You have a 50% chance to keep your Stimpak when you revive another player. Slight chance your weapon will repair itself when hitting an enemy. Duration refreshes with kills. Your shotguns gain a 5% stagger chance and a 10% chance to cripple a limb. Falling below 30% health will automatically use a Stimpak, once every 20s. Critical Hits now only consume 70% of your critical meter. Gain a 6% chance to instantly reload when your clip is empty. While they do not deal damage directly, they may still be used to weapon bash, and will not suffer condition degradation. Sprint 10% faster at increased AP cost when your health is below 40%. Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb. Each hit in V.A.T.S. You gain increased benefit from being Well Fed or Well Hydrated. Left Arm + add legendary effect. You are 75% harder to detect while sneaking. Your bows and crossbows ignore 24% armor and have a 6% chance to stagger. The player character has the ability to pick only seven perk cards for a round of Nuclear Winter. You can now craft advanced Power Armor mods. Reduce your target's damage output by 20% for 2 seconds after you attack. Sprint 20% faster at increased AP cost when your health is below 50%. Almost every weapon in Fallout 76 is able to be modified by attaching various modifications. You deal +120% damage to workshop objects. Gain +50% damage bonus for 2 minutes when a player revives you. Your bows and crossbows ignore 36% armor and have a 9% chance to stagger. Your melee sneak attacks do 3x normal damage. Chance your weapon will greatly repair itself when hitting an enemy. (Plans required). swaps targets on kill with +10% then 20% damage to your next 2 targets. Gain +7% (max 42%) damage for 30s per kill. Gain 2 Charisma for each teammate, excluding yourself. Your non-explosive heavy guns now do +20% damage. When you craft anything, there is a 10% chance you'll get double results! You can repair armor and Power Armor to 160% of normal maximum condition. Agility is a measure of your overall finesse and reflexes. Most unique weapons are also legendary weapons due to the strong bonuses in their stats. Aim your gun at any Animal below your level for a 75% chance to pacify it. When adventuring alone, take 20% less damage and gain 30% AP regen. Guns break 10% slower and you can now craft Tier 1 guns (Plans required). The weight of all junk items is reduced by 75%. Your disease cures have a 50% chance to cure a disease on nearby teammates. You are 30% less likely to catch a disease from the environment, You are 60% less likely to catch a disease from the environment, You are 90% less likely to catch a disease from the environment. Your crafted armor has improved durability. Restore much more of your teammates hunger and thirst when you eat or drink. Gain +1 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. Gain +2 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. Food in your inventory will spoil 30% more slowly. Gain a 6% chance to deflect back some of enemies' ranged damage. Each legendary perk has four ranks and can be leveled up with "perk coins," which can be earned by scrapping normal perk cards. SyringersThese weapons are used to apply buffs or debuffs. (No Power Armor), Carry junk to gain up to 30 Damage and Energy Resistance. (Plans required), You can craft and disarm expert traps and craft expert turrets. Aim your gun at any Animal below your level for a 25% chance to pacify it. Your ranged sneak attacks do 2.5x normal damage. Each modification will impact how the weapon performs, and some provide a visual change. Less chance for you to mutate from rads or for Radaway to cure mutations. Gain a total of +45 to your maximum Health. V.A.T.S. The most desirable of these mods are legendary effects.These mods cannot be crafted onto or removed from a weapon, but grant significant bonuses. swaps targets on kill with +10%, 20%, then 30% damage to your next 3 targets. Your bows and crossbows ignore 12% armor and have a 3% chance to stagger. Avoid 10% of incoming damage at the cost of 30 Action Points per hit. Your armor breaks 40% more slowly and is cheaper to repair. Each hit in V.A.T.S. Avoid 20% of incoming damage at the cost of 30 Action Points per hit. (Plans required), You can craft Rank 1 energy gun mods. Gain +8% (max 48%) damage for 30s per kill. Gain 40 damage resistance while firing a heavy gun. The player character is not able