Fallout 76 C.A.M.P Revamp Update: New Combat Changes, Weapon Balances, and More

Updated 03 September 2025 01:02 PM

by

Fallout 76 C.A.M.P Revamp Update: New Combat Changes, Weapon Balances, and More

Fallout 76 C.A.M.P Revamp Update

A major patch has landed in Appalachia, and it’s one that’s got everyone—from meticulous C.A.M.P. decorators to power armor-purists—buzzing with excitement.

The Fallout 76 Camp Revamp Update brings sweeping improvements to C.A.M.P. building, a refreshed Workshop UI, and lets players finally craft their dream settlements with unprecedented ease and flexibility.

Update Version 1.7.21.25: Sizes by Platform

If you’re prepping for patch day, brace your drives. Here’s how the download shapes up:

  • PC (Steam): 9.9 GB

  • PC (Microsoft Store): 23 GB

  • Xbox: 26.4 GB

  • PlayStation: 25.6 GB

Yeah, don’t schedule any big multiplayer raids while your friends are downloading on console. It’s a hefty patch, but there’s a lot crammed in.

Fallout 76 C.A.M.P Revamp Combat Full Release Notes

Manual Aim Improvements

We’ve made changes to all ranged weapons to improve players’ ability to hit targets outside of VATS.

These changes vary by weapon and include:

  • Smaller cone of fire.
  • Reduced recoil.
  • Additional shots can be fired before reaching peak recoil.
  • Cone of fire now increases less as a result of moving.
  • Reduced cone of fire while crouching/sneaking.
  • Reduced cone of fire while aiming down sights.
  • Spin-up weapons such as the Minigun and Gatling Laser now have reduced recoil after firing for a short period of time.
  • Reduced camera movement for many weapons’ actions in First Person view.
    • This includes firing, reloading, and post-fire actions such as bolt-action animations.
  • Medium and long scopes have additional zoom levels. Press the VATS button to toggler between 2 or 3 zoom levels, depending on the scope.
    • Note: When first aiming down a scope, you’ll begin at the lowest zoom level. We’ve listed some general expectations for how weapons will behave below. Please note that mods can have a significant impact on weapon behavior, so these descriptions refer to the un-modded version of each weapon type.

Pistol

  • Reasonable accuracy in all situations.
  • Retains accuracy pretty well while moving.
  • Minimal recoil.

Revolver

  • Somewhat of a bridge between regular Pistols and Single-Shot rifles.
  • Accurate at long ranges but need to remain still and aim down sights for best accuracy.
  • Recoil is higher than many other weapons.

Shotgun

  • Spread improves while crouching or aiming down sights.
  • Not especially accurate and has higher recoil than most other weapons.

Submachine Gun

  • Doesn’t have the same peak accuracy in various situations as pistols or rifles, but easier to use while moving.

Semi-Auto Rifle

  • Solid accuracy at long range.
  • Strong benefits from crouching and aiming down sights.
  • Not especially accurate relative to some other weapons while moving.

Single-Shot Rifle

  • Highest overall accuracy at longest ranges.
  • Fare best while crouching and aiming down sights.
  • Not very accurate while moving, and cone of fire takes longer to recover than other weapons.

Ballistic Heavy Weapon

  • Reasonable overall accuracy and controllable recoil during sustained fire, but not as precise as other weapons.
    • Spin-up weapons fare better here.
  • Good recoil and cone of fire benefit from crouching and aiming down sights.
  • .50 Caliber Machine Gun maintains more accuracy while moving than other heavy autos.
  • The Light Machine Gun can act somewhat as a bridge between a Heavy weapon and an Automatic Rifle. It can be more precise at longer ranges than other Heavy weapon s but isn’t as accurate while moving.

Laser and Plasma Weapons

Weapons with laser projectiles typically are more accurate and have less recoil than ballistic weapons. Plasma projectiles are usually somewhere in between (same for Alien Blaster/Disintegrator).

Explosive Launcher

  • High recoil but doesn’t have a strong impact on accuracy due to the low rate of fire.
  • Not very accurate relative to other weapons.
  • Low accuracy while moving.

V.A.T.S.

The formula for calculating hit chances in VATS has been rewritten to be more consistent and intuitive. Overall, hit chances with most weapons will be higher. Distant, smaller, and more difficult enemies will sometimes be harder to hit.

Here’s a basic overview of how it works:

  • The formula begins with an assumption of max hit chance (95%).
  • Various factors reduce your hit chance, such as distance to the target, visibility of the target, difficulty of hitting each of the target’s body parts, your weapon’s range, cone of fire, recoil, fire rate, etc.
    • Perks, weapon mods, etc. can improve each of these factors or directly increase your hit chance.
    • Perception reduces some of the penalties of a large cone of fire and long distance to the target relative to your weapon’s maximum range.
  • Beyond about half of a weapon’s range, hit chance steadily decreases to 0%.
  • Below about half of a weapon’s range, penalties to hit chance are reduced. As you close in on point blank range, hit chance will increase until you have a very high chance of hitting the target.

Additional VATS Changes

  • Players can no-longer target body parts on the opposite side of enemies, such as the Ultragenetic Shield Generator through the front of the EN06 Guardian.
  • The distance-to-target calculation for large enemies now begins on the outer bounds of the creature rather than the center of the creature. This improves hit chances for many large creatures such as the Scorchbeast Queen.
  • Perception now provides a larger benefit to hit chance.
  • Recoil and cone of fire now play a more prominent role in deciding hit chance.

Explosion Changes

  • Adjusted many player weapon explosions so they lose less damage towards the outer edge of the explosion.
  • Made adjustments to the Fatman Experimental MIRV and Frag Grenade MIRV explosions to have a wider spread for the MIRV projectiles.
  • Fire Arrows no-longer have an explosion that causes nearby targets to catch fire.
  • Increased the damage dealt by Explosive Arrows.

Explosion Force Reductions

We’ve reduced the impact force of many explosions, so they no longer push corpses and objects as far. We’ve also made adjustments so the impact force of certain explosions was more appropriate to the size and scale of each explosion.

Note: This change does not affect the damage dealt by these explosions.

