================================================================================
                       Fallout: New Vegas - Weapons Guide
                                by Ken Egervari
                     ken.egervari [.AT.] gmail [.DOT.] com

                  Game......................Fallout: New Vegas
                  Guide...........................In-depth FAQ
                  Platform.........................PC/X360/PS3
                  Version.................................1.17
                  First Published............November 09, 2010
                  Last Updated...............November 16, 2010

================================================================================
Table of Contents
================================================================================

Use CTRL-F and copy-paste the content inside the []'s to quickly find a
section.

   1. Introduction ....................................................[1-00]
      1.01 - About This FAQ ...........................................[1-01]
      1.02 - Credits/Thanks ...........................................[1-02]
      1.03 - Updates and Revisions ....................................[1-03]

   2. Weapons .........................................................[2-00]
      2.01 - Best General Purpose Gun .................................[2-01]
      2.02 - Best General Purpose Energy Weapon .......................[2-02]
      2.03 - Best Sniper Weapon .......................................[2-03]
      2.04 - Best VATS Weapon .........................................[2-04]
      2.05 - Best 1HKO Weapon .........................................[2-05]
      2.06 - Best Anti-Robot Weapon ...................................[2-06]
      2.07 - Best One-Handed Weapon ...................................[2-07]
      2.08 - Best Ammo-Conservation Weapon ............................[2-08]
      2.09 - Best Unarmed Weapon ......................................[2-09]
      2.10 - Best Melee Weapon ........................................[2-10]

   3. Charts ..........................................................[3-00]
      3.01 - VATS Total Damage Chart ..................................[3-01]
      3.02 - VATS Total Damage vs 15 DT Chart .........................[3-02]
      3.03 - VATS Total Damage vs 30 DT Chart .........................[3-03]
      3.04 - Average DPS Chart ........................................[3-04]
      3.05 - Average DPS vs 15 DT Chart ...............................[3-05]
      3.06 - Average DPS vs 30 DT Chart ...............................[3-06]

   4. Builds ..........................................................[4-00]
      4.01 - Versatile Ranged Weapon Build ............................[4-01]

   5. Last Words ......................................................[5-00]
      5.01 - Contact Info .............................................[5-01]
      5.02 - Copyright Info ...........................................[5-02]
      5.03 - Coming Soon ..............................................[5-03]

================================================================================
   1. Introduction
================================================================================

--------------------------------------------------------------------------------
   1.01 - About This FAQ
--------------------------------------------------------------------------------

   The main purpose of this FAQ is to detail all the best weapons in a given
   situation, provide an objective commentary and analysis to help you select
   the best weapon for the job at hand, and provide you with their exact in-game
   locations to help you quickly find them.

   There are a lot of choices and options in Fallout: New Vegas, as the weapon
   system is surprisingly very deep. This guide mostly focuses on ranged
   weapons, although there is a section on melee/unarmed weapons.

   This FAQ is aimed at helping new and experienced players alike.

   If you need to, check the "Credits" and "Copyright" sections at the bottom of
   the document.

   Lastly, I hope you learn something, and please ALWAYS have fun! :)

--------------------------------------------------------------------------------
   1.02 - Credits/Thanks
--------------------------------------------------------------------------------

   * To GameFAQS for hosting this FAQ.

   * To fallout.wikia.com @ http://fallout.wikia.com/wiki/Fallout_Wiki, for
     all the fantastic statistical information about weapons and other related
     information.

   * To mmSNAKE for his mathematical analysis on Gobi vs. Plasma Caster, where
     he showed that Plasma Caster+ does in fact deal slightly more damage than
     Gobi over a 5 second span

   * To SomethingToPonder and Kroo for helping with the exact damage
     calculations concerning weapons that have multiple projectiles like the
     Multiplas Rifle.

   * YOU: For reading this FAQ! ;)

--------------------------------------------------------------------------------
   1.03 - Updates and Revisions
--------------------------------------------------------------------------------

   Version 1.17 - November 17, 2010
   --------------------------------
   * Because the patch fixed the DT of several enemies like Deathclaws and
     Securitron MK II's, I removed the charts against 60 DT and added charts for
     15 DT, which are much better suited if you have version 1.2 of the game.
   * Fixed all references to 30 DT targets and replaced them with 15 DT
     references.
   * Added a note about Brush Gun become the #2 general purpose gun in the game,
     surpassing This Machine as a result of the patch changes.

   Version 1.16 - November 15, 2010
   --------------------------------
   * Added Multiplas Rifle as the third best 1HKO weapon
   * Added more statistical information for 1HKO weapons concerned normal damage
     and critical hit damage
   * Commented that Brush Gun is the 3rd best sneak attacking weapon in the
     game, and the best sneak attacking weapon for Gun users

   Version 1.15 - November 13, 2010
   --------------------------------
   * A big overhaul to the damage formulas. Now these are much more accurate
     for weapons with multiple projectiles.
   * Add VATS Total Damage Charts vs 30 DT and 60 DT targets
   * DT Bonus for .45-70 SWC is now included in all the DT charts
   * Added .45-70 HP ammo to the various charts

   Version 1.14 - November 12, 2010
   --------------------------------
   * Added Average DPS Charts vs 30 DT and 60 DT targets
   * Added All-American to all stats tables, just to show people how useless it
     is, even with .556mm AP ammo

   Version 1.13 - November 12, 2010
   --------------------------------
   * Added Average DPS Chart
   * Several additions and clarifications to various sections.

   Version 1.12 - November 12, 2010
   --------------------------------
   * Re-added indenting to the FAQ. If the GameFAQS people don't like it because
     it takes 1562 more bytes on their server's hard disk space, they can go to
     hell.
   * Added VATS Chart

   Version 1.11 - November 10, 2010
   --------------------------------
   * Renamed Anti-Materiel to Anti-Materiel. Thanks to Barticle for that!
   * Added Service Rifile as a cheap repair option for Gobi and Sniper Rifle+

   Version 1.10 - November 10, 2010
   --------------------------------
   * Mostly spelling and grammar fixes
   * Added more information about Gobi's damage, and how it compares to Plasma
     Caster+
   * Added "Versatile Ranged Weapon Build"

   Version 1.00 - November 09, 2010
   --------------------------------
   * Start of the project

================================================================================
   2. Weapons
================================================================================

   In Fallout: New Vegas, the developers took care to create a combat system
   where different weapons excelled in different circumstances. So in this
   section, we'll look at the best weapons available for each type of situation.

   This FAQ assumes your character has the Hand Loader perk to bring out the
   best in your weapons. This perk is easily one of the best perks in the game,
   and if you're using guns, it's highly recommended that you should get it.

   For some weapons, additional perks are also taken into consideration.

   If you do not have these perks on your character, the analysis presented here
   will not be accurate, and you should make decisions according to the perks
   you have rather than follow this advice blindly. If in doubt, restart your
   character and get the necessary perks ;)

--------------------------------------------------------------------------------
   2.01 - Best General Purpose Gun
--------------------------------------------------------------------------------

   When people say, "What is the best weapon?", this is what they probably mean.
   When I think of a best all-around gun, I think that weapon should have the
   following characteristics:

   * Has access to plentiful and cheap ammo
   * Does not need to be repaired often
   * Can be repaired cheaply without Caps or Weapon Repair Kits
   * Has fantastic regular damage
   * Has fantastic critical damage
   * Has fantastic DPS (damage per second)
   * Has a decent range
   * Has low AP requirements in VATS
   * Has high Damage/AP
   * Reloads ammo quickly

   There's a lot of excellent weapons to choose from that satify most or all of
   this criteria. But in the end, it comes down to two weapons: Gobi and This
   Machine.

   1. Gobi Campaign Scout Rifle
   -----------------------------------------------------------------------------
   While Gobi is a Sniper Rifle, it is balanced in such a way that you can use
   it as a general purpose weapon. That is its main attractive quality over the
   basic Sniper Rifle.

   When using basic ammo, Gobi does 60 damage, which is very high among all the
   weapons in the game. The only weapons that do considerably more damage per
   shot are weapons like the Anti-Materiel Rifle (110) or the YCS/186 (140).
   Most of the other high-quality weapons hover around 60-75.

   With the Hand Loader perk, you can craft .308 JSP Hand Loader ammo, which
   adds 50% more damage on top of the regular ammo with no drawback. This should
   be your standard ammo as it enables .308 weapons to become some of the best
   in the entire game. Break down all of your .308 rounds and convert them .308
   JSP Hand Loader ammo regularly. There is never a good reason to use the
   regular .308 ammo!

   While .308 is fairly common, you'll want to buy it in bulk from Quartermaster
   Bardon at Hoover Dam. If you have a good reputation with the NCR and a
   reasonable barter skill, you can buy ~230 rounds for a little over 1000 caps:

   http://fallout.wikia.com/wiki/Quartermaster_Bardon

   What sets Gobi apart from 'more powerful' weapons, though, is its 5x critical
   multiplier. If you have a character with 10 luck (highly recommended) with
   the Finesse perk, you'll score critical hit 75% of the time, even without
   sneaking. Equip a "1st Recon Baret" which adds 5% to your critical chance
   (you get this helmet after finishing Boone's quest in Novac) and you will
   score a critical hit with Gobi 100% of the time. Thus, Gobi will do much more
   damage than mostly every other weapon in the game in practice except for the
   Plasma Caster or Pew-Pew... despite what the statistics say in your Pip-Boy.

   You should expect to do 90 damage per shot and 261 DPS, but since you'll
   score a critical hit every shot, in reality you'll do 225 damage per shot
   with 398 DPS. That is why Gobi is THE best all-around Gun in the game -
   period.

   Even though Gobi is a Sniper Rifle, don't be afraid to use it like a normal
   gun. You are not required to use the scope in order to score a critical hit.
   You can shoot from the hip and get fantastic results. You'll end up
   conserving a lot .308 JSP Hand Loader ammo in the end compared to using 'This
   Machine' because you'll be doing a lot more damage per hit. Having the
   ability to use the scope is just an added bonus, and you'll get lots of free
   kills before the fight truly begins.

   A lot of people marry themselves to the Anti-Materiel Rifle because it does
   amazing burst damage, but Gobi isn't too far behind and the ammo is cheaper
   and more readily available. Even despite that, Gobi can fire 6 times very
   rapidly, which makes it far superior to the Anti-Materiel rifle. The Anti-
   Material Rifle has a horrible rate of fire, and has low DPS as a result.

   Unlike the basic Sniper Rifle, Gobi can be used in VATS a bit more easily.
   Because it uses 33 AP per shot instead of 38, it will allow most builds to
   get 3 or 4 shots using VATS. It's not the best VATS weapon by a long-shot,
   but it'll work well enough without having to change weapons to kill fast-
   moving cazadors and other annoying enemies, which are very hard to shoot
   outside of VATS.

   Also, Gobi lets you fire 6 times instead of 5 before having to reload. This
   is surprisingly useful for general purpose combat. Gobi reloads ammo very
   fast as well.

   Considering the insane amount of damage you'll be doing with each shot, 3-4
   shots in VATS is likely all you will ever need. To help with the AP
   expenditure, it's recommended to get Grim Reaper's Sprint at level 20 to
   allow you to use VATS continually throughout an encounter as it's very likely
   each enemy will die with only 1 shot. Action Boy/Girl taken twice will let
   you fire Gobi 4 times in VATS (this is optional).