to change their perk card selections during the match itself. Your crafted energy guns have improved durability. After two years, Fallout 76 updates have transformed the game. Shotguns now weigh 60% less and you reload them 20% faster. (No Power Armor), Sprinting consumes 30% fewer Action Points. (No Power Armor), Gain +45 Damage and Energy Resistance while sprinting. Your melee weapons weigh 60% less, and you can swing them 30% faster. However, they will have the opportunity to change their card selections prior to the round starting, while the player character is able to explore Vault 51 while waiting in a queue for a match to start. Your melee weapons weigh 20% less, and you can swing them 10% faster. Crafting energy guns now costs fewer materials. Your running speed is increased by 10% when you have a pistol equipped, Your running speed is increased by 20% when you have a pistol equipped, You can craft and disarm better traps and craft better turrets. Your stimpaks now also heal nearby teammates for their full strength. Critical Hits now only consume 55% of your critical meter. Collect twice as much when harvesting wood. Your armor breaks 20% more slowly and is cheaper to repair. (No Power Armor). It allows you to share your Perk Cards (CHA must be greater than or equal to 3 times the point value of the card you wish to share) and also affects your rewards from Group Quests and prices when you barter. Any kill in V.A.T.S has a 10% chance to refill your Critical Meter. Your punching attacks now do +20% damage. You can craft Rank 3 energy gun mods. The most desirable of these mods are legendary effects. Aim your gun a creature below your level for a 25% chance to pacify it. Gain 50 Damage and Energy Resistance while not wearing Power Armor. While below 20% Health, gain 30 Damage Resist, 15% damage and 15% AP regen. Automatic rifles now reload 20% faster and have even better hip fire accuracy. Guns break 20% slower and you can now craft Tier 2 guns (Plans required). Guns break 40% slower and you can now craft Tier 4 guns (Plans required). When you are on a team, gain 15% more XP. Duration refreshes with kills. Improved focus and better sighted accuracy. Your pipe weapons break 20% more slowly and are cheaper to repair. Gain +25% damage bonus for 2 minutes when a player revives you. Hunger and thirst grow 40% more slowly at night. You hear directional audio when in range of a Caps Stash. Fallout 76 Perks are special abilities traditional to the Fallout series, that give a unique bonus to players while active.These bonuses are so unique that Weapons usage and playstyles become more reliant on the abilities unlocked by perks in the later stages of the game.. Charisma is your ability to lead and help others. https://fallout.fandom.com/wiki/Fallout_76_weapons?oldid=3442090. We are going to be going over automatic weapons, big guns, and melee weapon builds including discussing some of the perk cards used in detail as well as mutations that just go well with particular builds. Reap twice as much when harvesting flora. Each perk card costs points in its SPECIAL attribute to equip. Your rifles have 10% more range and more accuracy when sighted. Melee weapons break 10% slower and you can craft Tier 1 melee weapons. You can now craft advanced armor mods. Crafting Power Armor now cost fewer materials. Almost every weapon in Fallout 76 is able to be modified by attaching various modifications.Each modification will impact how the weapon performs, and some provide a visual change. It affects your total Health, the Action Point drain from sprinting, and your resistance to disease. The Mysterious Stranger will appear occasionally in V.A.T.S. Food in your inventory will spoil 60% more slowly. Take 45% less damage from your opponents' melee attacks. Reduce your target's damage output by 30% for 2 seconds after you attack. All drinks quench thirst by an additional 75%. Any kill in V.A.T.S. Hack an enemy robot for a 75% chance to pacify it. At night your silenced weapons do an additional 25% sneak attack damage. Each AGI point adds +1 Damage and Energy Resist (Max 15). Players you revive come back with health regen for 15 seconds. Eating dog food is now three times as beneficial. See a throwing arc when tossing thrown weapons, and they fly 15% further. Aim your gun at any Animal below your level for a 50% chance to pacify it. When adventuring alone, take 15% less