


Ranged: Critical Hit Damage = DamagePaper + DamageBase x CriticalMultiplier The Wiki suggests that Critical Hits use the following formula: This suggests to me that critical strikes are seperate damage which is calculated and then added after sneak attacks and instigating are multiplied ( + ) In all situations the additional damage inflicted was close to the weapons stated base damage (144, give and take some variance). Interestingly, Critical Hits do not appear to be multiplicative with Sneak and Instigating. When roughly comparing Sneak attacks performed with both Instigating and normal weapons, the stated Sneak Attack bonus does appear to be multiplicative with Instigating ( x4.2) or at least close enough to satisfy me that this is the case. It is not clear if this was due to poor accuracy causing some bullets to hit the wrong location (though injuries on target suggested all shots hit the back), natural RNG spread of damage, or damage resistance of the target.

The above results show some variance, with some shots noted as being much lower than others. Tests performed with a Laser Rifle, instigating tests performed with Old Faithful with the same mods. Not sure what my exact critical bonus is, I had 4 ranks of Tesla Science (+20% crit damage) and no other perks or mods which would increase it. This was done 5 times.ĭue to perks etc, my Sneak attack bonus was at 4.2 I did not check what their Damage resistance was nor did I modify it, though I probably should have.Ī single shot was taken, NPCs HP remaining checked with the console, then the game was reloaded. The NPC was wearing nothing but a Minuteman outfit and had their HP set to 5000 with the console. Okay, so I got sick of waiting to see if someone had already done this and decided to do some testing myself with the console.Īll tests were done by shooting a friendly setler in the back of the torso at close range.