  • Alien Detonator Drone
  • Auto Grenade Launcher
  • Baseball Grenade
  • Brahmin Corpse (C.A.M.P. item)
  • Bug Grenade
  • Collateral Damage (Legendary Perk)
  • Cryo Arrow
  • Detonation Contagion (Legendary Perk
  • Die Bot (Test your Metal), EyeBomb
  • Dynamite and Dynamite Bundles
  • Exploding Palm (Legendary Perk)
  • Explosions that occur during Spin the Wheel
  • Explosive Arrow
  • Explosive Bait
  • Fanatic Protectron Suicider
  • Fatman Experimental MIRV
  • Flatwoods Monster beam attack
  • Floater Freezer Death
  • Floater Freezer Grenade
  • Frag Grenade
  • Frag Grenade MIRV
  • Frag Mine
  • Grafton Monster Oil Bomb
  • M79 Grenade Launcher
  • Missile strikes during Invaders from Beyond
  • Mole Rat Landminer
  • Nuka Grenade
  • Oxygen Tank explosions
  • Plasma Arrow
  • Plasma Grenade
  • Pulse Grenade
  • Pumpkin Grenade
  • Storm Goliath weapons
  • Thirst Zapper Nuka-Cola mods
  • Thunder Crab appearance (Dangerous Pastimes)
  • Turbo-Fert Fertilizer
  • Various exploding vehicles
  • Various explosions from Robots self-destructing
  • Vertibird Death
  • Workshop Artillery

Explosion Size Adjustments

  • Bug Grenade: +30%
  • Cryo Grenade: +20%
  • Cryo Mine: +20%
  • Frag Grenade MIRV (initial explosion): +40%
  • Frag Grenade MIRV (resulting projectiles): +50%
  • Thirst Zapper Nuka-Cherry Gun: +92%
  • Thirst Zapper Nuka-Cola Gun: +220%
  • Third Zapper Nuka-Quantum Gun: -43%
  • Fatman Experimental MIRV (initial explosion): +150%
  • Floater Flamer Grenade: +150%
  • Floater Freezer Grenade: +120%
  • Floater Gnasher Grenade: +120%
  • Frag Mine: +20%

Additional Explosion Adjustments

  • Explosion VFX from the Explosive Legendary mod and Ultracite Laser weapons and the V63 Laser Carbine now match the weapon’s projectile color.
  • Reduced the frequency of Grenades, Mines, and Explosive Weapon Ammo in containers and enemy loot.
  • Increased the crafting cost of Nuka and Nuka-Quantum Grenades

