shotguns and crits

Post » Sat Jun 18, 2011 10:08 pm

I'm just wondering how criticals work for shotguns. I'm assuming that outside of VATS, the crit chance is checked for each projectile (that hits), but what about in VATS? Also, If slug ammo reduces the number of projectiles to 1, does it increase the crit damage proportionately? Thanks.
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ANaIs GRelot
 
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Post » Sat Jun 18, 2011 11:20 pm

I'm just wondering how criticals work for shotguns. I'm assuming that outside of VATS, the crit chance is checked for each projectile (that hits),

Your correct, which is why a sneak attack blast hurts even more.

but what about in VATS?

In VATS it an only critical once per shot.

Also, If slug ammo reduces the number of projectiles to 1, does it increase the crit damage proportionately?

I believe so.

Thanks.

Your Welcome
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Big mike
 
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Post » Sat Jun 18, 2011 10:12 am

I'm just wondering how criticals work for shotguns. I'm assuming that outside of VATS, the crit chance is checked for each projectile (that hits), but what about in VATS? Also, If slug ammo reduces the number of projectiles to 1, does it increase the crit damage proportionately? Thanks.

I believe so.


I'm not sure. If my understanding of the crit game mechanics is correct, then no, it does not. Crit damage is listed as a specific number in the geck. Unless the ammo type, in this case slug, has a damage modifier, it won't change, and I'm not sure even if damage modifiers from ammo types work on crit damage. Off to the testing labs..... :bolt: I shall report my findings shortly.

Edit: It appears that using slugs absolutely screws your crit damage. I got crits on all pellets for 81.99 dam with a Caravan Shotty and buck, but only got 32.32 dam with the same gun and a crit using slug. How come I've never noticed this before? I know I'm not a big fan of slug, it always seemed a little weak, but this must be the reason for that perception on my part.

Double Edit: I looked around in the geck and it seems as there is no easy way to fix this. I could change the number of projectiles on the slug ammo from 1 to 7, but keep the ammo effect spread multiplier to *simulate* the spread reduction of slug, but I don't think that's the correct way to do this. What Josh needs to do is add an ammo effect in that allows us to modify crit damage as well as regular damage. Then we could apply a crit damage multiplier of x7 to the slug and then it's crit would be where it should be.

-gunny out.
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Paula Ramos
 
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Post » Sat Jun 18, 2011 3:21 pm

I looked around in the geck and it seems as there is no easy way to fix this. I could change the number of projectiles on the slug ammo from 1 to 7, but keep the ammo effect spread multiplier to *simulate* the spread reduction of slug, but I don't think that's the correct way to do this.


I was thinking about this and either way, you're screwed. If you increase the projectile count, you would have to decrease the damage proportionately. However, if you do that, then DT would nerf your shots. Then again, you could counter this by essentially giving it an AP effect (i.e. -15 DT along with the spread reduction). Technically, I think this would essentially work. It's not perfect, but probably the closet we can get with the GECK.

But hey, it wouldn't be a FO game if there wasn't some glaring error with the ammo. I still remember the JHP debacle from FO2. :D
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