While the damage numbers do show higher on the weapon card, that usually poorly translates to their actual damage output. In my two shot launcher testing, I had to completely ignore that weapon card numbers, due to the fact that two shot was showing almost triple what it should have. For those who are curious about why Two Shot launchers deal 250% base damage, its due to the fact that all launchers fire a small physical projectile, but most of their damage comes from the explosive effect when those projectiles detonate. Those projectiles correctly deal only 125% total base damage, split between both projectiles, but the explosions deal the full base damage, plus the 25% bonus from the Two Shot prefix. This is impossible to tell with most launchers, as they only do 1 damage with their physical projectiles, but the Missile Launcher, and Hellstorm Launchers, both deal more damage with the physical projectiles, and can be seen doing only 62.5% base damage with both.
I have always used a 2 shot crit laser riffle and always though it was pretty strong from my feel so i prefered it over my bloodied. Glad you could confirm that to me that im not just imagining it .
I love my two shot explosive 50 cal and handmade but I also use the maxed out demolition perk card. The weapons work out fine for me. I have a two shot Fatman but haven't bothered to use it because I don't want to carry around the mini nukes and would never use it at public boss fights or at events with other players.
@Angry Turtle You forgot to mention items with radiation or cryo effect, radium rifle, gamma gun, cryolator, effects are fully doubled, cryo will freeze twice as fast, and rad damage will be applied twice as well. Pulse capacitor drains cores twice as fast as well fyi
All Gauss weapons perform more like ballistic weapons. Unlike legacy explosive energy weapons, Gauss weapons have a unique explosive effect, denoted by the blueish detonation on impact. This specific explosive effect is performing as intended, and only doing a small percentage of the weapons base damage, whereas explosive legacy weapons are dealing the full base damage with each explosion.
Correct me if I am wrong: I think one of the major flaws of two-shots is that, since the damage of each projectile is lower, the effect of enemy armor is bigger in each of the projectiles than in the single shot version. So maybe a two-shot ballistic weapon deals less damage to a high armor enemy than the non-legendary one.
I’ve been using a two shot, ap on kill guass rifle, since about lvl 50 I’m 152 now and I’ve had great results. Sneak rifleman power armor hybrid build I’ve had great results. Just crummy at long range, takes getting used to.
A bit surprised you didn’t mention that all explosive damage is double on two/shot, so any TSE does very high damage. Even ballistic. Something like a TSE Fixer does massive damage. I have always been curious on Two-shot 50% Crit damage though. Does the second round also receive critical bonus? I don’t believe it does, but maybe worth looking into.
I did all my homework on Two-Shot back for Fallout 4. Two-Shot uses the standard/default receiver. So it makes one of the worst Sniper weapons but sum of the most powerful auto weapons. since all auto receivers are so weak that paring it with the basic standard receiver makes it more powerful than you'd expect. Turns your automatics into quite a Wild Cat.
one of my favorite weapons i use is a 2 shot/25% fire rate/15% faster reload plasma caster with prime ammo. head shot in vats will melt most mobs, even lvl 100 super mutants.
I wonder if the notorious Enclave plasma rifle-flamer barrel combo works with two shot. Technically its a rifle, and not a flamer. I have one without the mod and cant test it :(
I noticed weird numbers when I picked up different two shot weapons. I've been holding a launcher for a while, waiting til I can make a build for it because I noticed the insane damage jump. It's a weird decision to code it to work differently across different weapons. It should just be as simple as it says - shoot 2 projectiles for the price of 1, doubling the damage per shot.
This is why the whole damage system is so frustrating for players to understand, it's just all over the place. I can see players just started to play the game believing that what the game shows on screen for EVERY weapon is a simple thing to understand when manipulating damage output via mods/leggo mods and perks. Then as they gain understanding about how things actually DO change the numbers, they realise that all this time they've been hobbled with damage output because it's so all over the place from one weapon to the next. I know I was one of them.
I didn’t know any of this. I don’t mind that different legendary effects are better on different weapons, but as those are driven by ‘bugs’(?) you need a friendly 🐢 to work out what’s what!!
I have two two-shot weapons that I always carry both are automatic fixers one is explosive the other is not. All I know is I point either of them at enemies pull the trigger gun goes bang and enemies drop dead in pieces. I use the non-explosive one more the the explosive one both work really well for my build.
