Spreadsheets. Fallout 4 Legendary Ranged Damage in the End Game. LV 70 or more. 2026. DMG Guide

⭐ — (0 endorsements) 📥 1,314 downloads 📌 vv.1 📅 1/3/2026
🟡 Updated this year

By Default · Modders Resources and Tutorials

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 1/3/2026 📅 Created: 1/3/2026
⚠️ Install Order · 2 steps
1🛠️ F4SE — Fallout 4 Script Extender Download ↗
2🔧 UFO4P — Unofficial Fallout 4 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.0% endorsement rate
  • 🏆 #7 of 37 Modders Resources and Tutorials mods in this game by downloads

📋 About This Mod

These spreadsheets focus on organizing the actual damage values for legendary ranged weapons at higher player levels, where the effect known as "bullet sponge" becomes more evident, with the level scaling of some powerful opponents.

This is an informational paper, not a mod, intended as a guide for mod creators targeting endgame content.

All data was collected without VATS (VATS OFF), since in the endgame, with the right legendaries and perks, it's possible to remain in VATS almost indefinitely distributing critical hits. This makes the differences between legendary weapons much less noticeable in VATS than in real-time actions.

The same "Supermutant Warlord" was always used to collect data, and the distance was kept the same.

The weapon chosen was the Handmade Rifle, as it is the weapon with the best real DPS (damage per second) in the game (with all the best modifications) and the player has all the perks.

The game is completely vanilla, without any mods.

Some public information was confirmed, others proved to be false:

1. Junkie's is actually the most devastating effect. It is the best in any scenario, far surpassing even recognized effects such as the Instigating effect on the first shot.

2. Unfortunately, Wounding is almost useless at high levels; apparently, there's resistance, or the effect doesn't stack properly in the real world.

3. Auto-firing Mods prove to be far superior to Semi-firing Mods in the real world. The way various effects and perks scale prioritizes base damage, leading to an absurd advantage for Auto mode.

4. Adrenaline present in survival mode affects the effects differently.

5. Furious, despite being one of the best effects, proved to be very unstable, not always scaling correctly. The best use was in continuous auto fire.

6. Explosive, as is well documented, have the advantage of fast staggering targets and AoE (Area of Effect) damage. And it is one of the effects that benefits most from high adrenaline.

7. Two Shot is the effect that benefits most from Auto mode, followed closely by the Explosive effect.

8. Mole Rat Disease, contrary to what some sources indicate, does not count as a modifier for Junkie's.

📊 Mod Details

Game
Fallout 4 Mods
Author
Default
Version
v.1
Downloads
1,314
Endorsements
0
Category
Modders Resources and Tutorials
Created
1/3/2026
Updated
1/3/2026

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