The Demolition Expert perk has had its damage bonuses nerfed with the max rank now only providing 60 percent additional damage. SPOILER. You can't stack several mods on a single item, but you can replace a mod with another one via the console. As it uses the base damage for the second projectile's damage, a mod which lowers damage (such as an automatic receiver) will be averaged with a higher damage rating, giving both bullets slightly higher damage than the weapon would have without Two shot. That coupled with the instant damage and slight aoe from explosive makes it pretty desirable. demolition expert and legendary sexplosive round weapons. Legendary weapons are most commonly found on the bodies of "Legendary" variants of enemies. Enter the following in the console (substitute the appropriate RefID and ModID): For example, you would enter in something like this: The item will drop to the ground, and when you go to pick it up, you will get an overview similar to the one you get when you pick up any given legendary item for the first time. will often launch the target dozens of meters into the air and hurl them a considerable distance, especially if one of the salvo's first hits already dealt the killing blow. The Nuka-grenade is not affected by this perk. Legendary weapons with explosive bullets apparently get buffed by demolition expert. With rank 1, for example, the weapon then does 8 + (1.25 * 15) = 26 damage per bullet. Demolition Expert has four ranks that increase damage with explosives, as well as granting other benefits: Rank 1: Increases damage with explosives by 25%, and allows the player character to craft grenades and mines at any chemistry station. Laser weapons, such as the Laser rifle appear to function as intended at first as the visual effect functions correctly. All Two Shot weapons can deliver up to double the damage of their base, unmodified variant. The perk ID for Demolition Expert 1 if 0004c923. However, explosive weapons such as the Fat Man see almost no benefit, as the damage multiplier does not apply to explosive damage. All weapons governed by the Explosives skill do +20% damage. (Requires: PER 5) Rank 2: Your explosives now do 50% more damage, and grenades gain a throwing arc. When fired and the player has at least 3 Fusion cores, the weapon will seemingly drain most of one core, however it will then no longer drain any further energy, resulting in the weapon having infinite ammo. For Fallout 4 on the PlayStation 4, a GameFAQs message board topic titled "is demolition expert a good perk". Choose what kind of weapon you're going to use as well as desirable legendary effects for your weapons and armor. Therefore a Two-shot weapon will do more damage than the shots of an identically modded normal weapon and its unmodded variant combined. Can do more damage with explosives Ranks . (Requires: Level 10, PER 5) Your explosives do 25% more damage, and you can craft explosives at any chemistry station. Demolition Expert. With rank 1 heavy gunner, you get +20% damage, but that bonus is applied to both the original 8 and the explosive 15. Legendary weapons cannot be scrapped, but can be further modified and traded with vendors. This weapon mod can be added to ranged weapons via console, e.g. The effect will trigger regardless of where the target is hit. It is associated with the Perception Stat. Demolition Expert is a perk in Fallout 4. This does 100 damage (and again, this originates from you, so it's affected by Explosives and Demolition Expert as normal). My explosive advanced assult rifle does 124 base damage. And nice awards. While enemies with ranged weapons still pose a threat even with their legs crippled, they collapse to the ground when the effect triggers and remain prone for some seconds, taking them out of the fight temporarily. All weapons governed by the Explosives skill do +20% damage. Lighter weight, changed ammo type to 5.56, +25% fire rate, -15% reload time. hit chance, 25% less Action Point cost, Deals +25% damage and limb damage, but has +25% more recoil, Targets bleed for 25 points of additional damage, spread over 5 seconds. Fallout 76 Patch Nerfs Demolition Expert, Explosive Legendary Mod. If you happen to pick up a minigun featuring the Explosive ability after taking down a legendary enemy, immediately stop whatever level progress you were going for and start putting all your points into Heavy Gunner and Demolition Expert. 'full effectiveness requires perception 5 and 4 perk points in demolition expert.' CC: Switching to a single topic going forward, still posting FREE items, Still can't believe the last DLC for this game was a s***ty Raider DLC. - 4/4 perk points invested in DEMOLITION EXPERT - Explosive legendary effect on COMBAT SHOTGUN You note that your mod reduces the explosive effect to 5 points, but I'm wondering exactly how much of a nerf this is (what was the original value? However the actual damage of the explosion becomes completely ludicrous, instantly killing almost any foe in a single hit. Privacy PolicyCookie SettingsDo Not Sell My InformationReport Ad. 10 Demolitions Expert The Demolitions Expert is all about using explosives to obliterate enemies. 5. The RefID will then be displayed on-screen just as if you used the mentioned console command. Hits cause more stagger, and targets take bleed damage. This makes the Kneecapper effect most effective on automatic weapons or shotguns, as any single hit will trigger the effect regardless of damage. That coupled with the instant damage and slight aoe from explosive makes it pretty desirable. The bleeding effect also triggers on robots and synths. Taking the first perk in demolition expert ups the damge to 127 not much but its only 1 rank out of 4. There was a time where two Shot Explosive guns in Fallout 76 were the weapons to get thanks to the ridiculous damage output. Heavy Gunner sir I ran over a women while i was driving!!! https://fallout.fandom.com/wiki/Legendary_weapon_effects?oldid=3443355, Does more damage the lower the player character's Armor Resistance (up to 200% at 0 resistance), Blocking has a 25% chance to set attackers on fire for 50 damage, Does more damage the lower the user's health is (5% damage per 5% health lost, up to +95% damage at 5% HP), Reduces damage by 15% while blocking or sprinting, 10% chance to deal 100 Electrical damage on a successful block, Time slows down for a moment while aiming, The final shot in the magazine deals twice the normal damage, 25% chance to disarm attackers on a successful block, Bullets explode on impact doing 15 points area-of-effect damage, Does 50% more damage against Mirelurks and bugs, Does 10 points cryo damage and will freeze targets on critical hits, 20% chance to freeze the enemy when blockng attacks, Damage increased by 15% after each consecutive hit on the same target, Does 10% more damage when looking down the sights, Sets target on fire for 15 points of damage, Does double damage if the target is at full health, Does 50 points additional radiation damage, Does increased amounts of damage the more withdrawal effects the Sole Survivor is suffering (+195% dmg with 11 chem addictions, 1 alcohol addiction, and dark craving), Critical shots do double damage and the critical meter fills 15% faster, Does 50% more damage against super mutants, Sets ammo capacity equal to the amount one is carrying, Provides 75% faster movement while aiming, Does increasing amounts of damage as the night grows longer and less damage during the day, Ignores 30% of the target's damage and energy resistance, Adds 10 points of energy damage and can turn enemies into goo, Target is poisoned for 10 seconds (3 points poison damage per second), Slows time momentarily as the last round is chambered, Take 15% less damage while standing and not moving, If not yet in combat, 100% increased V.A.T.S. 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