Is explosive legendary effect additive from base damage? Everywhere I read says it’s additive from base damage. But according to the damage calculator, pip boy damage, and my own observations, it uses the fully modified weapon damage. That’s a huge difference.
The reason ballistic sucks on two shot because they nerfed two shot on many occasions over time my question is there are weapons that was individually nerfed on two shot did they ever reinstate the true number of those weapons and did it effect two shot when they applied two shot prefix nerf because of those nerfs.
Been playing with two shot gat plasma and two shot ultracite gatling gun since the energy weapon update. I can get over 100 damage on a single hit on SBQ when all perks proc properly.
I knew something was off, I rolled an explosive two shot sniper rifle yesterday and it doesn’t hit as strong as I thought it would, even with all the perk cards supporting it.
@@AngryTurtle how does the damage calculation for the extra projectile work? Is it weak for shotguns or is it very good on shotguns? I’ve tried searching around and reading but I keep getting mixed results. Been using a tse90 pump action and it’s a whole can of worms calculating it all.
You can also get two shot gauss minigun with tesla coil and it spits out stupid damage with tri barrel. I mean it eats resources like a hog in slop but it makes Mr Earle cry.
I never knew 2 shot was actually one round split in half. So my 2 shot gauss mini gun according to your calculations should be really good in theory? Correct? What say you Mr Turtle?
Two-shot Legendary on launchers also limits one projectile to 1 hitpoint in VATS. However, if you launch onto the ground near the opponents (how launchers should work) you will get the full damage of both projectiles. My Nuka-Launcher displays this obviously. Test it out.
ive been using two shot laser rifles for a while. have pretty big collection of god rolls because people sell them cheap not knowing they are best. have several ultracite two shot lasers as well hoping they get fixed some day. but i think if alien disintegrator ever gets good automatic mods i will be extremely happy to switch i have a 2shot faster firerate ap cost reduction one sitting in chest
You bring SO much info to the game for us players and it's greatly appreciated. I recently rolled two shot on 2 Gauss Rifles and noticed the spread difference. I also have a TS m79 launcher and even though it's a lvl 35 it is a BEAST !!! I hope some day I can get a 45 with it as well. Then I will RULE APPALACHIA mwahahahaha.
Great video Turtle, thanks! Do you have a similar one covering Anti Armor legendary effect? I'm very confused as to which weapons AA is better for. Maybe AA is just good on any weapon without a clip because you can't get the perforated mod?
As a rule of thumb, Anti-Armor outperforms all other prefixes on bosses, and other uniquely high resistance enemies, except when compared to two shot launchers. But AA will underperform against less resistant enemies, and grant almost zero damage bonus against non-armored enemies.
Turtle all damage and a launcher comes from the explosion the impact damage of your grenade from an auto launcher or an M 79 is one point unless somethings changed. If you hit the target you get one point of ballistic damage the rest is your explosion.
i have a 2 shot gatling plasma and it is just crazy melts enemies away same a two shot gatling laser and it is super fun to use with a spliter you get like 4 lasers per shot similar to a pepper shaker but with 999 bullets. and for the accuracy issue formula p is the fix.
I wrote about that on Reddit and people were attacking me saying you can't gatekeep weapons. U can't gatekeep but apparently u can ruin the event for everyone else
Known most of this for years. Trying to convince people that two-shot is not good on their fixers though is niegh on impossible. Trying to convince them that quad is better than bloodied for commando is an equally fruitless endeavour. My friend rolled a bloodied and a two-shot plasma caster the other day and thought the two-shot one was better until I made him test it on a super mutants behemoth and two scorch beasts. He's kept the bloodied one. Didn't know about the energy weapons being multiplicative though. That is good to know.
Do I remember another video you mention that the TS damage numbers when shooting enemies are halved? For example crits from my B50c aligned auto epr show about ~570 while crits from my TS2525 aligned auto epr show ~310 does that mean the TS crits are doing 620 if both projectiles hit? If so maybe TS50c25 is my new epr groll lol
Anyone have info on the gauss mini? I was rocking my F/FFR/FR forever until I looted a TS/BS/* and i saw an increase in dps. That’s ballistic, energy, and explosive, no?