   Gobi also has 50% more durability compared to the basic Sniper Rifle, so you
   won't have to repair it as much. Still, there aren't many cheap repair
   options even with the Jury Rigging perk. Buying fully repaired Service Rifles
   from Gun Runners for 645 caps for repair parts is probably the most efficient
   way to keep your Gobi in top condition.

   In the end, if you are the kind of person that hates switching weapons -
   which is not entirely recommended - you can't go wrong using the Gobi
   Campaign Scout Rifle throughout the entire game.

   You can find a Gobi at the Sniper's Nest. Not only is this hard to find on
   your own, you will need 100 points in your lockpicking skill to unlock the
   container that contains Gobi:

   http://fallout.wikia.com/wiki/Sniper%27s_Nest

   2. This Machine
   -----------------------------------------------------------------------------
   While Gobi is probably the best general purpose weapon in the entire game, it
   comes with two striking drawbacks that make it a bit bothersome for regular
   use. Gobi is only moderately effective in VATS because of its high AP cost
   and low damage per AP spent. It's also difficult to repair and has low
   durability, which forces you to repair it frequently to maintain peak
   performance.

   This Machine, while lacking Gobi's scope and 5x critical multiplier, solves
   both of those problems. It provides you with a nice alternative.

   Like Gobi, This Machine uses .308 ammo and it does 65 base damage per shot,
   which is a bit more than Gobi. You should craft .308 JSP Hand Loader ammo
   with the Hand Loader perk and use that exclusively.

   In practice, Gobi will perform much better due to its critical multiplier.
   Do not expect This Machine to do nearly as much damage as the Gobi Campaign
   Scout Rifle. When you use this weapon, you are doing so primarily because of
   ease of maintenance.

   Here's how both weapons compare when shooting from the hip with both
   .308 and .308 JSP ammo when the character has 10 Luck, the Finesse and Better
   Criticals perks and is using the 1st Recon Baret:

   .---------------------.------------.--------.----------.---------.---------.
   | WEAPON              | AMMO       | CRT %  | BASE DMG | CRT DMG | AVG DPS |
   |---------------------|------------|--------|----------|---------|---------|
   | Gobi                | .308 JSP   | 100.0% |    90.00 |  225.00 |  397.77 |
   | This Machine        | .308 JSP   |  20.0% |    97.50 |  243.75 |  271.05 |
   | Gobi                | .308       | 100.0% |    60.00 |  150.00 |  265.18 |
   | This Machine        | .308       |  20.0% |    65.00 |  162.50 |  180.70 |
   '---------------------'------------'--------'----------'---------'---------'

   Gobi's clearly winning, but like I said, you're using This Machine for
   ease of maintenance while still having a very effective VATS weapon that can
   better abuse Grim Reaper's Spirit.

   Two things set This Machine apart from Gobi. The first is that This Machine
   is tied for the most durable weapon in the entire game, having 600 HP. It is
   very likely that you will only have to repair it once by the time you reach
   level 30, and that assumes you found it and have been using it regularly very
   early in your game.

   It is also much easier to repair with the Jury Rigging perk, as you can use
   cheap and plentiful Vermite Rifles, as well as many other types of common
   rifles found in the game to repair it.

   Secondly, This Machine is an excellent VATS weapon. In fact, without
   considering perks like Cowboy or the ammo hog Pew-Pew, it is one of the best
   VATS weapons in the game for all but the strongest enemies.

   This Machine is very efficient. It only costs 22 AP per shot, so getting 5 or
   6 shots off in a VATS sequence is very easy for most characters to achieve.
   If you can kill an enemy in 1 hit, Grim Reaper's Sprint will give you that
   attack almost free.

   In this next chart, you'll see that This Machine and Gobi are virtually tied
   in VATS performance when the character has 125 AP, but This Machine can
   technically use VATS indefinitely against most enemies in the game due to its
   lower AP cost:

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | Gobi         | .308 JSP   | 100.0% |    90.00 |  225.00 |      3 | 675.00 |
   | This Machine | .308 JSP   |  25.0% |    97.50 |  243.75 |      5 | 670.31 |
   | Gobi         | .308       | 100.0% |    60.00 |  150.00 |      3 | 450.00 |
   | This Machine | .308       |  25.0% |    65.00 |  162.50 |      5 | 446.88 |
   '--------------'------------'--------'----------'---------'--------'--------'

   While This Machine obviously doesn't work as a long-range weapon like Gobi,
   it is the one of the best medium-range, general purpose weapons in the entire
   game, particularly in VATS combat.

   Outside of VATS though, don't expect accurate shots at long range, since This
   Machine has a spread of 0.5. In Fallout: New Vegas, the lower the spread
   value, the better. This Machine's spread is high enough that shots will still
   miss their target even though your retical was spot on at long ranges, so
   move in towards your enemy a bit before firing.

   This Machine is extremely easy to find, so you'll likely be using This
   Machine for awhile before you can even get your hands on Gobi anyway. You can
   find it at Camp McCarran during a free-form quest called "Dealing with
   Contreras". Make sure to have 40 in Science with a magazine since the easiest
   way to resolve the quest is to hack into Contreras' terminal.

   http://fallout.wikia.com/wiki/Dealing_with_Contreras

   Note: Brush Gun
   -----------------------------------------------------------------------------
   Because of the new patch, many enemy DT's has been cut in half. I think the
   designers intended it to be this way all along, but due to a bug, Deathclaws
   had 30 DT instead of 15, and Securitron MK II's had 60 DT instead of 30 in
   previous versions of the game.

   Now that almost all of the enemies have around 15 DT or less, .45-70 HP ammo
   has suddenly become MUCH better to use than it was in previous versions of
   the game.

   For this reason, This Machine has suddenly dropped in value and weapons like
   Brush Gun and Ranger Sequoia have risen in value with respect to VATS. For
   example, even against 15 DT targets, a Brush Gun using .45-70 HP is better
   than This Machine using .308 JSP, as shown in this table:

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | Brush Gun    | .45-70 SWC |  25.0% |    94.50 |  263.25 |      5 | 683.44 |
   | Gobi         | .308 JSP   | 100.0% |    67.50 |  202.50 |      3 | 607.50 |
   |*Brush Gun    | .45-70 HP  |  25.0% |    59.06 |  305.16 |      5 |*602.93 |
   | Ranger Seq.  | .45-70 SWC |  37.5% |    94.20 |  233.70 |      4 | 586.05 |
   | Brush Gun    | .45-70     |  25.0% |    78.75 |  219.38 |      5 | 569.53 |
   |*This Machine | .308 JSP   |  25.0% |    75.00 |  221.25 |      5 |*557.81 |
   | Ranger Seq.  | .45-70 HP  |  37.5% |    48.13 |  251.56 |      4 | 497.66 |
   | Ranger Seq.  | .45-70     |  37.5% |    72.50 |  188.75 |      4 | 464.38 |
   | Gobi         | .308       | 100.0% |    45.00 |  135.00 |      3 | 405.00 |
   | This Machine | .308       |  25.0% |    50.00 |  147.50 |      5 | 371.88 |
   '--------------'------------'--------'----------'---------'--------'--------'

   And of course, .45-70 HP ammo slaughters This Machine if the enemy's DT is
   lower than 15, as it does 1128 VATS damage compared to 670.

   Even outside of VATS against a 15 DT target, it turns out the Brush Gun is
   slightly better using HP ammo too:

   .---------------------.------------.--------.----------.---------.---------.
   | WEAPON              | AMMO       | CRT %  | BASE DMG | CRT DMG | AVG DPS |
   |---------------------|------------|--------|----------|---------|---------|
   | Gobi                | .308 JSP   | 100.0% |    67.50 |  202.50 |  357.99 |
   | Riot Shotgun        | 12G Magnum |  20.0% |    49.11 |  169.86 |  293.02 |
   | Brush Gun           | .45-70 SWC |  20.0% |   101.70 |  270.45 |  280.41 |
   | Riot Shotgun        | 12G        |  20.0% |    42.70 |  147.70 |  254.80 |
   | Gobi                | .308       | 100.0% |    45.00 |  135.00 |  238.66 |
   | Ranger Sequoia      | .45-70 SWC |  30.0% |    94.20 |  233.70 |  228.56 |
   |*Brush Gun           | .45-70 HP  |  20.0% |    59.06 |  305.16 | *224.16 |
   |*This Machine        | .308 JSP   |  20.0% |    75.00 |  221.25 | *222.93 |
   | Brush Gun           | .45-70     |  20.0% |    78.75 |  219.38 |  221.25 |
   | Ranger Sequoia      | .45-70 HP  |  30.0% |    48.13 |  251.56 |  183.38 |
   | Ranger Sequoia      | .45-70     |  30.0% |    72.50 |  188.75 |  180.39 |
   | This Machine        | .308       |  20.0% |    50.00 |  147.50 |  148.62 |
   '---------------------'------------'--------'----------'---------'---------'

   And of course, if you use SWC ammo, Brush Gun is much better.

   In addition to the overall boosts in damage and DPS, Brush Gun using .45-70
   SWC offers the highest critical damage, making it the best sneak attacking
   weapon for gun users. It is also much more accurate than This Machine by a
   huge margin out of VATS. Brush Gun is simply better at everything - no
   exceptions.

   For all of these reasons, I unofficially declare Brush Gun to be a better
   general purpose weapon than This Machine. The only reason This Machine was
   better before was because of the rarity of .45-70 SWC ammo... but now that HP
   ammo is much more effective and can be purchased in mass quantities easily,
   there is very little reason to use This Machine now.

   In the future, I may very well remove the section discussing This Machine
   entirely.

   Note: Riot Shotgun
   -----------------------------------------------------------------------------
   A lot of people drool at the sight of this mighty weapon, but I don't think
   it's all that great by the end of the game. It's first major problem is that
   this weapon is confined to close quarter combat. That alone takes it out of
   contention for being the best general purpose weapon.

   Secondly, the Riot Shotgun suffers from the same problems as Gobi in that all
   of it's repair options are rare and expensive. Even with the Jury Rigging
   perk, you can't even repair it with other shotguns! In fact, it's repair
   options compete with Gobi and Sniper Rifle+, which I think is horrible.

   You'll find all sorts of useless shotguns in this game, and yet, they'll be
   useless for repair purposes. At least you can sell the shotguns for caps so
   an NPC can repair the Riot Shotgun I suppose. Other than that, you'll have to
   rely on Weapon Repair Kits.

   Thirdly, while the Riot Shotgun offers very impressive damage outside of
   VATS, it is one of the worst weapons to use in VATS, even with its best ammo
   options. If a character has 125 AP, Riot Shotgun will only deal an average of
   366.92 damage during it's VATS sequence. The Brush Gun does more than double
   that amount.

   Lastly, and more importantly, even with the Shotgun Surgeon perk, the Riot
   Shotgun will do less damage than Gobi against Deathclaws or Securitron MK
   II's. Guns like This Machine, Brush Gun, Anti-Materiel Rifle, Gobi and the
   Sniper Rifle+ - just to name a few - are simply more effective and efficient.
   These weapons can also be used in other situations as well.

--------------------------------------------------------------------------------
   2.02 - Best General Purpose Energy Weapon
--------------------------------------------------------------------------------

   I think it's fair to say that energy weapon users got hosed in Fallout: New
   Vegas... probably because the developers thought they were too powerful in
   Fallout 3. While there are some standout energy weapons, there isn't one
   weapon that I would say is truly great in most areas. They are generally
   not very versatile like guns.

