ikbenben
Legacy Member
the cost of firing your gun in vats is determined by the type of gun and the parts you have on it. Different guns cost different amounts to fire. Each part you change on the gun can either raise or lower the AP cost, depending on the type of part. Parts contribute additively -- so if putting on a stock raises the AP cost of your shotgun by 7, it will still raise it by 7 after you’ve put on a drum magazine and a long scope. Similar parts affect different guns by different amounts -- a medium scope might increase the AP cost of your shotgun by 14 and your hunting rifle by 14.8.
Some types of mods don’t seem to affect the AP cost at all -- things that go on the end of the barrel didn’t affect AP cost in any of my tests, and energy weapon receivers all seem the same.
Different versions of the same mod -- like a long scope, a long night vision scope, and a long recon scope all have the same AP cost modifier. This also applies to things like receivers and barrels. Most parts with ‘light’ in the name or description reduce AP cost compared to similar mods, while most mods with ‘heavy’ increase AP costs. Receivers that reduce trigger pull reduce AP cost by quite a bit. Automatic receivers increase AP cost. Otherwise, receivers tend to have the same AP cost -- even if they change things like the damage or even type of ammo of a gun.
Reflex sights and circular end-of-gun sights reduce AP cost by a fair bit, while all scopes significantly increase AP cost. Stocks increase AP cost by a fair bit as well -- but it’s the same amount for every full-length stock. Shorter barrels and barrels described as light cost less, but otherwise barrels are pretty similar. Large magazines and drum magazines increase AP cost, while quick-eject magazines decrease it. Medium magazines don’t affect the AP cost. Combining positive and negative traits (like large, quick eject magazines) often - but not always - results in a net gain of zero.
In my testing, the effect of same-name parts on different guns didn’t fit a consistent pattern. I’ve a link to a spreadsheet with some of my testing results in the description. It’s a bit unformatted, but the data’s all there. My testing is incomplete -- I don’t have the time or patience to test every part for every gun -- so you’re welcome to continue it and post anything you find in the comments. I used player.getav actionpoints after firing a single shot at mama murphy or sturges in order to get the exact cost of firing each gun.
Neither steady aim nor the quick reload perk affects the AP cost of firing as far as I can tell.
Your AP pool is affected by your agility, by the formula 60+agility x 10. There’s a perk from a magazine that increases your action points by 5, plus some armor mods and other effects. Your agility does NOT make firing a gun cheaper, pointwise -- if you have 1 agility or 10 agility, it costs the same number of action points to fire a gun. You can fire the gun more times at 10 agility because you have more action points.
Items with %reduced action point cost stack additively. You can get up to 10% on each armor piece, to a maximum of 50%. Guns can also roll a legendary mod that reduces AP cost by 25%, which also stacks additively. There’s a gun mod in the game files that reduces AP cost by 40%, but I don’t know where to get it in game (comments say it's on a baseball bat you can buy~)
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[video=youtube;f9gByrm2ukY]https://www.youtube.com/watch?v=f9gByrm2ukY[/video]