@@AngryTurtle by the way turtle I’ve done some testing what’s happening there is anti-armor on the weapon and penetrating a fax model down to the weapon and I tested two of them are being added instead of multiplied so you’re getting 90% damage reduction and it’s not just on the shotguns. I did it on a handmade. ua-cam.com/video/77EeJ7v8Bfs/v-deo.htmlsi=jKM2H1xcz0S9UQHM
Thanks for that update. Would you be so kind as to test the tse crusader + energy damage vs a boss? I'd like to know if it's going to be an acceptable new build post legacy removal.
Yeah, I have 2 shots Plasma caster but I'm not using it for the main reason of been less accurate in Vats than normal. I prefer Instigating. Same for the Fixer, I had 2 shots explosive one, but Fixer is a head-killing-machine, where you just holding Space button and seeing their heads popping, Gun Fu will do the job) This is accuracy gun, this is what I was trying to say.
Hi Turtle, I just look this vidwo and i noticed that you did not say anything about two shot and explosive effect. Is htat relevant in this time off fallout 76?
Do you mean the accuracy is lower for two shots in vats in general? Or that the extra projectile has a chance to miss regardless of the hit chance? I thought vats focused all the shots directly on the target so long as the accuracy was high enough to land a hit.
I’m pretty sure that your shot affect an energy weapons, which is the only thing that’s really no I didn’t that only change back when they adjusted the energy weapon calculation I don’t think it worked that way before and I’m not entirely sure why the snowball effect is activating demo expert, but whatever
What legendary effect would you suggest for a full health/gauss rifle/sneak/sniper/riflemen build? Right now I carry a quad gauss rifle with a short scope for when I'm fighting groups of weaker enemies at close range, as well as a 2-shot gauss rifle with a long scope for sniping from far away. I know the gauss rifle is weird because it does ballistic damage and "secret" explosive damage. What's your thought?
Yeah that’s why that launcher that we got from the event recently I forget what it’s called peacemaker Epix kind of worthless. I already had a better hurry it’s common knowledge Drews shot is the only prefix you want on any kind of launcher weapon, but I did Todd Astle play rocket launcher and replace it with a broomstick.
I’ve been double damage for years originally do shot was hyper powerful everybody wanted it because it was double damage but they changed it to 25% added to the base damage and if you became useless for anything but launchers, but it wasn’t that you shot that was useful on the launchers you know you’re your grenade launcher is doing one damageexplosion however, was happening twice
Two shot explosive fixer is really good. I think the key to all 2 shot is having the explosive added.
I agree
Aristocrats or bloodied explosive is better.
Agree I have a two shot explosive fixer and my base damage with no buffs is 240. I’m looking for a bloodied explosive. Rolled so many and no luck lol.
The Thing is.... Normal enemys die fast with bloodie and ts but if you compare it on robots, the tse25 fixer wins against be25. Thats why i use tse25 instead of be25. Got both.
And of course, i just like tse..... :D
@Schorre Schulterschmalz but TSE has higher vats cost. And way more expensive on durability. Has higher recoil. Less armour penatration on projectiles. Its not better. I've tested most rolls on custom worlds a little too much.
1:38 I noticed when using 2 shot automatic and single fire weapons that the damage is not split in half from a regular version. That damage is doubled. It fires an extra bullet for free, no ammo cost (as the weapons describe) and it effectively took out enemies nearly a full 2x speed than the regular versions
This is a great video! Even as someone who has played the game for almost 2000 hours still seem to find new information from you all the time. It's never exactly how you think it's gonna be in terms of you can't really think logically lol. Fallout has its own weird way of adding things up! Thank you so much. Honestly didn't know fully optimized two shot would be stronger than bloodied!!!!
Would we run low health with 2 shot then? Of course we have to have every single point of damage possible or our lives aren't complete =)
@@Silversmith70well if we didn't do it before we sure are now lol
I’m hitting 239 base and 242 electric damage with my bloodied plasma caster..
Bugs for years that will never be fixed. Bethesda in a nutshell.
The most important difference is that this is an online game so the community can't fix their game for them
@@tripslord9029 Don't worry, with starfield coming out soon i'm sure they'll get around to fixing 4 year old online fallout 76...
