Rifleman (Fallout 4)

Rifleman is a perk in Fallout 4. This perk affects both energy and ballistic weapons, but only reduces a target's damage resistance, not energy or radiation resistance.

Effects
Since the actual damage dealt is affected by damage-to-armor ratio, we can analyze how both damage increase and armor reduction effects real damage. The following calculations assume no crits (which scale differently than how sneak attack multiplier scales) For ballistic non-automatic rifles: $$DmgMulti=\Bigg(\Bigg[\frac{RiflemanDmgMulti}{RiflemanArmorMulti}\Bigg]^{.366}\Bigg)*RiflemanDmgMulti$$ For any other non-automatic rifle: $$DmgMulti=\Big(\Big[RiflemanDmgMulti\Big]^{.366}\Big)*RiflemanDmgMulti$$

These equations assume that the resultant damage-to-armor ratio doesn't exceed 6.45 (that the resulting damage of the weapon is at most 6.45 times the resulting armor value of the enemy). Note: "X" represents the multiplier of this component.

Affected weapons
Whether or not eligible weapons receives a bonus from this perk depends on the mods attached. A non-automatic receiver must be in place. For weapons that are pistols/revolvers in their basic state, a full size, shoulder supported stock/grip must be in place.
 * Assault rifle (Fallout 4)
 * Combat rifle
 * Hunting rifle (Fallout 4)
 * Institute rifle
 * Laser musket
 * Laser rifle (Fallout 4)
 * Plasma rifle (Fallout 4)
 * Plasma sniper rifle
 * Gauss rifle (Fallout 4)
 * Combat shotgun (Fallout 4)
 * Double-barrel shotgun (Fallout 4)
 * Railway rifle (Fallout 4)
 * Bolt-action_pipe_pistol
 * Pipe_pistol
 * Pipe_revolver

Стрелок (способность)