Talk:Basher

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Bashing seems to be fucking lame across the board so I'm gonna dump the stats of all the firearms and see. From what I can tell, weapon bashing is entirely determined only by a weapon's 'secondary damage' stat, which is overwhelmingly just a flat value of 6 for all weapons, plus an additive multiplier from things like grips, stocks, and bayonets. Exceptions are the combat rifle and shotgun as well as the radium and lever-action rifles, which have a base of 4, and the gamma gun, which has a base of 8.

Excepting the minigun's Shredder barrel, which I'm not quite sure how it works, the most damage any weapon totals should be the Nuka World handmade rifle at 21 damage base (with any stock and the large serrated bayonet).

.44[edit source]

6 damage base. Both grips provide +50% secondary damage. Nuka World apparently adds a bladed barrel mod, although I personally haven't played far enough to see it. CK says it provides another 100% melee damage, so the final damage is 15.

10mm[edit source]

6 damage base. All 3 grips provide +50% secondary damage, so the final damage is always 9.

Alien Blaster[edit source]

6 damage base. Both grips provide +50% secondary damage, so the final damage is always 9.

Assault Rifle[edit source]

6 damage base. All 4 stocks provide +100% secondary damage, so the final damage is always 12.

Broadsider[edit source]

6 damage base. Both grips provide +50% secondary damage, so the final damage is always 9.

Combat Rifle[edit source]

4 damage base. I'm not sure why it has reduced melee damage. All 4 stocks provide +100% secondary damage. The large bayonet provides +100% secondary damage, so the final melee damage is 12.

Combat Shotgun[edit source]

4 damage base. Again, I'm not sure why this is reduced. All 4 stocks provide +100% secondary damage. The large bayonet provides +100% secondary damage, so the final melee damage is 12.

Cryolater[edit source]

6 damage base. Both grips provide +100% secondary damage, so the final melee damage is 12.

Deliverer[edit source]

6 damage base. All 3 grips provide +50% secondary damage, so the final melee damage is always 9.

Double-Barrel Shotgun[edit source]

6 damage base. Both stocks provide +100% secondary damage. The spiked muzzle brake provides a +20% secondary damage, so the final melee damage is 13.2.

Fat Man[edit source]

6 damage base. None of the Fat Man's mods provide any secondary damage, so it stays at 6.

Flamer[edit source]

6 damage base. None of the flamer's mods provide any secondary damage, so it stays at 6.

Flare Gun[edit source]

6 damage base. The flare gun has no mods, so it stays at 6.

Gamma Gun[edit source]

8 damage base. I'm not sure why this of all weapons has elevated bash damage, but it seemed to be the only example of such. Both grips provide +50% secondary damage, so the final damage is always 12.

Gatling Laser[edit source]

6 damage base. None of the gatling laser's mods provide any secondary damage, so it stays at 6.

Gauss Rifle[edit source]

6 damage base. Both stocks provide +100% secondary damage, so the final damage is always 12.

Hunting Rifle[edit source]

6 damage base. All 3 stocks provide +100% secondary damage. The bayonet also provides +100% secondary damage, so the final damage is 18.

Institute[edit source]

6 damage base. The pistol grip provides +50% secondary damage, while the rifle stock provides +100%. The final damage is 12.

Junk Jet[edit source]

6 damage base. Both stocks provide +100% secondary damage, so the final damage is always 12.

Laser[edit source]

6 damage base. All 3 pistol grips provide +50% secondary damage, while all 3 rifle stocks provide +100%. The final damage is 12.

Laser Musket[edit source]

6 damage base. Both stocks provide +100% secondary damage, so the final damage is always 12.

Minigun[edit source]

6 damage base. The only mod to affect the minigun's secondary damage is the Shredder barrel, which provides a +100% secondary damage. Interestingly, it also provides a unique weapon enchantment called "Grinder" which in turn provides a unique perk called "ModCloseDamage" which increases the damage enemies within 128 units of the player take by 1.5. I'm not sure if this increase applies to both bullet damage and bashing, or what.

Missile Launcher[edit source]

6 damage base. The only mod to affect the missile launcher's secondary damage is the bayonet, which provides a +100% secondary damage increase. The final damage is 12.

Pipe[edit source]

6 damage base. All 3 of the bolt-action grips provide +50% secondary damage, while the 3 stocks provide +100%. The small bayonet provides another +50%, while the large bayonet provides +100%. The final damage is 18.

Pipe Bolt-Action[edit source]

6 damage base. All 3 of the bolt-action grips provide +50% secondary damage, while the 3 stocks provide +100%. The small bayonet provides another +50%, while the large bayonet provides +100%. The final damage is 18.

Pipe Revolver[edit source]

6 damage base. All 3 of the bolt-action grips provide +50% secondary damage, while the 3 stocks provide +100%. The small bayonet provides another +50%, while the large bayonet provides +100%. The final damage is 18.

Plasma[edit source]

6 damage base. Both pistol grips provide +50% secondary damage, while all 3 stocks provide +100%. The final damage is 12.

Railway Rifle[edit source]

6 damage base. Both stocks provide +100% secondary damage, so the final damage is always 12.

Submachine Gun[edit source]

6 damage base. All 3 stocks provide +100% secondary damage, so the final damage is always 12.

Syringer[edit source]

6 damage base. All 3 stocks provide +100% secondary damage, so the final damage is always 12.

Tesla Rifle[edit source]

6 damage base. None of the tesla rifle's mods provide any secondary damage, so it stays at 6.

Salvaged Assaultron Head[edit source]

6 damage base. The salvaged assaultron head has no mods, so it stays at 6.

Harpoon Gun[edit source]

6 damage base. None of the harpoon gun's mods provide any secondary damage, so it stays at 6.

Radium Rifle[edit source]

4 damage base. I'm not sure why the Far Harbor rifles have lowered damage. Both of the stocks provide +100% secondary damage, so the final damage is always 8.

Lever-Action Rifle[edit source]

4 damage base. All 3 of the stocks provide +100% secondary damage, so the final damage is always 8.

Acid Soaker[edit source]

6 damage base. The acid soaker has no mods, so it stays at 6.

Handmade Rifle[edit source]

6 damage base. All 5 of the stocks and grips for the handmade rifle provide +100% secondary damage. The regular bayonet provides +100% secondary damage, the large bayonet provides +125%, and the large serrated provides +150%. The final damage is 21.

Western Revolver[edit source]

6 damage base. Both grips provide +50% secondary damage, so the final damage is always 9.