@@LessThanNate0 Nope, they’ll be too busy with the bugs in that new game…
@@LessThanNate0
They will be too busy fixing starfield if it ever comes out
Bethesda no longer develops F76, its a completely separate team that is as dysfunctional as you can imagine.
Just go on their discord server and you will see why.
Yeah I agree with how two shot isn't as good on ballistic weapons.
Just a little bit of extra insight and helpful advice for both you Turtle 🐢 and everyone out there: With TSE (two shot explosive for those who don't know) ballistic weapons, while it SEEMS to be doing more damage on paper, in reality it may not be better than anti armor, aristocrats, or bloodied effect.
I did some testing on TSE ballistic weapons, but when compared to the other effects listed above, it seems like the damage it stated wasn't actually there.
For instance, I compared an aristocrats explosive LMG to a TSE LMG. The TSE LMG on paper said it does 155, however, when I tested it on a behemoth, it said to have done only 117 - 125. However when I tried aristocrats explosive, the damage stated was 139 on paper, but in reality it did do slightly more than 139. It did 162.
Of course since enemies can't really stay still, the data isn't ALWAYS gonna be exactly on point but rather a VERY close estimate.
Anyways, TL;DR: Don't always trust the damage on paper. Do your own testing and see if it benefits you.
Day 12 of thanking you Turtle for that sweet Fallout 76 content. 🐢 Hope you have a great day.
when it comes down to enemys with high armor stats, anti armor is the best effect for ballistic, even as bloodied build imo
Thank you very informative!
@@waynetrain4636 Yes that is very much true! Especially on bosses.
@@bcav712 You're welcome 👍
So Two Shot Explosive minigun is useless?
Thanks for doing this video. I learned a lot. I didn’t realize that Two Shot weapons were so complicated. I thought I knew how it worked but I guess I was wrong.
best example is the gaus shotgun as 2shot, the damage numbers are insane, not to mention how hard the gaus minigun shreds as 2 shot variant, however you need to carry a few doses of formula p with you
There is a bug with gauss shotgun / pistol.. It would freeze and vibrates after shooting few rounds.. And I can't fast swap weapons. Have to manually swap a weapon in the menu.
@@jeudaz holster unholster solve it
Surprised someone else noticed this about the crusader pistol. It’s nice to see that despite energy weapons can’t use explosive. two shot is the best for those weapons now. Equal to 80% blood weapon. Full health builds will like it.
I have 2shot plasma caster and I notice often in vats that one of the projectile usually misses unless it’s a crit.
This is a great idea for a video. I've got 1600 hours and I still have questions about what legendary effects work best with what guns/mods. Thanks for the lessons Turtle.
I've noticed two shot works really well with laser guns. I had always been torn between bloody and two shots on any ballistics guns.
Enjoyed the stream today. I've sent hundreds of players to your channel for a plethora of info.
Have a ts25 ult laser and it does about the same damage as a b25 nu laser. Its odd to say the least
@@leonweskeradac8239 I USED to have a bloody explosive laser, had sniper barrel scattered on it. One shot on dealer and windingos .....
Thanks Bethesda....
It also works really well on a cryolator. It doesn't add any damage, but I don't run a cryolator to do a ton of damage. I run one to freeze boss monsters, so everyone else can have fun. And the two shot adds no damage to the crystalizing barrel cryolator, but it freezes twice as fast. I got one with vats hit chance and AP cost reduction so that I am landing as many shots as possible and freezing SBQs right out of the sky.
Id like to get one then.
I am also a fan of doing this.. I realized I never wanted to do competitive dps, but play utility support roles.
ok one thing i will say that i think we are all forgetting is armor if split the damage ya get less armor pen in some cases cus in way ya nerf ya damage by 50% and give it 2 instead of one which mean lower number for armor 2 have 2 negate
Other two shot to avoid shotgun you go from 8 pellet's to 9 with two shot.
the biggest rpoblem here is how the bonus damage gets divided, it feels llike that the 1 extra pelllet gets the 12,5% bonus damage while the other 8 share the 12;5% bonus, wich means if that 1 pellet misses you lose almost all the extra punch
I'd think a two shot, last shot M79 would be awesome.