   Also, you'll often pay more in caps to get a similar effect for far cheaper
   with regular guns. Weapons like the Plasma Defender, Multiplas Rifle and
   Pew-Pew cost an insane amount of caps per shot. It is astonishing that the
   developers didn't properly balance energy weapons at all.

   Other than continuity reasons, I'm not sure why energy weapons are in this
   game from a mechanics point of view. They seem to offer no distinct
   advantages to regular guns. In fact, regular guns are so versatile that there
   isn't a single context or purpose that energy weapons excel at that guns
   can't.

   Nonetheless, you have a few choices, all with varying tradeoffs to consider.
   It's up to you to decide which characteristics matter most.

   1. Plasma Caster+
   -----------------------------------------------------------------------------
   The closest thing to the best general-purpose energy weapon in the game would
   have to be the Plasma Caster+.

   For one, unlike a lot of energy weapons, it is extremely economical to use.
   Each shot only requires a single MF Cell, which amounts to 3 caps per shot.

   The damage per shot is excellent (65) and compares to other guns like This
   Machine. The DPS is also very high, reaching up to 299 DPS if modded with the
   Plasma Caster HS Electrode!

   Because the Plasma Caster is so economical, you should convert some of your
   MF Cells to use the Overcharge or Max Charge variants at a Workbench if you
   have a Science skill of 70. Alternatively, you can simply ask Veronica to do
   it.

   When using Max Charge ammo (the recommended choice, because it's the best
   bang for your buck), you'll be doing 115 damage per shot and 382 DPS
   unmodded. When modded with the HS Electrode, the DPS will jump up to 488!
   This is pretty much the best your going to get with energy weapons -
   especially at the bargain price of 7.5 caps per shot!

   There are a lot of minor drawbacks to this weapon, but none that are truly
   devastating. The Plasma Caster+ doesn't have very good durability, so you'll
   have to repair it frequently - especially when using Max Charge ammo.

   It's also a little difficult to repair. With the Jury Rigging perk, you can
   expand its repair options to include Flamers, Incinerators, and Heavy
   Incinerators, which are all quite common and useless... so repair away. You
   may still have to utilize Weapon Repair Kits though.

   Secondly, the Plasma Caster+ doesn't fire correctly in 3rd person mode. For
   some reason, the weapon fires towards the ceiling, thus missing it's targets
   and makes the weapon completely unusable. This will likely get fixed in a
   future patch.

   Lastly, it is not a very good VATS weapon at all. For some reason, sometimes
   non-critical hits do very little damage - a lot less damage than they
   ordinarily would in regular combat. Perhaps it's bugged and will be fixed in
   a patch as well :/ Regardless, this will surely make some fights much harder.
   It doesn't matter because in order take advantage of the Plasma Caster+'s
   insanely high rate of fire, you do NOT want to use this weapon in VATS
   anyway!

   Overall, the Plasma Caster is a fantastic weapon and compares favourably even
   to many of the best Guns (it even does more damage than Gobi outside of VATS,
   but lacks the Scope and the ability to do VATS combat):

   .---------------------.------------.--------.----------.---------.---------.
   | WEAPON              | AMMO       | CRT %  | BASE DMG | CRT DMG | AVG DPS |
   |---------------------|------------|--------|----------|---------|---------|
   | Plasma Caster+      | MF MC      |  20.0% |   142.19 |  355.47 |  635.86 |
   | Plasma Caster+      | MF OC      |  20.0% |    81.25 |  203.13 |  454.19 |
   | Gobi                | .308 JSP   | 100.0% |    90.00 |  225.00 |  397.77 |
   | Plasma Caster+      | MF         |  20.0% |    65.00 |  162.50 |  388.70 |
   | Gobi                | .308       | 100.0% |    60.00 |  150.00 |  265.18 |
   '---------------------'------------'--------'----------'---------'---------'

   You can acquire the Plasma Caster+ at Silver Rush. That place gives you the
   opportunity to acquire 2 of the best energy weapons (the other being the
   Multiplas Rifle) relatively early in the game.

   Make sure to also purchase the Plasma Caster's only mod - the "Plasma Caster
   HS Electrode" - from Gloria or the Gun Runner kiosk near Freeside. It's a
   random spawn. Since some quests encourage you to kill the Van Graff's, you'll
   want to try and get this mod from Gloria to increase your chances before you
   start your killing spree :)

   BEWARE OF BUG:

   When doing the mission Birds of a Feather (a Van Graff mission receieved in
   Silver Rush), if you choose to save Cass, Jean Baptiste will pick up the
   Plasma Caster. Because of a glitch that makes his body unsearchable, if you
   do not acquire the Caster before killing him, it will be lost forever in his
   inventory! This happened to me! If that's the case, you are stuck with the
   Multiplas Rifle as your top weapon :/

   2. Multiplas Rifle
   -----------------------------------------------------------------------------
   The second best general purpose energy weapon is easily the Multiplas Rifle.
   It does excellent damage per hit, has a fair range, is extremely easy to
   repair since Plasma Rifles are a dime-a-dozen, and the ammo is plentiful
   (just not cheap).

   The Multiplas Rifle is one of the best VATS energy weapons in the entire
   game, especially if you can get up-close to your target because you'll do at
   least 105 damage per shot, and 263 damage if you score a critical hit!

   Because the Multiplas Rifle uses multiple projectiles, it suffers major
   penalties when you go up against enemies with 30 DT or more. In these
   situations, you want to try and achieve critical hits whenever possible as
   straight-up VATS damage will not be as effective.

   The Multiplas Rifle also does excellent damage outside of VATS if you aim
   well, whether in medium to close range. It only takes 1 or 2 hits to crisp a
   Securitron MK II into a pile of goo, which is a feat only reserved for a few
   weapons in the game.

   By shooting out of VATS, you can take advantage of the fact that weapons with
   multiple projectiles deal way more damage when you score a critical hit. With
   the Multiplas Rifle, you'll deal a whopping 578 damage!

   Because this weapon is a shotgun variant of the regular Plasma Rifle and has
   a wide spread, you should strive to get into medium or close range of the
   enemy at all times to make sure all 3 rounds of plasma make contact.
   Otherwise you're just wasting ammo.

   Because of this, I would recommended wearing Power Armor and getting all the
   Damage Threshold bonuses you can if you're going to use this weapon
   exclusively. You're going to be in the thick of combat all the time.

   The only real drawback to the Multiplas Rifle - and it's a doozy - is that it
   uses 6 MF Cells per shot - 2 for each round of plasma and there are 3 rounds
   of plasma total. In a nutshell, it'll cost you 18 caps to fire each shot, so
   you'll want to use this weapon in VATS exclusively to make sure every shot
   counts.

   You'll be lucky to find around 1200 MF Cells as you progress through the
   game, so that gives you around 200 shots before you have to invest your own
   money into ammo. You'll most likely need to invest in MF Cells frequently.
   Having a character with high Luck and playing lots of Blackjack at the
   various casinos will make sure you got the caps to buy your ammo in bulk from
   Quartermaster Bardon at Hoover Dam:

   http://fallout.wikia.com/wiki/Quartermaster_Bardon

   On the plus side, the Multiplas Rifle's attack with basic ammo is strong
   enough that you'll likely not upgrade your ammo to Overcharge or Max Charge
   for most situations. But, it couldn't hurt either against really tough
   targets.

   With Max Charge ammo, you'll do 184 damage per shot and 297 DPS. If
   you're blessed by the RNG gods to score a critical hit, you'll do a
   rediculous 459 damage in VATS and 1011 damage outside of VATS! This is by far
   the most critical damage you can do in the entire game - even more the
   YCS/186!

   This critical damage can be improved further by targeting the enemies head
   and doing a sneak attack. Since both situations multiply your damage by 2,
   you'll get 4x the damage - that's a total of 4044 damage! So while Multiplas
   Rifle is a fantastic VATS weapon, it's also an incredible Sneak Attack weapon
   as well. Maybe even the best in the whole game.

   It's really too bad it'll cost you 45 caps per shot in order to achieve this
   level of carnage, which won't become practical until you've amassed a lot of
   extra caps. Once you can afford it, nothing is going to stand in your way -
   not even a Legendary Deathclaw on the hardest difficulty!

   Another drawback to the Multiplas Rifle is its slow rate of fire outside of
   VATS. It is one of the slowest energy weapons available, taking about 1
   second to fire in between shots. This really hampers the weapon's potential
   DPS to the point where using a Tri-Beam Laser Rifle or even a Q-35 Matter
   Modulator would be much better (and cheaper). Just be sure to stick to VATS
   as much as possible when it's hard to aim and time your shots, and you'll do
   fine.

   It's ironic that with the Plasma Caster, you generally want to stay away from
   VATS, but with Multiplas Rifle, you mostly want to be in VATS all the time ;)

   Probably the easiest way to acquire the Multiplas Rifle is simply by stealing
   it from Silver Rush, which has many other weapons and ammo for your thieving
   pleasure:

   http://fallout.wikia.com/wiki/Silver_Rush

   3. Q-35 Matter Modulator
   -----------------------------------------------------------------------------
   This weapon, while not the most impressive for its base damage, has a high
   critical modifier and does nearly 4x the base damage whenever you score a
   critical hit. So while a regular hit does 32 damage, a critical hit will do
   125 damage with normal ammo.

   The Q-35 Matter Modulator has many drawbacks though. Firstly, it's VATS cost
   is very high (28) compared to other weapons of similar function, so you will
   need to take many Action Boy/Girl perks and additional energy weapon perks to
   make the best use of it.

   Is it worth using as a general purpose weapon? To put it simply: No. I only
   include the weapon in the section because I see it discussed on the forums as
   an alternative. It really drives me nuts that people don't understand that
   this weapon is terrible given logical and rational arguments, so I'm going to
   explain why it isn't a very good weapon right here and now by comparing
   the Q-35 Matter Modulator with This Machine - a completely legit and fair
   comparison.

   Let's say you have a character with 125 AP - not an unreasonable assumption.
   This Machine will get 5 attacks in VATS while the Q-35 will get 4. This
   character has 10 Luck, has the Finesse and Better Criticals perks and is
   using the 1st Recon Baret. We'll use .308 JSP ammo in This Machine and give
   the Q-35 Matter Modulator Max Charge ammo.

   The Q-35 Matter Modulator has a 2x critical multiplier - one of it's touted
   "amazing" advantages. In VATS, it has a 50% chance it will do 56 damage, and
   a 50% chance it will score a critical hit and do 218.75 damage. The total
   damage done by the Q-35 Matter Modulator for all 4 attacks is 549.50 damage.

   In contrast, This Machine only has a 1x crit multiplier, so it has a 75%
   chance it will do 97.50 damage, and a 25% chance it will score a critical hit
   and do 243.75 damage. The total damage done by This Machine for all 5 attacks
   is 670.31 damage.