damage and gain 20% AP regen. The maximum attribute level is 15 for each attribute and 56 across all SPECIALs. Players you revive come back with high health regen for 60 seconds. (No Power Armor), Gain +30 Damage and Energy Resistance while sprinting. Sprinting in Power Armor consumes no extra Fusion Core energy. It does not scale with any weapon class-specific perks, like the Camera or Binoculars. For details, please see the respective articles. Players will also receive perk card packs at level 4, 6, 8, and 10, and then every 5th level. V.A.T.S. The greater your rads, the greater your strength! Your non-automatic rifles now do +10% damage. Fallout 76 - Digital Deluxe EditionSteel Dawn is the first chapter in the new Brotherhood of Steel questline, free for Fallout 76 players. Player characters with higher Intelligence can craft weapons with larger durability bars. (No Molotov), Hunger and thirst grow 40% more slowly when in camp or in a team workshop, Hunger and thirst grow 80% more slowly when in camp or in a team workshop. Your non-automatic pistols now do +15% damage. Sprinting in Power Armor consumes half as much Fusion Core energy. Gain 8 Damage & Energy Resist(max 24) for each teammate, excluding you. You are 25% harder to detect while sneaking. Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger. Your chance to catch a disease from food is reduced by 30%. Your Power Armor breaks 60% more slowly and is cheaper to repair. All pistols now have 20% more range and more accuracy when sighted. Take 15% less damage from explosions and flame attacks. Devastate and stagger enemies by sprinting into them with Power Armor. All Power Armor parts and chassis weights are reduced by 50%. Automatic rifles now reload 10% faster and have better hip fire accuracy. Bloodpacks satisfy more thirst, no longer irradiate, and heal 100% more. There was a time where two Shot Explosive guns in Fallout 76 were the weapons to get thanks to the ridiculous damage output. Your Power Armor breaks 40% more slowly and is cheaper to repair. Armor. When affected by rads, you periodically heal 200 rads on nearby teammates. Gain 6 Damage & Energy Resist(max 18) for each teammate, excluding you. Whether you want to be a dexterous charmer, a hardy bruiser or anything in-between, Fallout 76’s Perk system is designed to help you build a better you. For details, please see the respective articles. (No Power Armor), Gun bashing does +25% damage with a 5% chance to cripple your opponent, Gun bashing does +50% damage with a 10% chance to cripple your opponent. swaps targets on kill with +10% damage to your next target. These mods cannot be crafted onto or removed from a weapon, but grant significant bonuses. (No Molotov), Teammates hit by your flame weapons regen even more health. (Updated on December 27th, 2019 with five more builds to include updates to Fallout 76) Plenty of players are still making their way through the Appalachians in the post-apocalypse of Fallout 76, and at this point, many of those players have gathered the max amount of points to spend on their S.P.E.C.I.A.L. (Plans required). The Mysterious Stranger appears more often when using V.A.T.S. Stimpaks may generate edible meat tissue. (No Power Armor), Your automatic pistols now do +10% damage, Your automatic pistols now do +15% damage, Your automatic pistols now do +20% damage. Avoid 30% of incoming damage at the cost of 30 Action Points per hit. Radiation now regenerates even more of your lost Health! The weight of all junk items is reduced by 25%. Gain 10 Damage & Energy Resist (max 30) for each teammate, excluding you. All thrown grenades deal 1 damage on a direct hit, separate from their main explosion damage. At launch in November of 2018, Bethesda's first multiplayer game in the Fallout series was … Your chance to catch a disease from food is reduced by 90%. Pistol/RifleWeapons that can be configured as either rifles or pistols, depending on the grip/stock modification. Gain +20 to Max Health between the hours of 6 p.m. and 6 a.m. Gain +40 to Max Health between the hours of 6 p.m. and 6 a.m. Gain health regen between the hours of 6 a.m. and 6 p.m. Gain improved Health regen between the hours of 6 a.m. and 6 p.m. Hunger and thirst grow 20% more slowly at night. (only for pointed weapons). While sneaking, you never trigger mines or floor-based traps. 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