Glad to see you do a video on this, since my recent two shot launcher testing! Wish you would have touched on the intricacies of the two shot launcher damage though. I'm curious just how well the two shot energy weapons perform in practice though, even with the multiplicative scaling, and if they will actually outperform Bloodied. While the damage numbers do show higher on the weapon card, that usually poorly translates to their actual damage output. In my two shot launcher testing, I had to completely ignore that weapon card numbers, due to the fact that two shot was showing almost triple what it should have.
For those who are curious about why Two Shot launchers deal 250% base damage, its due to the fact that all launchers fire a small physical projectile, but most of their damage comes from the explosive effect when those projectiles detonate. Those projectiles correctly deal only 125% total base damage, split between both projectiles, but the explosions deal the full base damage, plus the 25% bonus from the Two Shot prefix. This is impossible to tell with most launchers, as they only do 1 damage with their physical projectiles, but the Missile Launcher, and Hellstorm Launchers, both deal more damage with the physical projectiles, and can be seen doing only 62.5% base damage with both.
I never knew two shot didn't work on the flamer. Good to know. Thanks for the video as always!
I have always used a 2 shot crit laser riffle and always though it was pretty strong from my feel so i prefered it over my bloodied. Glad you could confirm that to me that im not just imagining it .
I love my two shot explosive 50 cal and handmade but I also use the maxed out demolition perk card. The weapons work out fine for me. I have a two shot Fatman but haven't bothered to use it because I don't want to carry around the mini nukes and would never use it at public boss fights or at events with other players.
@Angry Turtle You forgot to mention items with radiation or cryo effect, radium rifle, gamma gun, cryolator, effects are fully doubled, cryo will freeze twice as fast, and rad damage will be applied twice as well. Pulse capacitor drains cores twice as fast as well fyi
How does this affect gauss rifle? The bullets explode for area damage, so does it behave like a launcher or more like a traditional energy weapon?
All Gauss weapons perform more like ballistic weapons. Unlike legacy explosive energy weapons, Gauss weapons have a unique explosive effect, denoted by the blueish detonation on impact. This specific explosive effect is performing as intended, and only doing a small percentage of the weapons base damage, whereas explosive legacy weapons are dealing the full base damage with each explosion.
gaus shotgun is a monster as 2shot
Would Two Shot be good for the Gauss Minigun? Considering it’s an energy and also has an explosive like effect…
yes
Correct me if I am wrong: I think one of the major flaws of two-shots is that, since the damage of each projectile is lower, the effect of enemy armor is bigger in each of the projectiles than in the single shot version. So maybe a two-shot ballistic weapon deals less damage to a high armor enemy than the non-legendary one.
simultaneous hits are added first then armour protection is calculated
I’ve been using a two shot, ap on kill guass rifle, since about lvl 50 I’m 152 now and I’ve had great results. Sneak rifleman power armor hybrid build I’ve had great results. Just crummy at long range, takes getting used to.
A bit surprised you didn’t mention that all explosive damage is double on two/shot, so any TSE does very high damage. Even ballistic. Something like a TSE Fixer does massive damage. I have always been curious on Two-shot 50% Crit damage though. Does the second round also receive critical bonus? I don’t believe it does, but maybe worth looking into.
Not True. Its double damage via two 62.5% damage projectiles. Which sucks
I did all my homework on Two-Shot back for Fallout 4. Two-Shot uses the standard/default receiver. So it makes one of the worst Sniper weapons but sum of the most powerful auto weapons. since all auto receivers are so weak that paring it with the basic standard receiver makes it more powerful than you'd expect. Turns your automatics into quite a Wild Cat.
Oh wow! This video couldn't be timed better for me. I'm slowly rolling for a two shot gatling gun. Guess I'll rethinking my pick now. Thanks Turtle!
I just learned that you can rapid fire with the gatling gun if you use a glitch. You just hold left mouse and tap right
@@Pir-o Didn’t that get patched recently? I’m pretty sure it did
@@seendon5394 patched on PTS, nit live yet.
2x explosive is still a great roll, especially for damage tagging during public events like Rad Rumble.
one of my favorite weapons i use is a 2 shot/25% fire rate/15% faster reload plasma caster with prime ammo. head shot in vats will melt most mobs, even lvl 100 super mutants.