   Here's a summary table:

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | This Machine | .308 JSP   |  25.0% |    97.50 |  243.75 |      5 | 670.31 |
   | Q-35 MM      | MF MC      |  50.0% |    56.00 |  218.75 |      4 | 549.50 |
   '--------------'------------'--------'----------'---------'--------'--------'

   As you can clearly see, This Machine is 18% more effective! The situation
   just gets worse when you consider normal ammo:

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | This Machine | .308       |  25.0% |    65.00 |  162.50 |      5 | 446.88 |
   | Q-35 MM      | MF OC      |  50.0% |    40.00 |  156.25 |      4 | 392.50 |
   | Q-35 MM      | MF         |  50.0% |    32.00 |  125.00 |      4 | 314.00 |
   '--------------'------------'--------'----------'---------'--------'--------'

   Since the Q-35 was specifically built for VATS combat, and we can see that it
   fails at it quite hard, I'll put this matter to rest.

   My other beef with the Q-35 is that it's damage is wildly inaccurate. If you
   score a critical hit, the damage is very impressive. Otherwise, the damage is
   abysmal. In fact, if the target's DT is high, it will do hardly any damage at
   all - even with Max Charge ammo!

   With the Q-35, you are essentially "gambling" for critical hits, which do not
   occur often enough in practice to justify using this weapon. The best you can
   hope for is 50% in VATS and 40% out of VATS. I just don't see any reason to
   put up with this weapon when other weapons can achieve reliable damage every
   hit, like the Plasma Caster+.

   This leads me to believe that the Q-35 was really meant to be a sneak attack
   weapon only, where criticals are at least assured. How you pull this off
   without a scope and a spread of 0.2 is beyond me. I guess the developers want
   you to sneak with Silent Running? There's no way you successfully do that for
   the whole game. You're going to get into trouble... and then what?

   Honestly, if you want to sneak attack things, use Gobi. At least you won't be
   screwed if your sneak doesn't work out the way you planned, because unlike
   the Q-35, Gobi is actually good!

   If you do plan on using the Q-35, you are basically accepting the trade-off
   that you will do less damage compared to your other choices in order to
   conserve ammo more efficiently while having a weapon that is easy to repair
   at the same time. I guess that is something good about the Q-35.

   Despite all of this negativity, choosing the Q-35 Matter Modulator as your
   leveling weapon is a pretty solid option because of the low strength
   requirement. To use a Plasma Caster+, you need 100 in energy weapons and 8
   strength to satisfy its requirements, so you can use the Q-35 before you are
   able to use power armor and before you can buy your strength implant. You can
   actually start with a character that has as little as 3 strength!

   In the end though, the Q-35 Matter Modulator is just not worth it when you
   have easy access to a Plasma Caster+.

   You can find the Q-35 Matter Modulator at REPCONN Headquarters:

   http://fallout.wikia.com/wiki/Q-35_Matter_Modulator

   4. Pew-Pew
   -----------------------------------------------------------------------------
   Pew-Pew, is a brilliantly fantastic weapon in almost all respects. Not only
   does it deal solid damage and DPS, it's highly accurate and comes with a 2.5x
   critical multiplier. It is definitely the best Laser-based weapon hands down,
   and makes the rest of them look like child's toys.

   All this power comes at a price. The Pew-Pew uses a hell of a lot of ammo. It
   sinks 15 Energy Cells per shot. When compared to the damage output of 3
   Energy Cells in a Plasma Defender (which is also quite steep), I can only
   conclude that this is not a very efficient use of ammo. This rules Pew-Pew
   out of contention for the top general purpose energy weapon.

   When playing the game through to level 30, you'll likely find around 1500
   Energy Cells throughout the wasteland. This gives you around 100 shots.

   Keep in mind that each shot with Pew-Pew will cost you 30 caps. If you want
   to use Overcharge ammo for the +25% damage bonus, each shot will cost you
   45 caps. If you want to use Max Charge ammo for the +75% damage bonus, each
   shot will cost you 75 caps. It seems you have to pay to play with Pew-Pew.

   Each shot with Gobi using .308 JSP ammo costs 6 caps by comparison. Still
   think energy weapon users didn't get hosed? The Overcharge ammo is especially
   a huge rip-off.

   On the bright side, you'll find lots of Laser Pistols to repair Pew-Pew. It
   is one of the easiest elite weapons to repair, and you don't even need the
   Jury Rigging perk.

   For those who have 12,000 spare caps laying around and don't mind investing
   in a quality weapon, one could hardly go wrong with buying 6000 Energy
   Cells. That's how many cells it's going to take to fire this great weapon 400
   times!

   If you are willing to invest the caps into this weapon, taking the Laser
   Commander perk is a no-brainer. You'll get an additional 15% damage (as if
   the base damage on Pew-Pew wasn't enough) plus an additional 10% chance to
   score a critical hit! The Laser Commander perk was made for this weapon
   specifically (most of the other laser-based weapons in New Vegas are pretty
   abysmal) since Pew-Pew gives a 2.5x critical multiplier - half that of a
   sniper rifle! Don't forget to get Finesse and Better Criticals too.

   If your character has 10 Luck, all the necessary perks and has the 1st Recon
   Baret equipped, you'll score a critical hit 75.0% of the time outside of VATS
   and 87.5% of the time in VATS. This is the highest possible critical chance
   you can obtain with a weapon other than Gobi or Sniper Rifle+.

   I will admit, doing an average of 499 DPS with Max Charge ammo with critical
   hits factored in on nearly every shot is truly a sight to behold. Nobody can
   fault energy weapons for not having the potential for greatness... you just
   need to be bloody rich to afford the upkeep.

   Given these stats, Pew-Pew becomes the #1 weapon to use in VATS, and one of
   the best weapons to use in regular combat.

   For most of us though, it's not very practical to use Pew-Pew... and the
   Plasma Caster is almost as good. Perhaps the Plasma Caster+ is better in some
   ways because it's clip size is much larger (10 instead of 2).

   You can get the Pew-Pew at Sunset Sarsaparilla Headquarters by talking to
   Festus and giving him 50 star battle caps:

   http://fallout.wikia.com/wiki/Sunset_Sarsaparilla_star_bottle_cap

   Note: Alien Blaster
   -----------------------------------------------------------------------------
   While an Alien Blaster certainly does the most damage out of all the energy
   weapons, you have a limited supply of non-replenishable ammo. This makes the
   Alien Blaster a horrible choice for general purpose combat, even though it's
   technically the absolute best energy weapon in the game, period.

--------------------------------------------------------------------------------
   2.03 - Best Sniper Weapon
--------------------------------------------------------------------------------

   If you're inclined to use sniper rifles - and you should - there are lots of
   options availabe in Fallout: New Vegas. Despite the stats on the the YCS/186
   or the Anti-Materiel Rifle... it turns out that the plain, old Sniper Rifle
   is actually the best sniper weapon in the entire game.

   1. Sniper Rifle+
   -----------------------------------------------------------------------------
   Unlike all the unique weapons, normal weapons give you the ability to add
   mods. There is one very good mod for Sniper Rifles - The Suppressor - which
   causes enemies to be completely oblivious to your attacks and will just stand
   there helpless... waiting to be picked off.

   Because of the Suppressor mod, an upgraded Sniper Rifle turns out to be the
   most effective sniping weapon in the entire game. In fact, it kind of breaks
   the game and makes many areas too easy.

   There's also a mod to lower it's weight to just 3 pounds, which is not bad at
   all.

   The Sniper Rifle also does a little more damage compared to Gobi. They are
   comparable regardless, but with a proper sneak attack with Better Criticals,
   you'll be able to kill a deathclaw on the hardest difficulty level in a
   single shot!

   Like This Machine and Gobi, regular Sniper Rifles use .308 Caliber Rounds, so
   you'll want to use the .308 JSP Hand Load ammo for maximum damage. Never use
   plain .308 rounds.

   One small annoyance - and it's not really a problem with the weapon - is the
   stupidity of your companions. Especially ED-E. He just loves to charge into
   battles, playing that stupid music of his and blowing your cover in the
   process. Be sure to keep allies in passive mode and have them stay way behind
   you, although ED-E will get you into trouble anyway unless you tell him to
   wait. I guess the developers had to find some way to balance Sniper Rifle+.

   An actual drawback to Sniper Rifle+ is that it degrades very quickly due to
   its poor durability. Like Gobi, Sniper Rifles are not easy to repair, even
   with a Jury Rigging perk because most of the repair options are rare and
   expensive. It becomes doubly so if you intend on using Gobi and Sniper Rifle+
   at the same time, which many people do, including me.

   Still, probably the cheapest way to repair your Sniper Rifle+ is to buy fully
   repaired Service Rifles from Gun Runners for 645 caps. You'll need the Jury
   Rigging perk to pull this off.

   Also, if you ever find yourself forced into medium to short-range combat, a
   basic Sniper Rifle is definitely not the weapon of choice. You'll probably
   want to switch to Gobi, This Machine or a Brush Gun to finish them off in
   VATS.

   The best place to acquire two Sniper Rifles is in Vault 34's Armory. You'll
   be heading to the armory for lots of other quests anyway, so might as well
   get those Sniper Rifles!:

   http://fallout.wikia.com/wiki/Vault_34

   One way to get a Suppressor is to buy one from the Gun Runners kiosk near
   Freeside. The other is at the 188 Trading Post's "Arms Merchant" (that's her
   name). Just warp there, cross the bridge and talk to her - she's by the truck
   during the day.

   NOTE: It *is* annoying to get the shops to spawn the Suppressor though, as
   their inventory's stock is random. In one playthrough, I had to refresh the
   inventory 8 times to get the Suppressor... while in another playthrough, I
   got the Suppressor on the first attempt. So if you don't see an item called
   "Sniper Rifle Suppressor", wait 24 hours and keep checking their stock. Good
   luck!

   http://fallout.wikia.com/wiki/Sniper_Rifle_Suppressor#Locations

--------------------------------------------------------------------------------
   2.04 - Best VATS Weapon
--------------------------------------------------------------------------------

   VATS combat has been nerfed in New Vegas in comparison to Fallout 3. In New
   Vegas, VATS shouldn't be used exclusively. Nonetheless, it's still an
   important and necessary part of the game.

   There are a variety of enemies that are extremely difficult to hit without
   VATS, such as:

   * Cazadors, which fly around and from side-to-side, making them difficult to
     hit at long-range. They are also difficult to take out when they swarm
     you.
   * Giant Mantis', which almost seem like they are programmed to jump at the
     exact moment you fire
   * Nightstalkers, which are invisible before they attack but can be seen in
     VATS if ED-E is one of your companions

   The game mechanics in VATS combat work differently from regular combat.
   Instead of using the weapon's rate of fire to dictate your damage potential,
   the VATS system uses Action Points (AP) instead. AP governs how many actions
   you can take, and thus how much damage you can deal while using VATS.

   Some weapons which are really good at firing from the hip actually do less
   damage in VATS because they use a lot of AP per shot. The Riot Shotgun is a
   great example of this.

   Likewise, weapons that have poor DPS surprisingly perform much better in VATS
   because they are very efficient when it comes to AP usage. The Multiplas
   Rifle is a great example of this.

   The best VATS weapons need to have a really good balance between doing a lot
   of damage while expending a low amount of AP per shot.

   With the Grim Reaper's Sprint perk, you regain 20 AP for every kill in VATS.
   So, if you can kill a target in a single shot and only expend around 20 AP to
   get the kill, that VATS attack will essentially be free. This perks enables
   you use VATS repeatedly as long as you are using the right weapon.

   Two weapons really shine in VATS: This Machine and Brush Gun. Both weapons
   have great base damage and have very low AP costs (22 and 23 respectively),
   which makes them excellent candidates to exploit the Grim Reaper's Sprint
   perk.