Weapon Base Damage

  • .50 Cal Machine Gun: 43 -> 52
  • .44 Revolver: 132 -> 161
  • 10mm Submachine Gun: 42 -> 59
  • 10mm: 45 -> 77
  • Alien Blaster: 59 -> 72
  • Alien Disintegrator: 66 -> 80
  • Assault Rifle: 66 -> 112
  • Assaultron Blade: 51 Physical -> 115 Physical, 10 Bleed per second for 10 seconds
  • Auto Axe: 24 -> 32
  • Auto Grenade Launcher: 3 Impact, 117 Explosion -> 3 Impact, 244 Explosion
  • Baseball Bat: 69 -> 182
  • Baseball Grenade: 175 -> 346
  • Baton: 47 -> 115
  • Bear Arm: 63 -> 160
  • Black Powder Blunderbuss: 347 -> 346
  • Black Powder Pistol: 347 -> 751
  • Black Powder Rifle: 449 -> 857
  • Blast Mine: 225 -> 379
  • Board: 63 -> 152
  • Bone Club: 60 Physical, 2 Bleed per second for 5 seconds -> 142 Physical, 42 Bleed per second for 15 seconds
  • Bone Hammer: 94 -> 228
  • Bow: 95 -> 194
  • Bowie Knife: 35 -> 77
  • Boxing Glove: 40 -> 124
  • Broadsider: 5 Impact, 135 Explosion -> 5 Impact, 688 Explosion
  • Cattleprod: 109 Energy -> 84 Physical, 84 Energy
  • Chainsaw: 16 -> 28
  • Chinese Officer Sword: 42 Physical -> 142 Physical, 15 Bleed per second for 12 seconds
  • Circuit Breaker: 64 -> 80
  • Combat Knife: 42 -> 87
  • Combat Rifle: 53->95
  • Combat Shotgun: 150->206
  • Commie Whacker: 5 -> 14
  • Compound Bow: 112 -> 244
  • Cremator: 100 Fire Impact, 20 Fire Explosion, 29 Fire per second for 6 seconds -> 140 Fire Impact, 32 Fire Explosion, 32 Fire per second for 6 seconds
  • Crossbow: 111 -> 253
  • Crusader Pistol: 56 -> 80
  • Cryo Grenade: 50 Cryo -> 396 Cryo
  • Cryo Mine: 175 Cryo -> 396 Cryo
  • Cryolator: 41 -> 52
  • Cultist Blade: 52 Physical -> 150 Physical, 14 Bleed per second for 12 seconds
  • Cultist Dagger: 38 -> 84
  • Death Tambo: 53 -> 133
  • Deathclaw Gauntlet: 69 -> 182
  • Dynamite: 175 -> 449
  • Dynamite Bundle: 225 -> 777
  • Explosive Bait: 200 -> 396
  • Fat Man: 5 Impact, 455 Explosion -> 5 Impact, 1386 Explosion
  • Fire Axe: 84 -> 204
  • Flamer: 29->42
  • Floater Gnasher Grenade: 79 Poison, 40 Poison per second for 12 seconds-> 182 Poison, 140 Poison per second for 40 seconds.
  • Floater Flamer Grenade: 124 Fire, 50 Fire per second for 5 seconds->300 Fire, 257 Fire per second for 4 seconds
  • Floater Freezer Grenade: 99 Cryo->346 Cryo
  • Fragmentation Grenade: 150->300
  • Fragmentation Mine: 150->362
  • Gamma Gun: 85->115
  • Gatling Gun: 86->112
  • Gatling Laser: 25->25
  • Gatling Plasma: 31 Physical, 31 Energy->28 Physical, 28 Energy
  • Gauntlet: 63->160
  • Gauss Minigun: 50->68
  • Gauss Pistol (fully charged): 218 Impact, 33 Explosion->216 Impact, 32 Explosion
  • Gauss Rifle (fully charged): 315 Physical, 47 Explosion->309 Impact, 46 Explosion
  • Gauss Shotgun (fully charged): 285 Impact, 43 Explosion->390 impact, 59 explosion
  • Golf Club: 57->172
  • Guitar Sword: 59 Physical->142 Physical, 15 Bleed per second for 10 seconds
  • Handmade Rifle: 52->84
  • Harpoon Gun: 245->330
  • Hatchet: 51->150
  • Hellstorm Missile Launcher: 178 -> 379 Impact, 379 Explosion
    • Cryo Payload: 206 Impact, 107 Cryo Explosion -> 379 Impact, 194 Cryo Explosion
    • Napalm Payload: 206 Impact, 107 Fire Explosion, 25 Fire Damage per second for 7 seconds -> 379 Impact, 194 Fire Explosion, 25 Fire Damage per second for 7 seconds
    • Plasma Payload: 206 Impact, 178 Energy Explosion -> 379 Impact, 330 Energy Explosion
  • Hunting Rifle: 171 -> 285
  • Knuckles: 44 -> 130
  • Laser: 72 -> 64
  • Lead Pipe: 49 -> 140
  • Lever Action Rifle: 133 -> 182
  • Light Machine Gun: 42 -> 47
  • M79 Grenade Launcher: 3 Impact, 117 Explosion -> 3 Impact, 522 Explosion
  • Machete: 51 Physical -> 160 Physical, 17 Bleed per second for 11 seconds
  • Meat Cleaver: 60 -> 413
  • Meat Hook: 40 -> 115
  • Medical Malpractice: 132 -> 161
  • Minigun: 24 -> 29
  • Missile Launcher: 5 Impact, 262 Explosion->5 Impact, 968 Explosion
  • Mole Miner Gauntlet: 57->160
  • Mr. Handy Buzz Blade: 25->21
  • Multi-Purpose Axe: 87->204
  • Nuka Grenade: 250 Physical, 125 Radiation-> 257 Physical, 244 Radiation
  • Nuke Mine: 250 Physical, 125 Radiation->855 Physical, 244 Radiation
  • Nuka-Quantum Grenade: 300->968
  • Pickaxe: 76->204
  • Pipe Bolt-Action: 150->330
  • Pipe Revolver: 140->171
  • Pipe Wrench: 38->140
  • Pipe: 42->66
  • Pitchfork: 59->152
  • Plasma Caster: 76 Physical, 76 Energy->103 Physical, 103 Energy
  • Plasma Cutter: 30 Physical, 86 Energy->109 Physical, 109 Energy
  • Plasma Grenade: 200 Physical, 200 Energy->300 Physical, 300 Energy
  • Plasma Gun: 39 Physical, 39 Energy->42 Physical, 42 Energy
  • Plasma Mine: 200 Physical, 200 Energy->300 Physical, 300 Energy
  • Pole Hook: 90->194
  • Pool Cue: 58->152
  • Power Fist: 73->171
  • Pulse Grenade: 175 Physical, 175 Energy->346 Physical, 346 Energy
  • Pulse Mine: 175 Energy, 175 Energy per second for 2 seconds->257 Physical, 257 Energy per second for 2 seconds.
  • Pump Action Shotgun: 172->228
  • Pumpkin Grenade: 80 Explosion, 20 Poison per second for 5 seconds, 40 Radiation per second for 5 seconds->160 Explosion, 45 poison damage for 7 seconds, 80 Radiation damage per second for 7 seconds.
  • Radium: 42->66
  • Railway: 112->171
  • Revolutionary Sword: 56 Physical->150 Physical, 14 bleed per second for 10 seconds
  • Ripper: 20->28
  • Rolling Pin: 35->121
  • Salvaged Assaultron Head: 95->152
  • Sheepsquatch Club: 76->160
  • Sheepsquatch Shard: 75 Physical, 25 Poison, 15 Poison per second for 7 seconds->150 Physical, 112 Poison, 112 Poison per second for 35 seconds
  • Sheepsquatch Staff: 95->257
  • Shepherd's Crook: 63->231
  • Shishkebab: 34 Physical, 20 Fire->64 Physical, 64 Fire
  • Shovel: 51->182
  • Sickle: 45 Physical->130 Physical, 12 Bleed per second for 10 seconds
  • Single Action Revolver: 184->218
  • Ski Sword: 63 ->142
  • Sledgehammer: 90->218
  • Spear: 68->142
  • Submachine Gun: 47->64
  • Super Sledge: 107->271
  • Switchblade: 38->80
  • Syringer:
    • Bleedout: 3 Bleed per second for 10 seconds->65 Bled per second for 20 seconds
    • Radscorpion Venom: 16 Poison per second for 10 seconds->51 Poison per second for 40 seconds
  • Tenderizer: 95->244
  • Tesla Cannon: 175->285
  • Tesla: 112->121
  • The Dragon: 541->1145
  • The Fixer: 59->103
  • Thirst Zapper:
    • Nuka-Cola: 50 Explosion, deals 10 Radiation damage per second in the area for 30 seconds->300 Explosion, deals 12 Radiation damage per second in the area for 20 seconds
    • Nuka-Cherry: 150 Explosion->362 Explosion, deals 20 Radiation damage per second in the area for 20 seconds
    • Nuka-Quantum: 350 Explosion->547 Explosion
  • Throwing Knife: 75->315
  • Tire Iron: 37->130
  • Tomahawk: 100->506
  • Ultracite Gatling Laser: 28->29
  • Ultracite Laser: 80->87
  • Ultracite Terror Sword: 54 Physical, 32 Poison, 30 Poison per second for 10 seconds ->154 Physical, 93 Poison, 42 Poison per second for 10 seconds
  • V63 Laser Carbine: 47->59
  • V63 Zweihaender: 107->244
  • Walking Cane: 53->121
  • War Drum: 99->228
  • War Glaive: 104 Physical->231 Physical, 20 Bleed per second for 10 seconds
  • Western Revolver: 157->194

Additional Weapon Damage Changes

  • Thrown weapons such as Throwing Knives, Fragmentation Grenades, Sheepsquatch Quills, and Mines now scale with player level up to level 50.
  • Weapons which have a hold-to-charge (Gauss weapons) or wait-to-charge (Sniper Lasers) now display their un-charged damage in the Pip-Boy and Inspect menus rather than their fully-charged damage.
  • Weapons which can be fired in a partially-charged state and have an explosive projectile (primarily Gauss weapons) will now have their explosion damage scale to the amount of charge.
  • The Gauss Minigun now gains increased damage when being fired for prolonged periods of time, peaking at +60% bonus damage.
  • Bladed weapons now include a Bleed (physical) damage over time effect.

