Haven't tried it yet, and maybe you've already accounted for this, but whatever the percentage chance is for knockdown, it'll get applied once per every projectile that hits the enemy.
With shotguns, each pellet counts as an individual projectile.
So say if it was a 15% chance it would roll 6 times if 6 pellets hit the enemy, and or 1 time if only 1 pellet hit the enemy. This means that at close range (the only time shotguns are useful in FO4) it will almost always knock down the target, making shotguns really OP. Especially because it won't distinguish between, say, a raider or a behemoth.
This is the same reason why the Explosive legendary effect is so OP on shotguns; it applies the 15 extra damage with AOE per pellet, same with the Wounding effect which would add 25 points of bleed damage per pellet.
Just posting this because I tried to do it myself, awhile ago. If you found a way around this already disregard this comment.
That is a nice and simplistic work around. I remember thinking that Beth should have made a legendary Wounding attachment that was specific to weapons like shotguns with multi pellets. Instead of 25 like the normal wounding maybe have only 10 damage per pellet. I always thought that it would not be difficult but perhaps it was.
When I found a wounding combat shotgun in my original play through I proceeded to own the game.
Can I ask what percent per pellet you were able to use? This really is a nice mod you created here. Thanks for posting this.
For anyone reading this in the future, this mod at level 5 of rifleman has the % chance per pellet at 3.85% Pretty fair and balanced imo
Also if edgecution ever reads this first of all thanks for the mod also you have a small grammatical error at rank 5 of rifleman. It says "higher chance to know down targets" Instead of "knock"
i know im becoming a double necromancer at this point but, is there any given chance that this is made compatible with Be Exeptional? making it a specific separate perk? because i have 0 idea on modding to do it myself to be honest
love this idea for the mos, even more so with shot guns. when you look at it the post above is true, ..BUT i find a shotty should already have a knock back anyway. its a shot gun after all.
like "ALL" guns should have bleed out. and lasers burn/ fry you/ ect. but in this case they dont..
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With shotguns, each pellet counts as an individual projectile.
So say if it was a 15% chance it would roll 6 times if 6 pellets hit the enemy, and or 1 time if only 1 pellet hit the enemy. This means that at close range (the only time shotguns are useful in FO4) it will almost always knock down the target, making shotguns really OP. Especially because it won't distinguish between, say, a raider or a behemoth.
This is the same reason why the Explosive legendary effect is so OP on shotguns; it applies the 15 extra damage with AOE per pellet, same with the Wounding effect which would add 25 points of bleed damage per pellet.
Just posting this because I tried to do it myself, awhile ago. If you found a way around this already disregard this comment.
When I found a wounding combat shotgun in my original play through I proceeded to own the game.
Can I ask what percent per pellet you were able to use? This really is a nice mod you created here. Thanks for posting this.
Pretty fair and balanced imo
Also if edgecution ever reads this first of all thanks for the mod also you have a small grammatical error at rank 5 of rifleman. It says "higher chance to know down targets" Instead of "knock"
like "ALL" guns should have bleed out. and lasers burn/ fry you/ ect. but in this case they dont..