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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

AttributesValues
rdfs:label
  • Armes - Fallout 4
rdfs:comment
  • Unlike previous installments, in Fallout 4', weapons fall under three classifications: Normal, legendary, and unique. Normal weapons have no special statistics on them whatsoever. Legendary weapons come with random bonuses applied to them, and are only dropped by legendary enemies. Unique weapons are weapons that are already named and will always retain the same special bonus. Uniques are typically either bought from merchants or are quest rewards. Normal and legendary weapons will change their name when mods are applied, unique weapons will not.
dcterms:subject
dbkwik:resource/v02IR-1lRTI7R1d_PBgoiw==
  • FO4
dbkwik:fr.fallout/...iPageUsesTemplate
dbkwik:resource/VZQnITOFwJNVpmNU9j00iA==
  • arme
Scope
  • toutes
abstract
  • Unlike previous installments, in Fallout 4', weapons fall under three classifications: Normal, legendary, and unique. Normal weapons have no special statistics on them whatsoever. Legendary weapons come with random bonuses applied to them, and are only dropped by legendary enemies. Unique weapons are weapons that are already named and will always retain the same special bonus. Uniques are typically either bought from merchants or are quest rewards. Normal and legendary weapons will change their name when mods are applied, unique weapons will not. All stats are given with standard weapon modifications. Catégorie:Nettoyage |- |x18px|Damage per shot|link=Damage - Damage: This information comes straight from the G.E.C.K. and shows the damage caused by a single click of the mouse/trigger. For most small guns, that's a single bullet, but for shotguns it's a single shell (containing several small pellets), and for the Laser Gatling it's a single beam. This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one. |- |x18px|Damage per second|link= - Dommage par seconde: The maximum cyclic damage dealt in one second, expressed as rate of fire times damage. Weapons that require a reload every shot have damage per second shown including reload times; all others show sustained rates without reloads. |- |x18px|Rate of fire|link= - Rate of fire: The maximum cyclic number of shots/attacks per 10 seconds, without considering reloading. |- |x18px|Accuracy|link= - Accuracy: This is the Accuracy stat displayed in-game. |- |x18px|Critical hit Damage|link= - Critical hit Damage: The amount of damage that is added when you score a critical strike. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike. |- |x18px|Action point cost|link= - Coût Point d'action: Indique le nombre de Point d'action utilisé par tir avec le S.V.A.V. |- |x18px|Area of Effect|link= - Area of effect: The blast radius of the explosion in units of measurement displayed in the G.E.C.K. |- |x18px|Ammunition used|link=Fallout 3 ammunition - Munition: Le type de munition utilisée par l'arme |- |x18px|Magazine capacity (shots per reload)|link= - Magazine capacity: The maximum ammunition capacity of the weapon. Shots per reload: The maximum number of shots possible from a full magazine. |- |x18px|Weapon weight|link= - Weapon weight: Weight value of the weapon that applies to encumbrance. |- |x18px|Weapon value in caps|link= - Weapon value in caps: Base value of the weapon in caps. Resale value is effected by Barter skill. |- |x18px|Value to weight ratio|link= - Value to weight ratio: The ratio of the base weapon value in caps to the weapon weight. |- |Unique weapon entries are shaded. |}
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