   Both This Machine and Brush Gun do ~3.25 damage per AP spent in VATS, which
   is the highest ratio among all the weapons.

   However, after all the number crunching, and taking ammo, perks and upkeep
   costs into consideration, it turns out that the Brush Gun is the best VATS
   weapon to use in Fallout: New Vegas.

   1. Brush Gun
   -----------------------------------------------------------------------------
   While the regular .45-70 Gov't ammo packs a mean punch and is generally
   excellent, the .45-70 SWC Hand Load ammo crafted with the Hand Loader perk is
   far superior. This ammo offers 20% more damage plus -6 to the target's DT
   (defense threshold).

   While .45-70 SWC Hand Load ammo is quite good... by itself, it would not be
   enough to outperform This Machine. For Brush Gun to become the best, you must
   also take the Cowboy perk, which gives a +25% damage increase to all lever-
   action weapons (which Brush Gun qualifies).

   When using the Cowboy perk and SWC Hand Load ammo, you should expect to deal
   a whopping 113 damage per shot and 303 DPS. Mathematically, this is almost
   as good as using an Anti-Materiel Rifle using .50 MG Match Hand Load! (Except
   you won't have to put up with *any* of Anti-Materiel Rifle's drawbacks, such
   as its horrible rate of fire or its insanely low DPS).

   Since Brush Gun does a base damage of 75 per shot - 10 more damage than This
   Machine - when combined with the 45% damage boost, you will do roughly ~13%
   more damage compared to This Machine in VATS. And that doesn't even account
   for the -6 DT either! When attacking heavily armored targets like Deathclaws,
   Brush Gun does 18% more damage - a very noticeable upgrade!

   Here's a comparison between Brush Gun and This Machine against 15 DT targets
   to illustrate the damage increase:

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | Brush Gun    | .45-70 SWC |  25.0% |    94.50 |  263.25 |      5 | 683.44 |
   | Brush Gun    | .45-70 HP  |  25.0% |    59.06 |  305.16 |      5 | 602.93 |
   | Brush Gun    | .45-70     |  25.0% |    78.75 |  219.38 |      5 | 569.53 |
   | This Machine | .308 JSP   |  25.0% |    75.00 |  221.25 |      5 | 557.81 |
   | This Machine | .308       |  25.0% |    50.00 |  147.50 |      5 | 371.88 |
   '--------------'------------'--------'----------'---------'--------'--------'

   As you can see, even when This Machine uses .308 JSP, it does less damage
   than the Brush Gun regardless of which ammo you are using.

   The Brush Gun is not limited to being a VATS-only weapon however - it is an
   excellent weapon in its own right. It has a fantastic, low spread of 0.03,
   which is on par with a Sniper Rifle. If you have the skill to hit things out
   of VATS, the Brush Gun is highly effective and is more accurate than This
   Machine.

   The Brush Gun also deals much more normal damage, critical damage and has a
   higher DPS compared to This Machine outside of VATS:

   .---------------------.------------.--------.----------.---------.---------.
   | WEAPON              | AMMO       | CRT %  | BASE DMG | CRT DMG | AVG DPS |
   |---------------------|------------|--------|----------|---------|---------|
   | Brush Gun           | .45-70 HP  |  20.0% |   164.06 |  410.16 |  441.53 |
   | Brush Gun           | .45-70 SWC |  20.0% |   112.50 |  281.25 |  302.76 |
   | This Machine        | .308 JSP   |  20.0% |    97.50 |  243.75 |  271.05 |
   | Brush Gun           | .45-70     |  20.0% |    93.75 |  234.38 |  252.30 |
   | This Machine        | .308       |  20.0% |    65.00 |  162.50 |  180.70 |
   '---------------------'------------'--------'----------'---------'---------'

   In fact, the Brush Gun deals the 3rd highest critical damage in the game,
   only behind the YCS/186 and the Multiplas Rifle. This makes it the best Sneak
   Attacking weapon for Gun users.

   While there's a lot to like about the Brush Gun, there are two major
   disadvantages that might cause you to use This Machine anyway.

   The first problem is that .45-70 Gov't ammo is not at all common. It is very
   likely you will only find around 75-100 bullets by looting ammo from
   containers and corpses as you progress through the game.

   Furthermore, most vendors do not sell the basic .45-70 Gov't ammo that
   enables you to craft the SWC ammo easily - they only the Hollow Point
   version, which is not very effective against really heavily armored targets
   like the Securitron MK II or Mr. Gutsy despite the high damage and DPS that
   is reported by the Pip-Boy.

   Still, .45-70 HP is best used to kill random enemies with 14 DT or less, just
   so you can acquire the cases for crafting SWC ammo. Because the latest patch
   lowered the DT of most heavily armored targets in the game by half, it turns
   out that using .45-70 HP is now slightly better than using This Machine with
   .308 JSP ammo in VATS.

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | Brush Gun    | .45-70 SWC |  25.0% |    94.50 |  263.25 |      5 | 683.44 |
   | Brush Gun    | .45-70 HP  |  25.0% |    59.06 |  305.16 |      5 | 602.93 |
   | Brush Gun    | .45-70     |  25.0% |    78.75 |  219.38 |      5 | 569.53 |
   | This Machine | .308 JSP   |  25.0% |    75.00 |  221.25 |      5 | 557.81 |
   | This Machine | .308       |  25.0% |    50.00 |  147.50 |      5 | 371.88 |
   '--------------'------------'--------'----------'---------'--------'--------'

   Conclusion: .45-70 HP ammo is actually pretty good and shouldn't be wasted
   just to make SWC ammo - use it up!

   The easiest way to acquire lots of .45-70 Gov't ammo is to breakdown regular
   .308 ammo, which can be purchased in bulk cheaply, to get 3 out of the 4
   components at the Reloading bench. Then, you'll just have to find cases...
   and that's actually quite a painful process.

   The best locations to acquire .45-70 Gov't are to:

   * Buy .45-70 Gov't Regular rounds from Knight Torres in Hidden Valley, a
     Brotherhood of Steel outpost. She's the only one that regularly sells
     normal rounds from what I can tell.
   - Buy .45-70 Gov't HP rounds from Alexander at the Gun Runners outpost
     underneath the 188 Trading Post overpass, or Gun Runners near Freeside.
     Then, use them up in regular fights to get cases.
   - Pickpocket from Regular and Veteran NCR Rangers in various NCR locations.
     Camp Golf is probably the best spot as several Veteran NCR Rangers exist
     in the resort building and sitting down next the table by the tents.
   - Pickpocket from several members of the Great Khans in Red Rock Canyon.
   - Pickpocket Orris, the bodyguard for hire in Freeside. You have to avoid
     helping the Kings to make sure he sticks around.
   - Loot the various footlockers found in tents at Camp Golf.

   The second problem is the Brush Gun's ammo reload time. Each bullet has to be
   inserted individually, so inserting 6 bullets takes several seconds.
   Hopefully after 6 shots the battle is over... but if it isn't, you'll have to
   find cover before firing again. Since This Machine reloads quicker, it
   doesn't have this problem. A lot of people use This Machine instead for this
   reason too.

   However, if you can put a little effort into getting the ammo, Brush Gun is
   actually a better 'general purpose' weapon than Than Machine, and would give
   you the strongest VATS weapon in the entire game save Pew-Pew. I give this
   weapon two thumbs up!

   The easiest way to get a Brush Gun is to simply purchase one at the Gun
   Runners kiosk near Freeside:

   http://fallout.wikia.com/wiki/Gun_Runners

   2. Gobi and This Machine - A tie
   -----------------------------------------------------------------------------
   Gobi can also be used as a VATS weapon even though it's AP cost is 33, just
   because it does a huge amount of damage. It is generally on par with This
   Machine with respect to VATS damage, so feel free to use either Gobi or
   This Machine as your .308 VATS weapon of choice.

   NOTE: As the enemy's armor gets tougher, Gobi is a much stronger choice even
         though it uses 33 AP. If in doubt, use Gobi.

   3. Multiplas Rifle
   -----------------------------------------------------------------------------
   The Multiplas Rifle is probably the 3rd best option, and for energy weapon
   users it's easily the best choice - especially at close range.

   The Multiplas Rifle has three big drawbacks that keep it from scoring higher
   in my lists. The first is that you'll have to spend 45 caps per shot using
   Max Charge ammo to fully realize the damage potential on this weapon, which
   is much more expensive than using Brush Gun, Gobi or This Machine.

   The second drawback is that the Multiplas Rifle's damage barely comes close
   to the Brush Gun using .45-70 SWC, and is simply slaughtered by .45-70 HP
   against low armored targets:

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | Brush Gun    | .45-70 HP  |  25.0% |   164.06 |  410.16 |      5 |1127.93 |
   | Brush Gun    | .45-70 SWC |  25.0% |   112.50 |  281.25 |      5 | 773.44 |
   | Multiplas    | MF MC      |  25.0% |   183.75 |  459.38 |      3 | 757.97 |
   | Brush Gun    | .45-70     |  25.0% |    93.75 |  234.38 |      5 | 644.53 |
   | Multiplas    | MF OC      |  25.0% |   131.25 |  328.13 |      3 | 541.41 |
   | Multiplas    | MF         |  25.0% |   105.00 |  262.50 |      3 | 433.13 |
   '--------------'------------'--------'----------'---------'--------'--------'

   When you are up against high armored targets with 15 DT, such as Deathclaws,
   the Multiplas Rifle's VATS damage goes *WAY* down in comparison to the Brush
   Gun, despite the crazy number of caps you'll spend per shot:

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | Brush Gun    | .45-70 SWC |  25.0% |    94.50 |  263.25 |      5 | 683.44 |
   | Brush Gun    | .45-70 HP  |  25.0% |    59.06 |  305.16 |      5 | 602.93 |
   | Brush Gun    | .45-70     |  25.0% |    78.75 |  219.38 |      5 | 569.53 |
   | Multiplas    | MF MC      |  25.0% |   105.00 |  380.63 |      3 | 521.72 |
   | Multiplas    | MF OC      |  25.0% |    75.00 |  271.88 |      3 | 372.66 |
   | Multiplas    | MF         |  25.0% |    60.00 |  217.50 |      3 | 298.13 |
   '--------------'------------'--------'----------'---------'--------'--------'

   It's unfortunate that energy weapon users are completely hosed when it comes
   to VATS damage because all of their weapons either cost too much to fire or
   use multiple projectiles, which lowers their VATS damage considerably.

   The last drawback is the Multiplas Rifles's range. In VATS, it's often best
   to target enemies while being far away. With the Multiplas Rifle, you'll get
   better results the closer you are to your target. Weapons like Brush Gun
   allow you to use VATS from a safe distance.

   For all of these reasons, and just due to general versatility, Brush Gun is
   considered a much better VATS weapon.

   Note: Pew-Pew
   -----------------------------------------------------------------------------
   Pew-Pew with the Laser Commander perk is technically the *best* VATS weapon
   in the entire game IF you use EC Max Charge ammo. It will be approximately
   11% more effective against 15 DT targets compared to the Brush Gun using
   .45-70 Gov't SWC. Against 0 DT targets, the Brush Gun still wins.

   The main problem with Pew-Pew, and the main reason why I don't include it as
   the best VATS weapon in this FAQ, is that each shot with EC Max Charge ammo
   costs 75 caps. It's just not worth using Pew-Pew as a general VATS weapon
   when you can use Brush Gun for a much smaller investment for basically the
   same results. So we'll just stop the discussion right here.