I wonder if the notorious Enclave plasma rifle-flamer barrel combo works with two shot. Technically its a rifle, and not a flamer. I have one without the mod and cant test it :(
I noticed weird numbers when I picked up different two shot weapons. I've been holding a launcher for a while, waiting til I can make a build for it because I noticed the insane damage jump.
It's a weird decision to code it to work differently across different weapons. It should just be as simple as it says - shoot 2 projectiles for the price of 1, doubling the damage per shot.
This is why the whole damage system is so frustrating for players to understand, it's just all over the place. I can see players just started to play the game believing that what the game shows on screen for EVERY weapon is a simple thing to understand when manipulating damage output via mods/leggo mods and perks.
Then as they gain understanding about how things actually DO change the numbers, they realise that all this time they've been hobbled with damage output because it's so all over the place from one weapon to the next.
I know I was one of them.
I didn’t know any of this. I don’t mind that different legendary effects are better on different weapons, but as those are driven by ‘bugs’(?) you need a friendly 🐢 to work out what’s what!!
Great video Turtle. I'd imagine a two-shot cannon would work like a missile launcher??!
I have two two-shot weapons that I always carry both are automatic fixers one is explosive the other is not. All I know is I point either of them at enemies pull the trigger gun goes bang and enemies drop dead in pieces. I use the non-explosive one more the the explosive one both work really well for my build.
Hi, nice video again!
What about the epr flamer? Ts is a good option for this one? Better than Aa or b?
Does two shot do anything for the plasma flamers or is it just broken on the regular flamers?
Is explosive legendary effect additive from base damage? Everywhere I read says it’s additive from base damage. But according to the damage calculator, pip boy damage, and my own observations, it uses the fully modified weapon damage. That’s a huge difference.
The reason ballistic sucks on two shot because they nerfed two shot on many occasions over time my question is there are weapons that was individually nerfed on two shot did they ever reinstate the true number of those weapons and did it effect two shot when they applied two shot prefix nerf because of those nerfs.
Been playing with two shot gat plasma and two shot ultracite gatling gun since the energy weapon update. I can get over 100 damage on a single hit on SBQ when all perks proc properly.
I knew something was off, I rolled an explosive two shot sniper rifle yesterday and it doesn’t hit as strong as I thought it would, even with all the perk cards supporting it.
What about +50% vats crit damage on TS? Does it split the bonus for each projectile or do you actually double dip the bonus with it?
Miss when the game launched and tse handmades and pumps were wild xD
What I get from this is 2 shot would be really good on heavy weapons/fast firing weapons that are high accuracy or close up to the enemy for max DPS.
You forgot to talk about shotguns and especially the Gauss that does a weird mix of energy and ballistic. Will it fire 9 or 16 projectiles?
one extra projectile
@@AngryTurtle how does the damage calculation for the extra projectile work? Is it weak for shotguns or is it very good on shotguns? I’ve tried searching around and reading but I keep getting mixed results. Been using a tse90 pump action and it’s a whole can of worms calculating it all.
You can also get two shot gauss minigun with tesla coil and it spits out stupid damage with tri barrel. I mean it eats resources like a hog in slop but it makes Mr Earle cry.
I had no idea the two shot effect was so complicated. Many thanks AT. Your videos are the best!
Ah damn I had an aristocrats explosive crusader pistol a few days ago. I got after explosive legacies were removed.
I never knew 2 shot was actually one round split in half. So my 2 shot gauss mini gun according to your calculations should be really good in theory? Correct? What say you Mr Turtle?
yes especially if you use mod with energy damage
Two-shot Legendary on launchers also limits one projectile to 1 hitpoint in VATS. However, if you launch onto the ground near the opponents (how launchers should work) you will get the full damage of both projectiles. My Nuka-Launcher displays this obviously. Test it out.
don't look at those numbers 1 is the impact damage not explosion
@@AngryTurtle Ahh, that makes a lot of sense.
ive been using two shot laser rifles for a while. have pretty big collection of god rolls because people sell them cheap not knowing they are best. have several ultracite two shot lasers as well hoping they get fixed some day. but i think if alien disintegrator ever gets good automatic mods i will be extremely happy to switch i have a 2shot faster firerate ap cost reduction one sitting in chest
Good video turtle. It's impossible to leave a video of yours without learning something!
