I have an unreleased project that attempts to rebalance weapons on top of these skill mods, and I find that at second level being able to drop a Super Mutant with a hunting rifle in four or five shots feels too powerful. Then the major issue of how do you make Muties still feel rough without making all weapons harmless against them? Etc etc, you can see how this thinking starts spiraling out of control in terms of what you are altering in a single mod.
well, supermuties have ~150-210hp in fallout 1/2 and 20/5/40 (AC/DT/DR) armor values which is equivalent to combat armor. 2nd most powerfull pistol in the game - .223 pistol deals 20-30 damage.
damage minus armor values for mutie
.223 ammo
1/1 mutiplier, -20 to DR (armor penetration)
20-30dmg against 5/40 armor = 12-20 damage
thats 10.5-17.5 shots without critical hits and perk dmg bonuses.
gauss rifle deals 34-47dmg to mutie: 4.5-6 shots
plasma rifle 13-30dmg (following with combat armor protection): 7-16 shots
pulse rifle 25-37dmg: 5.5-8.5 shots
pancor jackhammer 7-14dmg: 15-30 shots
10mm pistol with AP fix mod needs: 26-105 shots!!
muties are supposed to be very tough but at the moment we met them we are heavily realying on critical hits. aimed headshot can 1shot kill or deal double-tripple damage. but same with chosen. they can 1shot kill us.
the reason muties arent that hard in fallout2 is ridiculous laser protection on armors and they mostly use laser rifles.
in fallout 3 the problem is that our health bar is dropping down very, very slowly. 100hp for lvl 20 player and 200hp for normal mutie (more for behemots etc) and it should be ok. and please no more 10% recieved dmg in vats, gimme 100%
-first of all its a bit unbalancing since you are giving lot of free points. you can still follow fallout1/2 rules by setting these values to fallout 1/2 hard difficulty level (-10% to non-offensive skills). this will help a bit.
these are original values from hard difficulty level. base skill value minus 10%. not much of a change for f2 because of no level cap and 300% max skill. in f3 this 10% on 8 skills is very much. you are basicaly 5 levels ahead from the start.