   If you have 20,000 caps to burn on ammo, then by all means, use Pew-Pew
   instead of Brush Gun... although I don't see the point. I'd just thought I'd
   mention it for completeness.

   Note: YCS/186
   -----------------------------------------------------------------------------
   While the YCS/186 technically does more damage per AP spent in VATS, it
   requires a whopping 40 AP per shot, thus rendering Grim Reaper's Sprint more-
   or-less useless. Also, it's been said that the YCS/186 is bugged in VATS and
   does less damage than it should anyway. In fact, playtesting shows that Gobi
   does more damage, so don't use the YCS/186 in VATS mode.

--------------------------------------------------------------------------------
   2.05 - Best 1HKO Weapon
--------------------------------------------------------------------------------

   Sometimes you just wanna kill something in one hit in a 1-on-1 situation.
   These weapons will do that nicely.

   1. YCS/186 Gauss Rifle
   -----------------------------------------------------------------------------
   Outside of VATS, the YCS/186 has the single most powerful shot in the entire
   game at 140 damage for the modest expenditure of 4 MF Cells. It sounds like a
   lot of ammo, but compared to most other energy weapons, it's actually quite a
   bargain.

   With Max Charge cells, you'll bring the damage up to 245, which is absolutely
   devastating - especially when you score a critical hit (which will most
   likely be the case). Critical hits go for 428.75 damage.

   To put it simply, you point the YCS/186 at something? - It dies. You point it
   at something else? - It also dies.

   Here's a chart listing all the top 1HKO weapons against a target that has
   15 DT (the likeliest situation that you are going to need these weapons for).
   The list is sorted by the normal damage it would deal - not factoring
   critical hits - meaning it's the worst possible, guarenteed result for each
   of these weapons and ammo combinations:

   .---------------------.------------.--------.--------.----------------.
   | WEAPON              | AMMO       | CRT %  | DAMAGE | AVERAGE DAMAGE |
   |---------------------|------------|--------|--------|----------------|
   | YCS/186             | MF MC      |  40.0% | 218.75 |         292.25 |
   | YCS/186             | MF OC      |  40.0% | 156.25 |         208.75 |
   | YCS/186             | MF         |  40.0% | 125.00 |         167.00 |
   | Pew-Pew             | MF MC      |  75.0% | 124.69 |         237.89 |
   | Anti-Materiel Rifle | .50 Match  |  20.0% | 109.25 |         136.85 |
   | Multiplas Rifle     | MF MC      |  20.0% | 105.00 |         270.38 |
   | Brush Gun           | .45-70 SWC |  20.0% | 101.70 |         135.45 |
   '---------------------'------------'--------'--------'----------------'

   As you can see, the YCS/186 blows away the competition here, even with
   Pew-Pew, Multiplas Rifle and Brush Gun thrown into the mix.

   The YCS/186's main drawback is that you must reload it after every shot,
   which takes a significant amount of time. It also has a nasty kickback, which
   makes aiming the next shot in your scope a big problem when your targets are
   moving.

   For this reason, once enemies are alerted to your presence and are rushing
   towards you, you should switch to a close-quarters weapon or a VATS weapon.
   Feel free to get another shot off if you can, but you want to be prepared.
   Good choices for this style of play are This Machine, Brush Gun or the
   Multiplas Rifle.

   In VATS, it has been reported that the YCS/186 is bugged and does less damage
   than it's supposed to. This often makes Gobi a superior choice to use when
   using VATS, at least until things get patched up.

   The YCS/186 can be found very easily if you're willing to trek all the way to
   Brooks Tumbleweed Ranch, which is west of Freeside/The Strip. Once you arrive
   at Brooks Tumbleweed Ranch, head north-east from there until you see a merc
   camp with 5 mercs. You can use a Sniper Rifle+ to make short work of them
   without any retaliation. One of those mercs has the YCS/186 on him.

   http://fallout.wikia.com/wiki/YCS/186_Gauss_rifle

   2. Anti-Materiel Rifle
   -----------------------------------------------------------------------------
   This weapon is discussed a great deal on forums everywhere. It's often touted
   as the best weapon in the game by many. It's certainly potent, but doesn't
   quite measure up to the YCS/186. It does have a few things going for it
   however.

   The Anti-Materiel Rifle uses .50 MG rounds, which typically shred through
   just about everything. They are even more powerful than .308 rounds.

   Unfortunately, .50 MG's ammo variants are not quite as good. The best of the
   bunch is the custom-made .50 MG Match Hand Load provided by the Hand Loader
   perk. It boosts your damage by 15% while reducing the weapon's spread by 35%.
   The Anti-Materiel Rifle is already extremely accurate, so it's doubtful the
   player will see any meaningful difference due to the spread reduction, but a
   15% damage increase is always nice.

   The Anti-Materiel Rifle can also use .50 MG Armor Piercing rounds, which can
   be purchased from any of the Gun Runners merchants. These are almost as
   effective as the custom Hand Loader rounds, but the Match Hand Load rounds
   will deal more damage against lightly armored targets while dealing about the
   same damage to heavily armored targets.

   When using .50 MG Match Hand Load, you should expect to deal 127 damage per
   shot with the Anti-Materiel Rifle. You'll often be scoring a sneak critical
   hit too, so you'll be doing 265 x2 damage per shot if your critical hit was
   successful. That's a little more than Gobi's first shot, which only does 226
   x2 damage in the same situation.

   One nice thing about .50 rounds is that you can buy them in bulk for just 6
   caps per round. So even though it's not quite as good as the YCS/186, it's a
   bit more economical to use unless the targets are really tough.

   Anti-Materiel Rifles have several disadvantages. For one, they are not good
   for anything other than 1HKO's and 1-on-1 encounters. Their rate of fire is
   abysmal, so once the enemy comes charging, you must switch to a different
   weapon like Gobi, This Machine or Brush Gun - or face the consequences. The
   Anti-Materiel can't be used in VATS very well either.

   Another drawback is that while the Anti-Materiel Rifle has a scope, it
   doesn't get the critical multiplier like a regular Sniper Rifle+ does. This
   isn't a problem when sneaking, but afterwards, it is at a significant
   disadvantage when compared to Sniper Rifle+ or Gobi.

   To make matters worse, the Anti-Materiel Rifle barely does more damage than a
   character who is spec'd to use the Brush Gun. Remember, the Brush Gun does
   113 damage. After the first shot, the Brush Gun quickly jumps in the damage
   lead with its superior rate of fire while the Anti-Materiel Rifle is still
   busy setting up for its next shot. By then, the Brush Gun will have dealt
   around 226-339 damage.

   Probably the easiest way to acquire an Anti-Materiel Rifle is to go to the
   Gun Runners kiosk near New Vegas, suck it up, and buy it for ~6500 caps.
   Although for the same price, you can buy a Brush Gun instead ;)

   http://fallout.wikia.com/wiki/Gun_Runners

   3. Multiplas Rifle (Sneak Attacking only)
   -----------------------------------------------------------------------------
   It turns out that because of the way critical damage works with multiple
   projectile weapons, it's possible to rack up on insane critical damage with
   the Multiplas Rifle.

   With regular ammo, the Multiplas Rifle will deal 577.50 * 4 (2310) damage if
   you sneak attack an ememy in the head. With Max Charge ammo, the Multiplas
   Rifle will sneak attack for 1010.63 * 4 (4042.52) damage! The YCS/186 has no
   chance in hell to deal this level of damage, and this enables you to take out
   ANY enemy in the game - including Legendary Deathclaws - with a single hit
   if you can be stealthy enough.

   If you find yourself in a situation where you can sneak attack an enemy to
   score a guarenteed critical hit, the Multiplas Rifle is actually much better
   to use than going with the YCS/186 or the Anti-Materiel Rifle and is the best
   gun in the game for this purpose.

   Of course for regular attacks, the YCS/186 and the Anti-Materiel Rifle are
   superior... and that's ultimately why I listed them first.

   Here's a chart with all the best 1HKO weapons in the game ordered by critical
   hit damage. As you can see, the Multiplas Rifle completely obliterates the
   competition.

   .---------------------.------------.--------.----------.---------.---------.
   | WEAPON              | AMMO       | CRT %  | BASE DMG | CRT DMG | AVG DPS |
   |---------------------|------------|--------|----------|---------|---------|
   | Multiplas Rifle     | MF MC      |  20.0% |   183.75 | 1010.63 |  296.76 |
   | Multiplas Rifle     | MF OC      |  20.0% |   131.25 |  721.88 |  211.97 |
   | Multiplas Rifle     | MF         |  20.0% |   105.00 |  577.50 |  169.58 |
   | YCS/186             | MF MC      |  40.0% |   245.00 |  428.75 |  215.62 |
   | Brush Gun           | .45-70 HP  |  20.0% |   164.06 |  410.16 |  441.53 |
   | Ranger Sequoia      | .45-70 HP  |  30.0% |   153.13 |  356.56 |  359.78 |
   | YCS/186             | MF OC      |  40.0% |   175.00 |  306.25 |  154.02 |
   | Pew-Pew             | MF MC      |  75.0% |   142.50 |  285.00 |  498.75 |
   | Brush Gun           | .45-70 SWC |  20.0% |   112.50 |  281.25 |  302.76 |
   | Anti-Materiel Rifle | .50 Match  |  20.0% |   126.50 |  264.50 |   69.00 |
   | YCS/186             | MF         |  40.0% |   140.00 |  245.00 |  123.21 |
   | Ranger Sequoia      | .45-70 SWC |  30.0% |   105.00 |  244.50 |  246.71 |
   | Brush Gun           | .45-70     |  20.0% |    93.75 |  234.38 |  252.30 |
   | Sniper Rifle+       | .308 JSP   | 100.0% |    93.00 |  232.50 |  372.00 |
   | Anti-Materiel Rifle | .50        |  20.0% |   110.00 |  230.00 |   60.00 |
   | Ranger Sequoia      | .45-70     |  30.0% |    87.50 |  203.75 |  205.59 |
   '---------------------'------------'--------'----------'---------'---------'

   It has to be noted that the Anti-Materiel Rifle is not a very good sneak
   attacking weapon, as you can see that the YCS/186, Brush Gun, Ranger Sequoia
   and Pew-Pew are all more effective.

   Against a target with 15 DT, like a Deathclaw, the order of effectiveness
   really doesn't change much except for that the Anti-Materiel Rifle goes up to
   5th place with Pew-Pew and Brush Gun still besting it. This is generally why
   I have such a low opinion of the Anti-Materiel Rifle - it's actually a pretty
   terrible weapon due to its inferior versatility.

