

Resale value is affected by Barter skill. Weapon value in caps: Base value of the weapon in caps. Weapon weight: Weight value of the weapon that applies to encumbrance. Shots per reload: The maximum number of shots possible from a full magazine. Magazine capacity: The maximum ammunition capacity of the weapon. Ammunition used: The type of ammunition the weapon uses. Durability: This is the maximum number of times a weapon can attack/fire from full health before completely breaking. Area of effect: The blast radius of the explosion in units of measurement displayed in the G.E.C.K. Action Point cost: The number of Action Points used per shot in V.A.T.S. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike. Critical hit Damage: The amount of damage that is added when you score a critical strike. attack, with automatic weapons, only checks for critical hit once, applying damage bonus for all bullets in such attack if critical hit is done. This is done to compensate for the sheer number of bullets being fired. is divided by the G.E.C.K.'s Fire Rate stat, hence the very small multiplier for automatic weapons. For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit % Mult stat in the G.E.C.K.

For example, if your character has a critical hit chance of 5%, and the weapon you're using has a CRIT % MULT of x2, then each shot has a 5% x 2 = 10% chance to critically hit. each 5mm round bullet fired from a minigun). This modifier applies to each individual attack made (e.g.

Critical chance multiplier: The multiplier applied to your character's critical hit chance. Anything above 0 means the shots may deviate from the center by that many degrees regardless of stance, skill, or condition. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. It refers to the accuracy of a ranged weapon. Spread: This is the Min Spread stat from the G.E.C.K.

Rate of fire: The maximum cyclic number of shots/attacks per second, without considering reloading. Weapons that require a reload every shot have damage per second shown including reload times, all others show sustained rates without reloads. Damage per second: The maximum cyclic damage dealt in one second, expressed as rate of fire times damage. This stat is most useful for comparing semi-automatic weapons like rifles, where one can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one. For most small guns, that is a single bullet, but for shotguns, it is a single shell (containing several small pellets), and for the Gatling laser it is a single beam. and shows the damage caused by a single click of the mouse/trigger. Damage: This information comes straight from the G.E.C.K.