Adjusted the rate of fire for the following weapons:

  • Submachine Gun: +15%
  • 10mm SMG: -10%

Adjusted the reload animations for the following weapons:

The Assault Rifle provided the highest damage-per-shot of the rifles and had the fastest reload speed. The changes below helps to ensure that other rifles can compete and fit into their roles better. - Assault Rifle: Approx. 2.08s -> 3.02s - Radium Rifle: Approx. 3.57s -> 2.85s - Handmade: Approx. 3.03s -> 2.43s - Combat Rifle: Approx. 3.15s -> 2.68s

Cryolator Changes

  • Ammo Capacity: 25 -> 50
  • Crystallizing Barrel:
    • Range: +75% -> +200%
    • Ammo Capacity: Now -50% (resulting in 25 ammo capacity, same as before this update)
    • Damage Bonus: Now 35%

Light Machine Guns

Light Machine Guns were a highly talked about topic through the Public Test Server period for this update. We wanted to make sure it was clear where we landed with the changes made to this weapon type during the testing period.

Kicking things off, you can now craft 5.56, .308, or a .45 receiver on the weapon so you can pick the ammo the weapon uses based on your needs.

The non-prime .45 receiver is scrap-to-learn modification. The non-prime .308 and 5.56 receivers are known by default.

Light Machine Guns:

  • Base Damage: 47
  • LMGs found in the world will, by default, use the new “Standard” receiver which means the weapon uses 5.56 ammo.
    • Any existing LMG with a .308 or Prime .308 receiver will still have those receivers installed when you launch the game. They will not be switched over to 5.56.
  • Crafting a .308 receiver on an LMG will give you more damage.
  • Crafting a .45 receiver on an LMG will give you a higher rate of fire at the cost of lower damage. Prime versions of these receivers can be obtained from their usual locations. These changes will not affect your currently owned weapons.

Thrown Item Weight Adjustments

The following thrown items have had adjustments to their weight:

  • Artillery Smoke Grenade: 0.5 -> 0.1
  • Baseball Grenade: 1.0 -> 0.6
  • Blast Mine: 0.5 -> 0.55
  • Cryo Grenade: 0.5 -> 0.75
  • Cryo Mine: 0.5 -> 0.70
  • Dross (Dross Toss): 0.5 -> 0.25
  • Dynamite Bundle: 0.5 -> 0.75
  • Dynamite: 0.5 -> 0.6
  • Flare: 0.5 -> 0.1
  • Floater Flamer Grenade: 0.5 -> 0.7
  • Floater Freezer Grenade: 0.5 -> 0.7
  • Floater Gnasher Grenade: 0.5 -> 0.7
  • Fragmentation Grenade: 0.5 -> 0.6
  • Fragmentation Mine: 0.5 -> 0.55
  • HalluciGen Gas Grenade: 1.0 -> 0.8
  • Meat Cleaver: 0.25 -> 0.2
  • Molotov Cocktail: 0.5 -> 0.45
  • Nuka Grenade: 0.5 -> 0.85
  • Nuka Quantum Grenade: 0.5 -> 1.0
  • Nuke Mine: 0.5 -> 0.85
  • Orbital Strike Beacon: 0.5->0.35
  • Plasma Grenade: 0.5->0.7
  • Plasma Mine: 0.5->0.65
  • Pulse Grenade: 0.5->0.7
  • Pulse Mine: 0.5->0.35
  • Sheepsquatch Shard: 0.5->0.15
  • Throwing Knife: 0.25->0.1
  • Tomahawk: 0.7->0.25
  • Vertibot Signal Grenade: 1.0->0.1

Weapon Bash Damage

Bash damage has been increased for the following weapons, making weapon bashing much more practical. This synergizes with the changes to Stock and Bayonet mods listed below.

Note: Bash damage now scales with weapon level, so the values below are for the weapon’s maximum level. Lower levels are scaled proportionally.

  • 10mm: 10 -> 48
  • Circuit Breaker: 10 -> 54
  • 10mm Submachine Gun: 10 -> 50
  • 44 Revolver: 10 -> 51
  • .50 Cal Machine Gun: 15 -> 107
  • Alien Blaster: 10 -> 47
  • Alien Disintegrator: 15 -> 71
  • Assault Rifle: 15 -> 77
  • Auto Grenade Launcher: 15 -> 121
  • Black Powder Pistol: 10 -> 57
  • Black Powder Blunderbuss: 10 -> 57
  • Black Powder Rifle: 15 -> 63
  • The Dragon: 15 -> 63
  • Crusader Pistol: 10 -> 54
  • Hellstorm Missile Launcher: 15 -> 101
  • Broadsider: 15 -> 98
  • Combat Rifle: 15 -> 71
  • The Fixer: 15 -> 61
  • Combat Shotgun: 15 -> 71
  • Compound Bow: 10 -> 54
  • Cremator: 15 -> 108
  • Crossbow: 15 -> 63
  • Cryolator: 15 -> 75
  • Tesla: 15 -> 77
  • Harpoon Gun: 15 -> 104
  • Lever Action Rifle: 15 -> 63
  • Handmade Rifle: 15 -> 66
  • Paddle Ball: 6 -> 7
  • Western Revolver: 10 -> 61
  • Double-Barrel Shotgun: 15 -> 63
  • Cold Shoulder: 15 -> 63
  • Enclave Plasma: 10 -> 48
  • Fat Man: 15 -> 122
  • Flamer: 15 -> 104
  • Gamma Gun: 10 -> 48
  • Gatling Gun: 15 -> 121
  • Gatling Laser: 15 -> 104
  • Gatling Plasma: 15 -> 121
  • Gauss Minigun: 15 -> 121
  • Gauss Pistol: 15 -> 57
  • Gauss Rifle: 15 -> 72
  • Gauss Shotgun: 15 -> 74
  • Hunting Rifle: 15 -> 71
  • Laser: 15 -> 48
  • M79 Grenade Launcher: 15 -> 60
  • V63 Laser Carbine: 10 -> 71
  • Light Machine Gun: 15 -> 74
  • Minigun: 15 -> 104
  • Missile Launcher: 15 -> 135
  • Pepper Shaker: 15 -> 121
  • Pipe Bolt-Action: 10 -> 54
  • Pipe: 10 -> 57
  • Pipe Revolver: 10 -> 54
  • Syringer: 15 -> 19
  • Plasma Caster: 15 -> 121
  • Plasma: 15 -> 48
  • Pump Action Shotgun: 15 -> 63
  • Radium: 15 -> 71
  • Railway: 15 -> 81
  • Bow: 10 -> 57
  • Single Action Revolver: 10 -> 61
  • Submachine Gun: 15 -> 63
  • Tesla Cannon: 15 -> 98
  • Thirst Zapper: 5 -> 50
  • Ultracite Gatling Laser: 15 -> 107
  • Ultracite Laser: 10 -> 50

Weapon Ranges

We’ve adjusted the range for most player weapons to shore up some of the shortest-range weapon types such as Shotguns and to help differentiate many weapon classes that previously coalesced into about 204-288 feet of range when modded.