Explosive Crusader Pistol with Fusion Receiver doesn’t work anymore.
The explosive effect gets removed if you're using the Fusion Receiver.
TS has always been a nice thing to find, I recently found a TS2515 and TSE15 handmades in the same day and they work pretty well
You bring SO much info to the game for us players and it's greatly appreciated. I recently rolled two shot on 2 Gauss Rifles and noticed the spread difference. I also have a TS m79 launcher and even though it's a lvl 35 it is a BEAST !!! I hope some day I can get a 45 with it as well. Then I will RULE APPALACHIA mwahahahaha.
Have you gone over gauss weapons with two shot? my two shot gauss minigun seems to do better than my bloodied one.
"And this, my son, is how Angry Turtle killed the magic of TS Launchers" 😉
I have 2-shot laser pistol using ultracine fusion cells, and damage is off the chart.
Just to clarify: These are all ('on paper') shown with NO perk cards, right? I'm asking this at 6:54.
there can be some perks and i'm low health, it's just for illustration purposes damage in fallout are very fluent
With two shot weapons, Formula P is your best friend
Great video Turtle, thanks! Do you have a similar one covering Anti Armor legendary effect? I'm very confused as to which weapons AA is better for. Maybe AA is just good on any weapon without a clip because you can't get the perforated mod?
Can’t perforated stack with AA though?
As a rule of thumb, Anti-Armor outperforms all other prefixes on bosses, and other uniquely high resistance enemies, except when compared to two shot launchers. But AA will underperform against less resistant enemies, and grant almost zero damage bonus against non-armored enemies.
Turtle all damage and a launcher comes from the explosion the impact damage of your grenade from an auto launcher or an M 79 is one point unless somethings changed. If you hit the target you get one point of ballistic damage the rest is your explosion.
i have a 2 shot gatling plasma and it is just crazy melts enemies away same a two shot gatling laser and it is super fun to use with a spliter you get like 4 lasers per shot similar to a pepper shaker but with 999 bullets. and for the accuracy issue formula p is the fix.
is there a beam splitter for gatling laser? i do not think i have seen that, only for gatling plasma and laser rifle/pistol.
So two shot doesn’t work on plasma flamers?
Does the crusader pistol work with fire damage? Or just energy damage?
I have an anti armor crusader pistol with fire rounds.. It is stealthy and kills enemies fast with its faster fire rate...
People using TS fartmans in public lobbies should should have their consoles set on fire.
I wrote about that on Reddit and people were attacking me saying you can't gatekeep weapons. U can't gatekeep but apparently u can ruin the event for everyone else
I love the homing two shot cannonballs in vats
Does two shot still work this way with launchers? I have a two shot auto grenade launcher and I’m not seeing that much damage difference.
Known most of this for years. Trying to convince people that two-shot is not good on their fixers though is niegh on impossible. Trying to convince them that quad is better than bloodied for commando is an equally fruitless endeavour. My friend rolled a bloodied and a two-shot plasma caster the other day and thought the two-shot one was better until I made him test it on a super mutants behemoth and two scorch beasts. He's kept the bloodied one. Didn't know about the energy weapons being multiplicative though. That is good to know.
crit from ts caster will be slightly stronger than bloodied
Do I remember another video you mention that the TS damage numbers when shooting enemies are halved? For example crits from my B50c aligned auto epr show about ~570 while crits from my TS2525 aligned auto epr show ~310 does that mean the TS crits are doing 620 if both projectiles hit? If so maybe TS50c25 is my new epr groll lol
yes that's how it works
I'm an addict, im addicted to this (Two Shot Launcher Weapons)
What about flamers? I heard that at least at plasma flamer it is bugged and do even less damage while breaking weapon twice fast.
Hello Turtly! So, given this info: A TS Enclave Flamer is better than a AA Enclave Flamer?.
Anyone have info on the gauss mini? I was rocking my F/FFR/FR forever until I looted a TS/BS/* and i saw an increase in dps. That’s ballistic, energy, and explosive, no?
