Fallout 76 weapons/Comparison

Legend
=Damage types= There are different types of damage, depending on the weapon of attack:
 * -|Legend=
 * -|Damage types=

=Damage subtypes= There are variant sources of damage, depending on the weapon. These are not their own damage types, but are referenced as such by in-game descriptions. Unlike damage types, they do not have their own UI icons.

Overview
Almost every weapon in Fallout 76 is able to be modified by attaching various modifications. Each modification will impact how the weapon performs, and some provide a visual change. The most desirable of these mods are legendary effects. These mods cannot be crafted onto or removed from a weapon, but grant significant bonuses.

All weapons in Fallout 76 have a randomly generated condition bar, which visualizes the maximum durability of the weapon. Weapons of the same type may have a different amount of current condition and a different condition bar length. Weapon modifications may influence the length of the condition bar. Player characters with higher Intelligence can craft weapons with larger durability bars. Players with higher Luck can influence the current condition of found weapons.

Additionally, a weapon's level determines the base damage output and maximum condition bar of the weapon. An example would be the combat rifle having a base damage increase by increments of 4 between level 20 and 50 leaving an unmodified level 50 combat rifle to have an additional 12 base damage over the level 20 counterpart and having a slightly longer condition bar. Higher level weapons also have higher craft and repair costs.

Weapon Perks
=Weapon modifiers=
 * -|Weapon modifiers=

1 requires power armor

=Universal modifiers= =Craft and repair=
 * -|Universal modifiers=
 * -|Craft and repair=

Weapon types
Keywords that influence the weapon's interactions with various perks and buffs. These can be altered on several weapons through weapon modification. =Automatic= Including all standard and unique variants, the following weapons are treated as automatic weapons. Automatic weapons are affected by applicable perks like Commando or Guerrilla.
 * -|Automatic=
 * ¹ These weapons require an automatic receiver/barrel modification in order to be considered automatic.

=Non-Automatic= Including all standard and unique variants, the following weapons are treated as non-automatic weapons. Non-automatic weapons are affected by applicable perks like Rifleman or Gunslinger.
 * -|Non-automatic=
 * ¹ These weapons will not be considered non-automatic if they have an automatic receiver/barrel modification.

=Ballistic= Including all standard and unique variants, the following weapons are affected by either Bobblehead: Big Guns or Bobblehead: Small Guns and Guns and Bullets #3: =Energy= Including all standard and unique variants, the following weapons are affected by Bobblehead: Energy Weapons, Tesla Science #7 and Unstoppables #5: =Laser= Including all standard and unique variants, the following weapons are affected by Guns and Bullets #2: =Plasma= Including all standard and unique variants, the following weapons are affected by Guns and Bullets #9 and Tesla Science #2: =Melee= Including all standard and unique variants, the following weapons are affected by Bobblehead: Melee, Collateral Damage, and Hack and Slash =Explosive= Including all standard and unique variants, the following weapons are affected by Demolition Expert, Grenadier, Bobblehead: Explosives, Tesla Science #3 and Unstoppables #3: =Thrown= The following weapons are affected by the Fire in the Hole perk: =Scoped= Including all standard and unique variants, weapons with the following mods attached are affected by Astoundingly Awesome Tales #10 and the Sniper perk. Weapons without the following mods are affected by Guns and Bullets #7. Rifles without the following mods are affected by the Long Shot perk.
 * -|Ballistic=
 * -|Energy=
 * -|Laser=
 * -|Plasma=
 * -|Melee=
 * -|Explosive=
 * -|Thrown=
 * -|Scoped=

Ranged
=Modular= Modular weapons can be configured as either rifles or pistols, depending on the grip/stock modification.
 * -|Modular=

=Pistols=
 * -|Pistols=

=Rifles=
 * -|Rifles=

=Shotguns=
 * -|Shotguns=

=Bows=
 * -|Bows=

=Heavy guns=
 * -|Heavy guns=

=Explosive launchers=
 * -|Explosive launchers=

Melee
=One-handed= +5% per Strength
 * -|One-handed=

=Two-handed= +5% per Strength
 * -|Two-handed=

=Unarmed= +10% per Strength
 * -|Unarmed=

Thrown
=Grenades= All thrown grenades deal 1 damage on a direct hit, separate from their main explosion damage.
 * -|Grenades=

=Mines= All thrown mines deal 1 damage on a direct hit, separate from their main explosion damage.
 * -|Mines=

=Throwing knives= =Traps= All thrown traps deal 1 damage on a direct hit, separate from their main snare damage.
 * -|Throwing knives=
 * -|Traps=

Other
=Syringers= These weapons are used to apply buffs or debuffs. They are classified as ballistic weapons, however ballistic damage buffs will only apply to the on-hit damage (0.5).
 * -|Syringers=

=Binoculars= These weapons do not deal any damage directly and are solely used for scouting long distances. They may still be used to weapon bash, and will not suffer condition degradation.
 * -|Binoculars=

=Cameras= This weapon does not deal damage directly and is solely used to take pictures. They may still be used to weapon bash, and will not suffer condition degradation.
 * -|Cameras=

=Chainsaw= This weapon is technically just a weapon. It does not scale with any weapon class-specific perks, like the Camera or Binoculars.
 * -|Chainsaw=