Note: Explosive launchers’ range is primarily derived from their projectile, so these numbers serve as a rough guide for their effective range.

Note: Mods can have a strong impact on weapon ranges, so the numbers listed here are for the base weapon/short barrel.

  • 44 Revolver: 84-> 139
  • .50 Cal Machine Gun: 204 -> 182
  • 10mm Submachine Gun: 84 -> 120
  • 10mm: 120 -> 119
  • Alien Blaster: 120 -> 143
  • Alien Disintegrator: 204 -> 214
  • Assault Rifle: 120 -> 178
  • Auto Grenade Launcher: 120 -> 219
  • Black Powder Blunderbuss: 204 -> 148
  • Black Powder Pistol: 204 -> 148
  • Black Powder Rifle: 395 -> 241
  • Bow: 204 -> 259
  • Broadsider: 204 -> 206
  • Circuit Breaker: 204 -> 123
  • Cold Shoulder: 72 -> 67
  • Combat Rifle: 120 -> 198
  • Combat Shotgun: 36 -> 95
  • Compound Bow: 204 -> 288
  • Cremator: 204 -> 180
  • Crossbow: 186 -> 245
  • Crusader Pistol: 120 -> 139
  • Cryolator: 120 -> 62
  • Double-Barrel Shotgun: 36 -> 67
  • Enclave Plasma: 120 -> 160
  • Fat Man: 117 -> 257
  • Flamer: 91 -> 62
  • Flare Gun: 147 -> 296
  • Gamma Gun: 120 -> 137
  • Gatling Gun: 120 -> 252
  • Gatling Laser: 204 -> 198
  • Gatling Plasma: 204 -> 169
  • Gauss Minigun: 204 -> 252
  • Gauss Pistol: 120 -> 174
  • Gauss Rifle: 204 -> 257
  • Gauss Shotgun: 36 -> 112
  • Handmade Rifle: 120 -> 148
  • Harpoon Gun: 120 -> 237
  • Hellstorm Missile Launcher: 204 -> 266
  • Hunting Rifle: 132 -> 245
  • Laser: 120 -> 145
  • Lever Action Rifle: 123 -> 219
  • Light Machine Gun: 174 -> 224
  • M79 Grenade Launcher: 120 -> 193
  • Minigun: 204 -> 241
  • Missile Launcher: 204 -> 245
  • Paddle Ball: 12 -> 26
  • Pepper Shaker: 96 -> 127
  • Pipe Bolt-Action: 96 -> 183
  • Pipe Revolver: 84 -> 131
  • Pipe: 84 -> 105
  • Plasma Caster: 120 -> 206
  • Plasma: 120 -> 151
  • Pump Action Shotgun: 36 -> 107
  • Radium: 120 -> 158
  • Railway: 120 -> 159
  • Salvaged Assaultron Head: 94 -> 218
  • Single Action Revolver: 204 -> 154
  • Submachine Gun: 72 -> 183
  • Syringer: 84 -> 261
  • Tesla Cannon: 204 -> 252
  • Tesla: 228 -> 186
  • The Dragon: 228 -> 209
  • The Fixer: 102 -> 198
  • Ultracite Gatling Laser: 204 -> 198
  • Ultracite Laser: 120 -> 152
  • V63 Laser Carbine: 204 -> 196
  • Western Revolver: 120 -> 151

Additional Range Changes

  • Weapons now have reduced damage when exceeding their maximum range, down to 10% at double their maximum range.
    • Previously, we had modified most weapons to scale to 50% damage at their maximum range – this is unchanged. The change mentioned above only applies as weapons exceed their maximum range.

Weapon AP Costs

AP costs have been adjusted for the following weapons:

  • Assaultron Blade: 35->26
  • Auto Axe: 4->9
  • Baseball Bat: 35->40
  • Baton: 30->26
  • Bear Arm: 40->32
  • Board: 33->34
  • Bone Club: 30->31
  • Bone Hammer: 40->49
  • Bone Tambo: 25->29
  • Bowie Knife: 20->19
  • Boxing Glove: 25->27
  • Cattleprod: 30->28
  • Chainsaw: 4->9
  • Chinese Officer Sword: 35->31
  • Combat Knife: 20->18
  • Commie Whacker: 25->12
  • Death Tambo: 25->29
  • Deathclaw Gauntlet: 40->35
  • Drill: 4->8
  • Electro Enforcer: 40->58
  • Fire Axe: 30->44
  • Gauntlet: 40->32
  • Grognak's Axe: 20->46
  • Guitar Sword: 35->32
  • Gulper Smacker: 35->45
  • Hatchet: 30->29
  • Knuckles: 25->26
  • Lead Pipe: 30->28
  • Machete: 30->31
  • Meat Hook: 30->26
  • Mole Miner Gauntlet: 40->31
  • Mr. Handy Buzz Blade: 4->8
  • Multi-Purpose Axe: 40->43
  • Pickaxe: 40->43
  • Pipe Wrench: 35->27
  • Pitchfork: 40->33
  • Plasma Cutter: 35->39
  • Pole Hook: 40->38
  • Pool Cue: 30->36
  • Power Fist: 35->33
  • Revolutionary Sword: 35->30
  • Ripper: 4->9
  • Rolling Pin: 25->26
  • Sheepsquatch Club: 30->32
  • Sheepsquatch Staff: 40->49
  • Shepherd's Crook: 40->43
  • Shishkebab: 35->38
  • Shovel: 40->39
  • Sickle: 30->26
  • Single Action Revolver: 35->24
  • Ski Sword: 30->32
  • Sledgehammer: 40->44
  • Spear: 40->31
  • Super Sledge: 45->52
  • Switchblade: 20->18
  • Tenderizer: 45->46
  • Tire Iron: 25->26
  • Ultracite Laser: 17->14
  • Ultracite Terror Sword: 35->51
  • V63 Laser Carbine: 30->40
  • V63 Zweihaender: 45->47
  • Walking Cane: 20->28
  • War Drum: 45->48
  • War Glaive: 40->45
  • Whacker Smacker: 45->52