I did understand all of that. The one I have question about is the shotguns, the two shot explosive shotguns, and how it works on those.
just one extra pellet
@@AngryTurtle so one more pallet with 15% explosive damage
@@AngryTurtle by the way turtle I’ve done some testing what’s happening there is anti-armor on the weapon and penetrating a fax model down to the weapon and I tested two of them are being added instead of multiplied so you’re getting 90% damage reduction and it’s not just on the shotguns. I did it on a handmade.
ua-cam.com/video/77EeJ7v8Bfs/v-deo.htmlsi=jKM2H1xcz0S9UQHM
This got me thinking. would two shot get the full advantage with gauss minigun being both physical, energy and explosive?
I know exactly how it works, you get a 2shot weapon, then put it straight in the scrip machine!
Thanks for that update. Would you be so kind as to test the tse crusader + energy damage vs a boss? I'd like to know if it's going to be an acceptable new build post legacy removal.
So for a full health, PA, Heavy gunner:
TS/FFR/X UGL
AA/FFR/X (Final Word) 50cal?
TS/FFR/AP Plasma Caster?
I think?
What about a 2 shot plasma pepper shaker?
Yeah, I have 2 shots Plasma caster but I'm not using it for the main reason of been less accurate in Vats than normal. I prefer Instigating. Same for the Fixer, I had 2 shots explosive one, but Fixer is a head-killing-machine, where you just holding Space button and seeing their heads popping, Gun Fu will do the job) This is accuracy gun, this is what I was trying to say.
Explains why the Nuka Launcher is so impressive with the higher fire rate.
Hi Turtle, I just look this vidwo and i noticed that you did not say anything about two shot and explosive effect. Is htat relevant in this time off fallout 76?
I never liked twoshots because they miss alot in vats, but a twoshot enclave auto rifle seems to do really well.
Do you mean the accuracy is lower for two shots in vats in general? Or that the extra projectile has a chance to miss regardless of the hit chance? I thought vats focused all the shots directly on the target so long as the accuracy was high enough to land a hit.
@Angery Turtle yes, look at patch notes from first 6 months of game we got it nurfed bad
Tuning in late, could you get a Two shot explosive gauss mini? Its one of the strange weapons thats an "energy weapon" so i assume no.
no as it's already explosive
Turtle. Great vid! What about TS and TSE shotgun as well as TS/TSE Pepper Shaker ?
You can make both projectiles pinpoint accurate together by stacking Formula P.
I’m pretty sure that your shot affect an energy weapons, which is the only thing that’s really no I didn’t that only change back when they adjusted the energy weapon calculation I don’t think it worked that way before and I’m not entirely sure why the snowball effect is activating demo expert, but whatever
so two bullets that in total add up higher than one normal bullet if they both hit
What legendary effect would you suggest for a full health/gauss rifle/sneak/sniper/riflemen build? Right now I carry a quad gauss rifle with a short scope for when I'm fighting groups of weaker enemies at close range, as well as a 2-shot gauss rifle with a long scope for sniping from far away. I know the gauss rifle is weird because it does ballistic damage and "secret" explosive damage. What's your thought?
I have instigating damage while aiming and it serves me really well for sniping
So TS plasma flamer is pointless?
Yeah that’s why that launcher that we got from the event recently I forget what it’s called peacemaker Epix kind of worthless. I already had a better hurry it’s common knowledge Drews shot is the only prefix you want on any kind of launcher weapon, but I did Todd Astle play rocket launcher and replace it with a broomstick.
I don’t know I’m going to make up some alien blaster and roll up some to shot from on my record for an obscene amount of money
Awesome so the crusader pistol is like a radium rifle in a way... I have anti armour and a bloodied but now I need a two shot...
This makes the Nuca Launcher even better
They shouldn’t allow two shot flamers in the loot pool if it is rn. Having a non functional legendary is just no fun
I have been trying to figure out why my two shot .44 explosive revolver is underperforming. thanks!
I’ve been double damage for years originally do shot was hyper powerful everybody wanted it because it was double damage but they changed it to 25% added to the base damage and if you became useless for anything but launchers, but it wasn’t that you shot that was useful on the launchers you know you’re your grenade launcher is doing one damageexplosion however, was happening twice
How does it work with Gauss minigun?
Make sure to use formula p for accuracy with TSE