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Fallout 4: what exactly do all those Legendary Weapon effects do?

Keep getting those random Legendary Weapons? Here's all the different effects you can come across.



Playing through Fallout 4 you'll come up against Legendary Enemies that are a lot tougher to kill than the usual Raider, Bloatfly or Super Mutant.



But take them down and you'll be rewarded with a Legendary Weapon complete with a devastating effect. These encounters and weapons are random, but almost always cough up a nice little treat to make your character that bit tougher.



You'll know a Legendary item when you see it as it will begin with a prefix such as “Assassin's” or “Hunter's” and then the name of the item. So an “Assassin's bolt-action sniper rifle” will be a long-range weapon that deals an additional 50 percent damage to human enemies.



So, here's a list of every effect and what it does:



Fallout 4 Legendary Weapons Effects



Assassin's: An additional 50 percent damage against humans.



Automatic : Adds an automatic fire mode to the gun..



Berserker's: The lower your damage resistance, the higher the damage output of the weapon.



Bloodied: The lower the player's health, the higher the damage output of the weapon.



Cavalier's: Damage reduced by 15 percentage when sprinting or blocking.



Crippling: Deal 50 percentage more limb damage.



Enraging: Critical Hits from weapons with this effect will cause the target to Frenzy.



Explosive: Explosive weapon bullets will explode on impact, dealing area of effect damage of 15 points.



Exterminator's: Deals an additional 50 percent damage when used against Mirelurks, Radroaches and other bugs.



Freezing: Critical Hits freeze the enemy, dealing 10 points of Cryo damage.



Furious: Deals more damage the more you hit the target.



Ghoul Slayer's: An additional 50 percentage damage against Ghouls.



Hunter's: Adds 50 percent damage to animals.



Incendiary: Sets enemy on fire, adding an additional 15 points of damage.



Instigating: Deals double damage when enemy is at full health.



Irradiated: An additional 50 points of radiation damage.



Junkie's: The more the player is suffering from chem withdrawal effects, the more damage a weapon with this attribute does.



Kneecapper: You have a 20 percent chance to cripple a target's leg.



Lucky Weapon: Your critical meter will replenish 15 percent faster, and cause Critical Hits to deal twice the damage.



Medic's: Weapons with this effect will heal targets rather than hurt them.



Mutant Slayer's: Super Mutants take an extra 50 percent damage.



Nimble: Move 75 percent faster while aiming.



Never Ending: Unlimited ammo capacity.



Nocturnal: Weapons does less damage during the day, increased damage at night.



Penetrating: Penetrating weapons bypass 30 percent of a target's armour.



Plasma Infused: Deals an additional 10 points of energy damage plus a chance to turn enemy into goo.



Poisoner's: Enemies poisoned for 10 seconds.



Powerful: Increase damage by 25 percent.



Quickdraw: Uses 25 percent less Action Points. Great for V.A.T.S.



Relentless: Get a Critical Hit and you'll instantly refill your Action Points..



Sentinel's: Stand still using this and you'll take 15 percent less damage.



Staggering: hits have a change of staggering an enemy. Great on melee weapons.



Stalker's: If you're not yet in combat this will increase V.A.T.S. accuracy at the cost of Action Points.



Troubleshooter's: An extra 50 percent damage to robots.



Two Shot: fires two shots at a time.



V.A.T.S. Enhanced : Improves the chance of a hit in VATS and reduces Action Points by 25 percent.



V.A.T.S. Enhanced : A variation of the above, these weapons cause V.A.T.S. Action Point cost to reduce by 40 percent.



Violent: Deal 25 percent more Critical Hit damage at the cost of higher recoil.



Wounding: Enemies take an additional 25 points of damage from bleeding.



Back to the Fallout 4 guide to weapons, Perks, companions, crafting and more

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24 novembre 2015 alle 15:40