Weapon Sneak Attack Multipliers

  • Alien Blaster: 2.25->2.5
  • Assaultron Blade: 2->2.5
  • Baseball Bat: 2->2.5
  • Baton: 2->4
  • Bear Arm: 2->4
  • Black Powder Rifle: 2->3
  • Board: 2->2.5
  • Bone Club: 2->4
  • Bone Hammer: 2->2.5
  • Bow: 2->2.75
  • Bowie Knife: 2->2.5
  • Boxing Glove: 2->4
  • Cattleprod: 2->4
  • Chinese Officer Sword: 2->2.5
  • Combat Knife: 2->2.5
  • Commie Whacker: 2->4
  • Compound Bow: 2->2.75
  • Crossbow: 2->2.25
  • Cultist Blade: 2->2.5
  • Cultist Dagger: 2->2.5
  • Death Tambo: 2->4
  • Deathclaw Gauntlet: 2->4
  • Electro Enforcer: 2->2.5
  • Fire Axe: 2->3
  • Gauntlet: 2->4
  • Golf Club: 2->2.5
  • Grognak's Axe: 2->3
  • Guitar Sword: 2->2.5
  • Gulper Smacker: 2->2.5
  • Hatchet: 2->2.5
  • Knuckles: 2->4
  • Lead Pipe: 2->4
  • Machete: 2->2.5
  • Meat Hook: 2->4
  • Mole Miner Gauntlet: 2->4
  • Multi-Purpose Axe: 2->3
  • Paddle Ball: 2->2.5
  • Pickaxe: 2->3
  • Pipe Bolt-Action: 2.75->2
  • Pipe Wrench: 2->4
  • Pitchfork: 2->3
  • Plasma Cutter: 2->2.5
  • Pole Hook: 2->3
  • Pool Cue: 2->2.5
  • Power Fist: 2->4
  • Protest Sign: 2->2.5
  • Revolutionary Sword: 2->2.5
  • Rolling Pin: 2->4
  • Sheepsquatch Club: 2->4
  • Sheepsquatch Staff: 2->2.5
  • Shepherd's Crook: 2->2.5
  • Shishkebab: 2->2.5
  • Shovel: 2->2.5
  • Sickle: 2->2.5
  • Ski Sword: 2->4
  • Sledgehammer: 2->2.5
  • Spear: 2->3
  • Super Sledge: 2->2.5
  • Switchblade: 2->4
  • Syringer: 2->3
  • Tenderizer: 2->2.5
  • Tesla Cannon: 2->3
  • Thirst Zapper: 2->2.5
  • Tire Iron: 2->4
  • Ultracite Terror Sword: 2->3
  • V63 Zweihaender: 2->2.5
  • Walking Cane: 2->4
  • War Drum: 2->2.5
  • War Glaive: 2->3
  • Whacker Smacker: 2->2.5

Weapon Critical Attack Multipliers

  • Alien Blaster: 2.25->2.5
  • Assaultron Blade: 2->3.5
  • Auto Axe: 24->32
  • Auto Grenade Launcher: 2->2.5
  • Baseball Bat: 2->3
  • Baton: 2->3
  • Bear Arm: 2->2.5
  • Black Powder Rifle: 2->3
  • Board: 2->3
  • Bone Club: 2->3
  • Bone Hammer: 2->3
  • Bow: 2->2.25
  • Bowie Knife: 2->3.5
  • Boxing Glove: 2->2.5
  • Broadsider: 2->2.5
  • Cattleprod: 2->3
  • Chinese Officer Sword: 2->3.5
  • Combat Knife: 2->3.5
  • Commie Whacker: 2->3
  • Compound Bow: 2->2.25
  • Cremator: 2->2.5
  • Croquet Mallet: 2->3
  • Crossbow: 2->2.5
  • Cultist Blade: 2->3.5
  • Cultist Dagger: 2->3.5
  • Death Tambo: 2->2.5
  • Deathclaw Gauntlet: 2->4
  • Drill: 2->2.25
  • Electro Enforcer: 2->3
  • Fat Man: 2->2.5
  • Fire Axe: 2->4
  • Flare Gun: 2->2.5
  • Gauntlet: 2->2.5
  • Golf Club: 2->3
  • Grognak's Axe: 2->4
  • Guitar Sword: 2->3.5
  • Gulper Smacker: 2->3
  • Hatchet: 2->3.5
  • Hellstorm Missile Launcher: 2->2.5
  • Knuckles: 2->2.5
  • Lead Pipe: 2->3
  • M79 Grenade Launcher: 2->2.5
  • Machete: 2->3.5
  • Meat Hook: 2->4
  • Missile Launcher: 2->2.5
  • Mole Miner Gauntlet: 2->4
  • Multi-Purpose Axe: 2->4
  • Paddle Ball: 2->2.5
  • Pickaxe: 2->3
  • Pipe Wrench: 2->3
  • Pitchfork: 2->3
  • Plasma Cutter: 2->3
  • Pole Hook: 2->3
  • Pool Cue: 2->3
  • Power Fist: 2->2.5
  • Protest Sign: 1->3
  • Revolutionary Sword: 2->3.5
  • Ripper: 2->2.25
  • Rolling Pin: 2->3
  • Salvaged Assaultron Head: 3->2.75
  • Sheepsquatch Club: 2->3
  • Sheepsquatch Staff: 2->3
  • Shepherd's Crook: 2->3
  • Shishkebab: 2->3.5
  • Shovel: 2->3
  • Sickle: 2->3.5
  • Single Action Revolver: 2->2.75
  • Ski Sword: 2->3
  • Sledgehammer: 2->3
  • Spear: 2->3
  • Super Sledge: 2->3
  • Switchblade: 2->4
  • Syringer: 2->3
  • Tenderizer: 2->3
  • Tesla Cannon: 2->3
  • The Dragon: 2->3
  • Thirst Zapper: 2->2.5
  • Tire Iron: 2->3
  • Ultracite Terror Sword: 2->4
  • V63 Zweihaender: 2->3
  • Vox Syringer: 2->3
  • Walking Cane: 2->3
  • War Drum: 2->3
  • War Glaive: 2->4

Weapon Mods

The vast majority of melee and ranged weapon mods have been updated to have more consistent and intuitive effects, and to offer additional choices for a variety of play styles.

