Legendary question thread.

Post » Thu Mar 31, 2016 2:01 am

I have a question about a legendary i just found, so i figured id make a legendary discussion thread, so feel free to jump in with your questions.

I just found this legendary, is the mighty redundant considering its a missile launcher?


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Post » Wed Mar 30, 2016 6:57 pm

Less redundant than a Fat Man that does poison damage...

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Paula Ramos
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Post » Wed Mar 30, 2016 5:21 pm

Is a missile launcher a one shotter against all enemies? Or will the mighty come in handy against big monsters and legendaries?

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Latisha Fry
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Post » Thu Mar 31, 2016 4:30 am

I have an instigating (double damage) missile launcher, and at hard difficulty it hasl one shotted everything until now. Including Mirelurk Queens, Savage Deathclaws and everything the new DLC has thrown. I am level 86.

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Michael Russ
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Post » Wed Mar 30, 2016 11:29 pm

Nice. Is instigating only good for weapons that do alot of damage in 1 shot?

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Sophie Miller
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Post » Wed Mar 30, 2016 7:11 pm

Yes, pretty much. Instigating Snipers can be extremely OP when combined with Ninja & Rifleman. Even on Survival.
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AnDres MeZa
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Post » Wed Mar 30, 2016 11:55 pm

Two-Shot is also good but Instigating is better for OHKs because, by definition OHK means the target is at full health, and actual double damage is better than the Two-Shot effect because the 2nd projectile isn't affected by perks so to take your Missile Launcher for exemple, Heavy Gunner and Demolition Expert would both increase the damage of the missile by 100%. Instigating will double the total damage of that, while Two-Shot will only add a 2nd, base damage missile. Both are better than Mighty though.

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Post » Wed Mar 30, 2016 2:40 pm

Mighty is the best general (instigating is situational) prefix on weapons dealing more than 100 damage per shot at base, otherwise bleeding is best, except on the minigun, that is explosive.

Two shot damage is effected by perks, but not upgrades, a missile launcher does 150 damage at base, 300 with perk, the two shot prefix adds a second 150 damage missile, which the perk boosts to 300, for 600 total, Weapons ,like pipe weapons that you upgrade the damage of however only receive the not upgraded damage, thus are inferior when fully upgraded.

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Tikarma Vodicka-McPherson
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Post » Wed Mar 30, 2016 1:58 pm

I thought it was the opposite, my bad.

How does it work with conversion receivers though ? Does a Two-Shot 50cal sniper shoot a 308 round as a 2nd bullet ?

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Jeff Tingler
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Post » Wed Mar 30, 2016 5:34 pm


it divides damage between the two shots, so if your base damage is 50, you upgrade the base damage to 100, it adds the base of 50 for 150 total damage, and each shot does half, so two 75 damage shots.

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Miragel Ginza
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Post » Wed Mar 30, 2016 1:47 pm

Higher level, more ammo may be using if hostiles = player level. Most weapons do not increase dmg each level. I'm using legendary missile launcher, 50% more dmg against animals, I need to use about 3x missiles against Legendary radscorpions + some shots from the combat gun to nail it when creature = level as me, 185. That include when I sneak.



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Symone Velez
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Post » Wed Mar 30, 2016 8:28 pm

That launcher is deadly , in Survival only the stronger (higher levels) enemies won't die in OH , even normal glowing sea's deathclaws are OHK .

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Post » Thu Mar 31, 2016 12:49 am

But there isn't a two shot missile launcher in the game which svcks because I have more ammunition(and more easily obtained) than mini-nukes, despite enjoying the big boy fatman :(

Also gazza1986 Mighty for the missile is alright not the best prefix for a missile launcher. You'd much rather try to find Instigating Missile Launcher(which does 2x damage on full health), the assassin missile launcher that KL-E-O sells isn't bad but it's mainly against humans which there's plenty of in the game. It's all situational in the end. But the Missile Launcher is affected by Big Guns and Demolition Expert Perks so it can become even more powerful.

Also Two Shot Prefix doesn't give out 2x damage, One does full damage and the other does like 60% damage, so lets say for Big Boy weapon Arturo sells: One Mini-nuke is 625 the second one will likely do 340 damage, it's also best used when aiming at the feel or near walls so the splash damage can be used.

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Jay Baby
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Post » Wed Mar 30, 2016 8:12 pm

Cheers for the info.

What would a two shot gauss rifle do? Would it do both shots charged up if you fire at full charge?

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Sharra Llenos
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Post » Wed Mar 30, 2016 8:40 pm

I'd be interested to know about that myself, I never gotten a legendary gauss rifle. I'm trying to farm for it as we speak at Faneuil Hall with no success so far :(

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Tiffany Castillo
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Post » Wed Mar 30, 2016 5:21 pm

My problem with Instigating is that the Wasteland is a dangerous place.

Lots of enemies I come across have lost some measure of health, making Instigating pointless against them. This is most especially the case with larger, more aggressive monsters. I find Two-Shot more useful as it applies irrespective of context. Anything that's too specialised is rarely worth lugging around the wasteland on the off-chance that you'll be able to use it in the context it is meant for.

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laila hassan
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Post » Wed Mar 30, 2016 10:18 pm

Which is why Instigating is mainly good for sniping, for general use Two-Shot gives the most consistent damage. Mighty is basically a crappier version of Two-Shot. For automatics Explosive is the best afaik. For melee I'd say Wounding

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Latino HeaT
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Post » Wed Mar 30, 2016 1:37 pm

Alright managedhttp://i.imgur.com/AKaDh8R.png and as you can see gazza the damage is actually more than the one you got. Took me 2 hours of farming Faneuil Hall to get the drop. Tips if you want to get the weapon Make a Hard Save at the second door coming from the direction of goodneighbor and have autosave for travel. And After the loading circle stops immediately press the button that allows you to quicksave on the black screen. Keep doing this reloading the auto save and quicksaving at the black screen until you find the gauss rifle, when you have that just use the quicksave to cycle between prefixes. If only bethesda made it easier to get our wanted prefixes on weapons :(

Oh and I also forgot, the minimum level to get the gauss if level 35 and what you also want to do is lock the Super Mutant Butcher(35) or higher at the first floor over there so it's easier to use the auto save and quick save thing. He should usually be on the far right from where you enter.

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Sarah Evason
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Post » Wed Mar 30, 2016 12:39 pm

even double wounding is only 50 damage spread over a few seconds, it's barely noticeable at high levels.
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Rusty Billiot
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Post » Wed Mar 30, 2016 7:29 pm

Unless you have it on a high rate weapon, like Pickman's Blade or a Ripper

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Natalie J Webster
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Post » Wed Mar 30, 2016 11:24 pm

Man, I wish I could get that Wounding Combat Shotgun. It'd be so OP.

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Brian Newman
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Post » Wed Mar 30, 2016 7:35 pm

I got one. It's great.

And I also have Wounding Gamma Gun and just found a Wounding Flamer last night. I guess I gotta upgrade it to Napalm first

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jaideep singh
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Post » Wed Mar 30, 2016 4:52 pm

Anybody know if Never-Ending weapons are worth it? I have a few but not sure if i should sell or keep.

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Svenja Hedrich
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Post » Thu Mar 31, 2016 12:20 am

huh, why would it be redundant?

unless you have 5 pts in big guns or play on normal or something you'll still have enemies with huge hp pools

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Jeremy Kenney
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Post » Wed Mar 30, 2016 11:32 pm

For weapons with small ammo capacity they can be fun to use , 44s for example.

If you got an auto rifle , great , you don't need to upgrade the mag , so you can save some weight and go Rambo style , if you have enough ammo though.

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