   .---------------------.------------.--------.----------.---------.---------.
   | WEAPON              | AMMO       | CRT %  | BASE DMG | CRT DMG | AVG DPS |
   |---------------------|------------|--------|----------|---------|---------|
   | Multiplas Rifle     | MF MC      |  20.0% |   105.00 |  931.88 |  229.82 |
   | Multiplas Rifle     | MF OC      |  20.0% |    75.00 |  665.63 |  164.16 |
   | Multiplas Rifle     | MF         |  20.0% |    60.00 |  532.50 |  131.33 |
   | YCS/186             | MF MC      |  40.0% |   218.75 |  402.50 |  197.85 |
   | YCS/186             | MF OC      |  40.0% |   156.25 |  287.50 |  141.32 |
   | Pew-Pew             | EC MC      |  75.0% |   124.69 |  275.63 |  475.78 |
   | Brush Gun           | .45-70 SWC |  20.0% |   101.70 |  270.45 |  280.41 |
   | Anti-Materiel Rifle | .50 Match  |  20.0% |   109.25 |  247.25 |   61.28 |
   | YCS/186             | MF         |  40.0% |   125.00 |  230.00 |  113.06 |
   '---------------------'------------'--------'----------'---------'---------'

--------------------------------------------------------------------------------
   2.06 - Best Anti-Robot Weapon
--------------------------------------------------------------------------------

   Robots have different type of armor and a high damage threshold. You often
   need specialized weapons to take them out as regular weapons like Shotguns
   and the like just won't cut it. Sometimes This Machine won't hack it either.

   This section covers some of your options in taking out high-armored robots,
   like Sentry Bots or Securitron MK II's.

   1. Pulse Gun
   -----------------------------------------------------------------------------
   This is *the* weapon to kill Robots, as it only takes 1 or 2 hits to kill any
   robot with it. Each shot will cost you 10 caps due to the gun consuming 5
   Energy Cells, but the effects are very much worth the cost.

   If you ever want to take out Mr. House's entire army of Securitron MK II's...
   this is the weapon you want to do it with. Each consistently dies in 1 hit,
   which is pretty stellar. No other weapon can claim that except for the
   YCS/186. All other weapons, such as Gobi, Brush Gun or Plasma Caster need to
   rely on criticals in order to kill a Securitron MK II successfully in one
   hit.

   Outside of the purpose of killing robots (or those wearing Power Armor), this
   gun is useless. Luckily it only weighs 2.00 pounds, so you're not really
   punished for lugging it around everywhere you go. You'll never know when it
   might come in handy!

   You can find the Pulse Gun in Vault 34's armory, like many other excellent
   weapons:

   http://fallout.wikia.com/wiki/Vault_34

   To get access to the key that open's the locked footlocker, you need to
   initiate Veronica's personal quest "I Could Make You Care":

   http://fallout.wikia.com/wiki/I_Could_Make_You_Care

   2. Others
   -----------------------------------------------------------------------------
   If you don't have the Pulse Gun, use the YCS/186, Gobi or an Anti-Materiel
   Rifle - in that order. It'll work.

--------------------------------------------------------------------------------
   2.07 - Best One-Handed Weapon
--------------------------------------------------------------------------------

   I haven't quite figured out why anyone would want to use a pistol. They
   generally do less damage compared to Rifles and other types of weapons, and
   never seem to offer any significant advantages. It's not like you have an
   energy shield or something else in your free hand. The only advantage that I
   can think of is that you run faster. If someone knows, be sure to send me an
   email ;)

   Anyway, if you do happen to require a pistol, there are a lot of options, all
   with various tradeoffs. When just comparing damage output, the Alien Blaster
   easily wins outright... but it's ammo is limited and it's non-replenishable.
   This fact pretty much rules it out of contention for practical use. The other
   options are not much more practical, however.

   The two best pistols in the game are Pew-Pew and Ranger Sequoia. In fact,
   they are almost equally good if you don't factor in Max Charge ammo. Once you
   include Max Charge ammo, however, Pew-Pew comes on top.

   1. Pew-Pew
   -----------------------------------------------------------------------------
   For Energy Weapon users, you're going to want to use Pew-Pew. In terms of raw
   damage, DPS, critical hit chance, low spread, VATS, etc., this weapon has it
   all.

   There are two drawbacks though:

   1. It's very hard to acquire, and will take you many hours until you
      eventually find 50 of the 100 star bottle caps.

   2. It uses A LOT of ammo, and will cost you 30 caps per shot - 75 caps if you
      should want to use Max Charge ammo.

   For a more detailed discussion about Pew-Pew, see section 2.02.

   2. Ranger Sequoia
   -----------------------------------------------------------------------------
   For gun users, the Ranger Sequoia is the cream of the crop. It simply
   demolishes the competition. It is simply quality at its finest.

   For starters, it has a base damage of 70, which is the highest among all the
   Gun-based pistols. It's not just the highest, but it's nearly 30 points
   higher than the next in line - The Mysterious Magnum at 42.

   The damage is noteworthy too because even among the rifles, only the Anti-
   Materiel Rifle and the Brush Gun have a higher base damage - 110 and 75,
   respectively.

   Conclusion? This is one powerful pistol! Since Ranger Sequoia is part of the
   Hunting Revolver family, it also gets a 25% damage bonus with the Cowboy
   perk! Who would have thought the Cowboy perk could be so useful? :)

   When using custom .45-70 Gov't SWC ammo, you can expect to deal 105 damage
   per shot and 247 DPS. Remarkably, it does almost as much DPS as This Machine!

   Ranger Sequoia is superior in many other ways too:

   - It is the most accurate pistol, in and out of VATS at long ranges since it
     has a low spread of 0.1.

   - It deals the most critical damage out of any other pistol (62 damage) and
     is 7th best sneak attacking weapon in the entire game! Critical hits with
     this weapon are capable of taking out extremely tough enemies!

     If you like the Ranger Sequoia, you should probably consider taking
     "The Professional" perk, which adds another +20% damage whenever you get a
     sneak attack critical. With Better Criticals and Cowboy, that's a total of
     +95% damage from just perks alone.

   - It has a 1.5x critical modifier, which is the most out of any of the high
     damage pistols. High Luck and the Finesse perk can be used to further boost
     this advantage. The Ranger Sequoia will deal 244.50 damage on a critical
     hit.

   - It offers 2.33 damage per AP spent in VATS, making it tied for the best
     guns-related pistol to use in VATS. Even better, Ranger Sequoia using
     plain .45-70 Gov't ammo is better than Pew-Pew using normal regular EC or
     EC Overcharge ammo. It comes pretty darn close the level of damage of
     Pew-Pew using Max Charge ammo too... at a fraction of the cost in caps.

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | Pew-Pew      | EC MC      |  87.5% |    98.44 |  249.38 |      3 | 691.52 |
   | Ranger Seq.  | .45-70 SWC |  37.5% |   105.00 |  244.50 |      4 | 629.25 |
   | Ranger Seq.  | .45-70     |  37.5% |    87.50 |  203.75 |      4 | 524.38 |
   | Pew-Pew      | EC OC      |  87.5% |    70.31 |  178.13 |      3 | 493.95 |
   | Pew-Pew      | EC         |  87.5% |    56.25 |  142.50 |      3 | 395.16 |
   '--------------'------------'--------'----------'---------'--------'--------'

   - It's easily repaired with Hunting Revolers and just about any type of
     pistol with the Jury Rigging perk. That's right - you can use all of
     those spare 9mm and 10mm's to repair your Ranger Sequoia easily.

   Like the Brush Gun, the Ranger Sequoia's only real drawback is it's ammo
   type. You'll be busy hunting for a reasonable amount of ammo to comfortably
   use the Ranger Sequoia. Unlike Brush Gun, where This Machine acts as a
   suitable substitute... all the other pistols are terrible.

   You can obtain the Ranger Sequoia from Chief Hanlon at Camp Golf during the
   "Return to Sender" quest chain. This is a long chain, but the Ranger Sequoia
   is a good reward for your effort! Make sure to choose to turn him in so he
   commits suicide. After the long speech he'll kill himself. When you can
   finally enter the room, open the door and look on the ground near his body
   for the Ranger Sequoia. It's not ON his body, but near it!

   http://fallout.wikia.com/wiki/Return_to_Sender

   3. Mysterious Magnum
   -----------------------------------------------------------------------------
   Of course, if you need to sneak something into a casino or into the Legion
   camp, the Mysterious Magnum is probably the weapon of choice. While not
   nearly as powerful as other weapons, it's plenty capable of handling whatever
   threats lie in these locations.

   The Mysterious Magnum's one advantage over Ranger Sequoia or Pew-Pew is that
   it's very economical, easy to repair and is not a total pain to get ammo for.
   You'll likely find 150 rounds all on your own, but .44 Magnum rounds can be
   purchased in bulk rather easily and cheaply.

   Mysterious Magnum's base damage is 42 - kind of miserable - but it can be
   improved. You can take the Cowboy perk to get an additional +25% damage. With
   that, you'll do 53 damage per shot and have 149 DPS. Unfortunately, the
   Mysterious Magnum still doesn't perform very well in VATS and still has
   problems cutting through high DT targets. What can you do?

   You can acquire the Mysterious Magnum from the Lonesome Drifter, a guitar
   playing cowboy with daddy issues, during the quest "Talent Pool". When you
   recruit him to play at the Tops Casino, be sure to pass the Barter check to
   get something in return for your troubles:

   http://fallout.wikia.com/wiki/Talent_Pool

--------------------------------------------------------------------------------
   2.08 - Best Ammo-Conservation Weapon
--------------------------------------------------------------------------------

   Sometimes you don't want to use weapons because of repair issues, because you
   don't have enough ammo, or you just want to save your high quality ammo for
   harder targets.

   This category goes to the weapon that is best at killing trash effectively
   while being easily and cheaply repaired and having access to a constant,
   natural supply of ammo.

   1. Weathered 10mm
   -----------------------------------------------------------------------------
   Without a doubt, the Weathered 10mm is the best weapon for this purpose.
   While Maria has a slightly higher DPS out of the box, and has a 2.0x critical
   multiplier, It's possible to upgrade the Weathered 10mm to be far superior.

   For starters, you can use the Hand Loader perk to create custom 10mm JHP
   rounds, which takes the base damage from 24 to a whopping 40! DPS is also
   significantly increased from 65 to 123! This almost puts the Weathered 10mm
   on par with the Mysterious Magnum.

   The best news of all is that you'll find about 800 or so rounds of 10mm ammo,
   which will allow you to craft 600 rounds of JHP - more than enough to kill
   all sorts of trash in this game. In fact, it's such an effective weapon that
   you'll find yourself using it against 50% of the lower-bound enemies in this
   game. It's that good!

   Because the Weathered 10mm only uses 17 AP per shot in VATS, it's Damage/AP
   ratio has been boosted dramatically to 2.35, which puts it exactly on par
   with the Ranger Sequoia (assuming no Cowboy perk or SWC ammo)!

   But that's not all! Unlike a lot of unique weapons, you can actually further
   mod the Weathered 10mm to add many exciting capabilities!

   For example:

   - 10mm Pistol Extended Mags gives +4 Rounds per magazine.
   - 10mm Pistol Laser Sight decreases bullet spread and adds a laser sight
     effect.
   - 10mm Pistol Silencer reduces limb damage but adds a silencer to avoid
     detection.

   To obtain the Weathered 10mm, You need the pre-order DLC from EB-Games or
   Gamestop. If the DLC is installed, you'll get it immediately at the start of
   your adventure:

   http://fallout.wikia.com/wiki/Weathered_10mm_Pistol

   2. Maria
   -----------------------------------------------------------------------------
   For those that don't have access to the Weathered 10mm, your next best option
   is Maria, a unique 9mm Pistol. It's one drawback is that you need to progress
   the storyline up to the point where you kill Benny in order to obtain it.
   It's possible to progress the story where you don't kill Benny... and if so,
   you miss out on it indefinitely:

   http://fallout.wikia.com/wiki/Benny

--------------------------------------------------------------------------------
   2.09 - Best Unarmed Weapon
--------------------------------------------------------------------------------

   1. Ballistic Fist
   -----------------------------------------------------------------------------
   This weapon is easily the best fist weapon in the game. When you have maxed
   strength and maxed unarmed skill, it does 104 damage! The one drawback is
   that you need a character with 9 strength to use it effectively. This is not
   a problem, because you'll probably want to make a character with 7 strength
   if you plan on using fist weapons anyway (you can get +1 strength from
   implants and +1 from armor).