There are far too many changes to list (well over 1,000 mods updated), so instead here’s some highlights for common mods.

Note: The effects listed per mod are relative to the base version of the weapon, and not relative to the prior version of the mod.

Stub Barrels

Stub barrels now make a weapon easier to use while moving at short range. - Increased minimum cone of fire. - Reduced maximum cone of fire. - Increased minimum recoil. - Reduced maximum recoil. - -10% AP cost. - 15% faster transition to aiming down sights. - 25% faster draw speed.

Medium & Long Barrels

While the longer range for Medium and Long barrels makes it easier to hit targets both in manual aim and VATS and preserve more of your damage when firing at distant targets, they’re now a bit more difficult to use on the go.

  • Reduced minimum recoil.
  • Increased maximum recoil and cone of fire.
  • Increased draw time.
  • Slower transition to aiming down sights.

Weapon Scopes & Sights

  • Glow sights now increase VATS accuracy and reduce a weapon’s AP cost by 20%.
  • Front sight rings now make a weapon more precise while aiming and reduce the weapon’s maximum cone of fire.

Muzzle Mods

  • Compensators now reduce a weapon’s initial recoil and greatly increase the amount of shots that can be fired before reaching maximum recoil.
  • Muzzle Brakes reduce a weapon’s minimum and maximum recoil and reduce the amount of lateral movement from recoil.
  • Along with reducing the volume of each shot and slightly reducing recoil, Suppressors now grant a 50% bonus to sneak attack damage.

Bleed, Fire, and Poison Mods

Changes have been made to Fire and Poison mods to offer better damage over time. We’ve also made changes to some of these mods to convert more of their original damage to Fire or Poison. Mods that add blades to weapons now more consistently have a Bleed (physical) damage over time effect. The damage from this effect has been greatly increased.

Receiver Mods

Mods which change the ammo type of a weapon have been modified to better reflect the increase or decrease in ammo strength. Stronger ammo will typically have higher AP costs, lower durability, and be harder to control in manual aim. Weaker ammo will typically have lower AP costs and be easier to control and maintain.

Now the choice of which ammo to use on a weapon is more about whether you want a more comfortable, lower-maintenance experience with a weaker ammo type – or instead push the weapon further with stronger ammo at the cost of increased difficulty of use and more expensive maintenance.

Similar to ammo type conversion mods which use a stronger ammo type, Hardened receivers now have additional recoil and higher AP costs.

Critical receivers now also increase a weapon’s AP cost.

Stocks and Bayonets

Paired with the damage increases on the weapons themselves, switching from a Grip to a Stock or adding a Bayonet (or both!) will greatly improve Bash Damage.

Prime Receivers

Prime Receivers went through a lot of changes during the Public Test Server. We wanted to outline where we landed for these mods.

Prime Receivers provide the following in addition to their increased damage to Scorched enemies:

  • +35% bonus damage
  • 20% longer range
  • +15% AP cost
  • +30% Weight
  • +50 Value
  • Higher recoil and maximum cone of fire.
  • 10% slower rate of fire.

Semi-Automatic to Automatic Weapon Mods

In addition to the earlier Base Damage, Sneak Damage, and VATS Critical Attack damage changes from the Gone Fission update, Automatic mods for Semi-Automatic weapons also have the following changes (relative to the un-modded weapon):

  • 50% higher ammo capacity.
  • 17.5% reduced range.
  • 7.5% increased weight.
  • 7.5% reduced durability.
  • 30% increased value.
  • 10% reduction to reload speed
  • Higher maximum recoil and cone of fire.

Adjustments to Hardened Receivers:

Note: This does not apply to Hardened receivers and similar mods on weapons which are automatic by default (.50 Cal Machine Gun Heavy Barrel, etc.)

  • Bonus Damage: +25% -> +35%
  • Recoil: +10% -> +15%
  • AP Cost: +10% -> +15%
  • Weight: +25% -> +30%
  • Durability: -7% -> -12.5%
  • Value: +35% -> +40%

Plasma Gun, Enclave Plasma Gun, and Gatling Plasma Splitter mod changes:

  • Base Damage: Now +40%
  • Removed 25% additive damage bonus
  • Fire Rate: Now -35%
  • Range: Set to 59 -> Reduce by 35%
  • Durability: -7.5% -> -15%

Adjustments to Cone of Fire, Recoil, etc. now are relative to the weapon's base properties rather than set to specific values regardless of weapon.

Laser Gun and Ultracite Laser Gun Splitter mod changes:

  • Base Damage: Now +40%
  • Removed +50% additive damage bonus

Laser Gun and Ultracite Laser Gun Sniper mod changes:

  • Base Damage: +25% -> +35%
  • Fire Rate: Now -40%
  • AP Cost: +35% -> +55%

Plasma Gun and Enclave Plasma Gun Sniper mod changes:

  • Base Damage: Now +35%
  • Removed +100% additive damage bonus
  • AP Cost: +35% -> +55%

Miscellaneous Mod Changes

  • Changed a duplicate Automatic .38 receiver for the Pipe Gun to instead be an Automatic .45 Receiver.
  • Fixed an issue where Laser and Plasma weapon mods which added fire damage only had fire damage over time instead of also having fire damage on hit.
  • Damage from Sniper (charging) mods on Laser weapons has been greatly increased.
  • Bonus damage, armor penetration, increased limb damage, Bleed damage, etc. from heavy, barbed, bladed, spiked, puncturing, and other mods on melee weapons is now applied much more consistently relative to the mod’s name and appearance.
  • "True" mods now primarily improve crouching and sighted aim for weapons (highest overall precision).
  • "Stabilized" mods now increase the ability to use a weapon accurately while moving but benefit less from crouching and ADS.
  • "Aligned" mods now increase V.A.T.S. hit chance and reduce AP cost.
  • Adjusted some weapon mods to be more consistent in how they change weapon durability.
  • Fixed an unintended interaction with Plasma Gun Pulse Capacitors and Flamer Barrels.
  • Fixed some inconsistent applications of semi-auto -> auto mod damage adjustments on Plasma Flamer mods.
  • Adjusted the Brotherhood Recon Rifle to have slightly higher damage, but higher AP cost, higher recoil, higher weight, and lower durability.
  • Fixed an issue where Ultracite Laser Gun Sniper barrel mods would deal less damage than intended when fully charged.
  • Fixed incorrect VFX on the V63 Laser Carbine when using the Explosive legendary mod.
  • The Executioner's legendary mod now is an additive damage boost instead of multiplicative.
  • The Minigun Shredder mod no-longer benefits from the Radioactive Strength perk.
  • Removed an unintended damage bonus from the Laser Gun and Ultracite Laser Gun Aligned Automatic Barrel mods.
  • Fixed missing Cryo damage on the Freezing mod for the Electro Enforcer
  • Fixed the description for the Executioner's legendary mod.
  • Adjusted the Tenderizer Salty and Peppered mods:
    • Salty now adds Armor Penetration.
    • Peppered adds Limb Damage.

