damage mod on ammo?

Lys

First time out of the vault
The AC/DR mods on ammo makes sense, reduces the AC/DR by the ammount.

What does the damage mod fraction do? They're listed as 1/2, 2/1 and in 1.05 3/0. What do the numbers means?
 
These fractions apply to the damage done. For instance, 2/1 means the ammo does *double* damage. Yes, double. 1/2 means half damage. 3/1 means tripple damage... I forget which ammo does that. In some cases the numbers are more or less moot, though, since you'll only have one type of ammo to put in a gun. Micro-fusion cells have numbers like these even though there is no other power source for the weapons that use them, and they're not even "ammunition" in the traditional sense.

Generally, though, ammo choice is easy.
10mm, you'll use JHP in 999 cases out of 1,000. I still have never had call to load AP ammo, which is rotten becaues of its 1/2 damage mod. Just don't bother with it, it's a waste of time since you'll never encounter a situation where JHP (Jacketed Hollow Point) rounds do no damage and AP does damage.
9mm, use the 9x19 Parabellum rounds (the ones with the description about cosmoline grease, named "9mm Ball") rather than the straight "9mm" rounds.
5mm, again, stick to JHP, I've found few situations where AP even works at all with this ammo type.
Needler Cartriges are couter to the usual order of things, the AP ammo ("HN AP") is generally better. Good luck finding it, though.
Same goes for Rockets, Rocket AP is generally better than Rocket HE, although both are quite effective.
.44 Magnum bullets are the only ones with a choice to make with any frequency; FMJ rounds penetrate armor better while JHP rounds do more damage, switch off based on effectiveness with varying types of armor, I suggest you do experiments as you'll find lots of both kinds and the pistols that use .44 ammo are both quite nice.
The Flamethrower fuel in the blue canister is superior. It can be purchased in New SFO, or if you take a "pack" of red fuel to Algernon in New Reno Arms cellar, he'll mix up the blue fuel from the red. Plus, the way the game handles this, it gives you a full "Pack" of fuel, even if you only had one shot in the "Pack", if that makes any sort of sense. Both flamethrowers can handle both fuels, methinks the upgraded flamer was supposed to be the only one able to handle the blue fuel, but it is not so.

I don't think there are any other guns with more than one ammo type.
 
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