Ammo Changes

Gauss Weapons and 2mm EC

We’ve made a few changes with the goal of easing the high ammo cost of using a Gauss Minigun.

  • The crafting yields and contextual ammo drop rates for 2mm EC ammo have been increased.
  • Gauss Pistol now uses 2 ammo per shot and has an 18-round clip.
  • Gauss Rifle now uses 3 ammo per shot and has a 15-round clip.
  • Gauss Shotgun now uses 5 ammo per shot and has a 40-round clip. Adjustments to Large Magazines:

Note: This applies to most mods that increase ammo capacity without providing an additional effect such as quicker reloads or armor penetration.

  • Ammo Capacity: +50% -> +100%
  • Weapon Draw Time: +25% -> +35% (slower)
  • Reload Time: +20% -> +35% (slower)
  • Sighted Transition Time: +20% -> +35% (slower)
  • Weight: +35% -> +50%
  • Durability: -7.5% -> -10%

Value has been decreased to +25% on the other ammo capacity mods (the Large Magazine mods listed above will remain at +40%)

Ultracite Ammo

Ultracite Ammo received a lot of changes (along with Prime Receivers) during the early stages of the Public Test Server for this update thanks to all your feedback. We wanted to take a moment to clarify that Ultracite Ammo will remain a part of the contextual ammo pool.

Rad Storm and Glowing Creature Changes

To increase the availability of materials used for crafting Ultracite ammo, we’ve made the following changes:

  • Rad storms are slightly more common across Appalachia.
  • Nuke Flora such as Bomb Berries and Flash Ferns now have a chance to appear in Rad Storms.
  • Glowing creatures now have a chance to appear in Rad Storms.
  • Glowing creatures will often scale slightly above players’ levels, up to level 100.
  • Glowing creatures now scale more appropriately for lower-level players.
  • Glowing creatures can drop Hardened Mass and similar nuke-only materials during Rad Storms, including glowing creatures that would have spawned regardless of the Rad Storm.

Miscellaneous Combat Changes

  • The Auto Axe and Chainsaw attack speeds have been reduced from about 27 hits per second to 14 hits per second.
    • These weapons should no-longer differ in attack speeds between first and third-person views.
  • Fixed an incorrect firing sound for the 10mm Tweaked Automatic Receiver.
  • Improved loot from Petrified Corpses common in Morgantown Airport and other locations.
  • Reduced the impact of Luck on the rate at which the VATS critical attack meter fills.
    • Situations where the player would fill the meter in 2 hits will now be closer to 3-4 shots.
  • Reduced the damage of the Vox Syringer so players are less likely to kill smaller targets.
  • Sneak Damage is now multiplicative instead of additive, meaning sneak attacks can hit much harder than before.
  • Adjusted the range and flight characteristics of the Thirst Zapper Nuka mod projectiles.
  • Increased the speed of the Baseball Grenade projectile.
  • Ghoul Feral accuracy reduction now reduces VATS hit chance by 70% in addition to the (unchanged) 300% cone of fire increase.
  • Bonus limb damage from Twisted Muscles no-longer works with ranged weapons.
  • Twisted Muscles now reduces VATS chance by 30% in addition to the (unchanged) 50% cone of fire increase.
  • Vulcan Power Armor Gimbal Bracers mod:
    • Cone of Fire reduction: 60%, 80%->20%, 40%
    • Scope Stability increase: 20%, 40%->10%, 20%
  • Floater Flamer and Floater Freezer grenade explosions no-longer damage enemies through walls.
  • Fixed an issue where Enclave Plasma Gun mods weren't dropping from Enclave events.
  • Fixed an issue which prevented some thrown weapons from scaling with player level.
  • Fixed a few cases of thrown weapons not scaling with player level.
  • Changed the V63 Laser Carbine's AP cost back to 30 instead of 40.

Perk Adjustments

  • Crack Shot Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
  • Ground Pounder Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
  • Modern Renegade Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
  • Stabilized Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
  • Stabilizer's 4-Star Legendary mod:
    • Cone of Fire reduction: 50%->35%
    • Scope Stability Increase: -50%->20%
      • Note: This change is a bug fix as the mode previously made stability worse instead of improving it.

Enemy Adjustments

Since many low-performing weapons have received significant damage increases, median player damage is now much higher. To account for this, we’ve adjusted the health and resistances of the following creatures. Note: These creatures also have additional contrast in their resistances to better highlight their strengths and weaknesses vs. each damage type.

  • Turret (hostile turrets – not in player camps and workshops)
  • Super Mutant
  • Mole Miner
  • Enemies in Power Armor
  • Protectron
  • Rad Scorpion
  • Robobrain
  • Assaultron
  • Fog Crawler
  • Hermit Crab
  • Sentry Bot
  • Deathclaw
  • Super Mutant Behemoth
  • Grafton Monster
  • Scorchbeast
  • Mirelurk Queen
  • Storm Goliath
  • Ultracite Abomination
  • Scorchbeast Queen
  • Ultracite Terror

Miscellaneous Enemy Changes

  • Liberator lasers now deal Energy Damage instead of Physical Damage.
  • A few Deathclaw attacks which dealt 200% damage now deal 150% damage.
  • Deathclaw move speed increased by 10%.
  • Deathclaw combat behavior modified to be slightly more aggressive and more melee-focused.
  • Most Robots are now immune to Bleed damage over time effects.
    • Robots with an organic component such as Robobrains have been excluded from this.
  • Adjusted the damage of the Volatile mutation seen in Daily Ops.
    • This effect no-longer ignores armor.
    • Now deals damage similar to other explosions rather than a percentage of players’ max health.

Tags: Fallout 76 C.A.M.P Revamp Update, Fallout 76 C.A.M.P Revamp Combat, Fallout 76 C.A.M.P, Fallout 76 C.A.M.P Revamp Combat release notes