   The Ballistic Fist is also the best fist weapon in VATs, as it offers the
   highest DMG/AP, Pushy falling slightly behind.

   The easiest and earliest ways to get this weapon is from Blake at the Crimson
   Caravan Company:

   http://fallout.wikia.com/wiki/Blake

   Or from Torres in the Hidden Valley Bunker:

   http://fallout.wikia.com/wiki/Torres

   2. Pushy
   -----------------------------------------------------------------------------
   This one is not as potent as Ballistic Fist outside of VATS, but it's much
   easier to obtain, it's free, and it only requires 2 strength to wield it.

   You can find Pushy on a dead Jackal Gang member inside the Ruby Hill Mine.
   This is not an easy location to get to early in the game, but if you can deal
   with Cazadors on your way there, go for it.

   http://fallout.wikia.com/wiki/Ruby_Hill_Mine

   3. Mantis Gauntlet
   -----------------------------------------------------------------------------
   Another option is to craft a Mantis Gauntlet. This weapon doesn't have as
   high of DPS as the Ballistic Fist, but it does have a 3x critical modifier on
   it and (should) ignore target defense, making it ideal against heavily
   armored targets. It's best used on a character with lots of LUCK. It is also
   a very fast weapon as you can get in lots of attacks, but it is terrible when
   using VATS compared to Pushy or Ballistic Fist.

   Unfortunately, people report that it doesn't work so well against Deathclaws,
   so you're probably better off with Ballistic Fist anyway as it's non-critical
   damage is much higher than the Mantis Gauntlet, at least until this gets
   patched.

   You can learn about how to craft a Mantis Gauntlet here:

   http://fallout.wikia.com/wiki/Mantis_Gauntlet

--------------------------------------------------------------------------------
   2.10 - Best Melee Weapon
--------------------------------------------------------------------------------

   1. Oh Baby!
   -----------------------------------------------------------------------------

================================================================================
   3. Charts
================================================================================

   This section presents several charts containing weapon stats in and out of
   VATS which you may find very helpful.

   All the charts in this section assume that your character has 10 Luck, has
   the Finesse and Better Criticals perks and is using the 1st Recon Baret for a
   helmet - the best possible setup.

   For the VATS tables, it is assumed that your character has 125 AP, which is
   what most characters will have. Nonetheless, it is a good number to
   approximate VATS effectiveness.

   For Laser-based weapons, the Laser Commander perk is assumed, which gives 15%
   more damage and an additional 10% critical hit chance.

   For the Brush Gun and Ranger Sequoia, the Cowboy perk is assumed, which gives
   an additional 25% damage.

   For the Riot Shotgun, the Shotgun Surgeon perk is assumed, which gives a -10
   Bonus to your targets DT.

--------------------------------------------------------------------------------
   3.01 - VATS Total Damage Chart
--------------------------------------------------------------------------------

   To give you an idea as to which weapons and ammo combinations perform the
   best in VATS, I'll present you with a chart that shows how much damage is
   made possible during the full VATS sequence with critical hits factored in
   completely. You won't find this chart anywhere else on the Internet!

   NOTE: The critical chance is improved by 5% for all weapons in VATS. This
         critical chance is also affected by the weapon's multiplier.

   NOTE: Plasma Caster is not included because it is bugged in VATS and usually
         does pitiful damage or misses completely. Do NOT use Plasma Caster in
         VATS!

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | Brush Gun    | .45-70 HP  |  25.0% |   164.06 |  410.16 |      5 |1127.93 |
   | Ranger Seq.  | .45-70 HP  |  37.5% |   153.13 |  356.56 |      4 | 917.66 |
   | Pew-Pew      | EC MC      |  87.5% |   150.94 |  301.88 |      3 | 849.02 |
   | Brush Gun    | .45-70 SWC |  25.0% |   112.50 |  281.25 |      5 | 773.44 |
   | Multiplas    | MF MC      |  25.0% |   183.75 |  459.38 |      3 | 757.97 |
   | Gobi         | .308 JSP   | 100.0% |    90.00 |  225.00 |      3 | 675.00 |
   | This Machine | .308 JSP   |  25.0% |    97.50 |  243.75 |      5 | 670.31 |
   | Brush Gun    | .45-70     |  25.0% |    93.75 |  234.38 |      5 | 644.53 |
   | Tri-Beam     | EC MC      |  52.5% |   104.65 |  149.93 |      5 | 642.11 |
   | Ranger Seq.  | .45-70 SWC |  37.5% |   105.00 |  244.50 |      4 | 629.25 |
   | Pew-Pew      | EC OC      |  87.5% |   107.81 |  215.63 |      3 | 606.45 |
   | Q-35 MM      | MF MC      |  50.0% |    56.00 |  218.75 |      4 | 549.50 |
   | Multiplas    | MF OC      |  25.0% |   131.25 |  328.13 |      3 | 541.41 |
   | Ranger Seq.  | .45-70     |  37.5% |    87.50 |  203.75 |      4 | 524.38 |
   | Pew-Pew      | EC         |  87.5% |    86.25 |  172.50 |      3 | 485.16 |
   | Tri-Beam     | EC OC      |  52.5% |    74.75 |  107.09 |      5 | 458.65 |
   | Gobi         | .308       | 100.0% |    60.00 |  150.00 |      3 | 450.00 |
   | This Machine | .308       |  25.0% |    65.00 |  162.50 |      5 | 446.88 |
   | Multiplas    | MF         |  25.0% |   105.00 |  262.50 |      3 | 433.13 |
   | Q-35 MM      | MF OC      |  50.0% |    40.00 |  156.25 |      4 | 392.50 |
   | Weather 10mm | 10mm JHP   |  25.0% |    39.60 |  101.48 |      7 | 385.48 |
   | Riot Shotgun | 12G Magnum |  25.0% |    89.36 |  106.61 |      4 | 374.67 |
   | Tri-Beam     | EC         |  52.5% |    59.80 |   85.68 |      5 | 366.92 |
   | Riot Shotgun | 12G        |  25.0% |    77.70 |   92.70 |      4 | 325.80 |
   | Q-35 MM      | MF         |  50.0% |    32.00 |  125.00 |      4 | 314.00 |
   | Weather 10mm | 10mm       |  25.0% |    24.00 |   61.50 |      7 | 233.63 |
   | All-American | .556mm     |  25.0% |    26.00 |   65.00 |      6 | 214.50 |
   | All-American | .556mm AP  |  25.0% |    24.70 |   61.75 |      6 | 203.78 |
   '--------------'------------'--------'----------'---------'--------'--------'

--------------------------------------------------------------------------------
   3.02 - VATS Total Damage vs 15 DT Chart
--------------------------------------------------------------------------------

   While the VATS Total Damage chart in section 3.01 is all well in good, it's
   only accurate against targets which don't have any armor. Most of enemies
   with no armor are pretty easy to kill except for Cazadors.

   A more practical chart is one that factors in the enemy's Damage Threshold
   (DT) values, because an enemy's DT will significantly reduce the amount of
   damage per shot that you deal to the target.

   In this chart, we'll assume that we are up against enemies with a 15 DT.
   Enemies like Deathclaws and Super Mutant Masters and are difficult to take
   out with SMGs or low-damage weapons. Some enemies like Giant Rad Scorpions
   and Sentry Bots have 18 DT, so this chart will give you a close enough
   approximation of what to expect against those.

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | Pew-Pew      | EC MC      |  87.5% |   124.69 |  275.63 |      3 | 770.27 |
   | Brush Gun    | .45-70 SWC |  25.0% |    94.50 |  263.25 |      5 | 683.44 |
   | Gobi         | .308 JSP   | 100.0% |    67.50 |  202.50 |      3 | 607.50 |
   | Brush Gun    | .45-70 HP  |  25.0% |    59.06 |  305.16 |      5 | 602.93 |
   | Ranger Seq.  | .45-70 SWC |  37.5% |    94.20 |  233.70 |      4 | 586.05 |
   | Brush Gun    | .45-70     |  25.0% |    78.75 |  219.38 |      5 | 569.53 |
   | This Machine | .308 JSP   |  25.0% |    75.00 |  221.25 |      5 | 557.81 |
   | Pew-Pew      | EC OC      |  87.5% |    89.06 |  196.88 |      3 | 550.20 |
   | Multiplas    | MF MC      |  25.0% |   105.00 |  380.63 |      3 | 521.72 |
   | Ranger Seq.  | .45-70 HP  |  37.5% |    48.13 |  251.56 |      4 | 497.66 |
   | Ranger Seq.  | .45-70     |  37.5% |    72.50 |  188.75 |      4 | 464.38 |
   | Q-35 MM      | MF MC      |  50.0% |    29.75 |  192.50 |      4 | 444.50 |
   | Pew-Pew      | EC         |  87.5% |    71.25 |  157.50 |      3 | 440.16 |
   | Gobi         | .308       | 100.0% |    45.00 |  135.00 |      3 | 405.00 |
   | Multiplas    | MF OC      |  25.0% |    75.00 |  271.88 |      3 | 372.66 |
   | This Machine | .308       |  25.0% |    50.00 |  147.50 |      5 | 371.88 |
   | Q-35 MM      | MF OC      |  50.0% |    21.25 |  137.50 |      4 | 317.50 |
   | Multiplas    | MF         |  25.0% |    60.00 |  217.50 |      3 | 298.13 |
   | Q-35 MM      | MF         |  50.0% |    17.00 |  110.00 |      4 | 254.00 |
   | Tri-Beam     | EC MC      |  52.5% |    25.90 |   71.18 |      5 | 248.36 |
   | Riot Shotgun | 12G Magnum |  25.0% |    49.11 |   66.36 |      4 | 213.67 |
   | Weather 10mm | 10mm JHP   |  25.0% |    14.85 |   76.73 |      7 | 212.23 |
   | All-American | .556mm AP  |  25.0% |    24.70 |   61.75 |      6 | 203.78 |
   | Riot Shotgun | 12G        |  25.0% |    42.70 |   57.70 |      4 | 185.80 |
   | Tri-Beam     | EC OC      |  52.5% |    18.50 |   50.84 |      5 | 177.40 |
   | Tri-Beam     | EC         |  52.5% |    14.80 |   40.68 |      5 | 141.92 |
   | Weather 10mm | 10mm       |  25.0% |     9.0  |   46.50 |      7 | 128.63 |
   | All-American | .556mm     |  25.0% |    11.00 |   50.00 |      6 | 124.50 |
   '--------------'------------'--------'----------'---------'--------'--------'

   Once the DT has been factored in, Pew-Pew still remains king and weapons like
   Brush Gun and Gobi dominate the field much more strongly than they did
   before. Even Ranger Sequoia gets a huge boost because of the SWC ammo.

   On the flip side, weapons that use multiple projectiles, like the Riot
   Shotgun, Tri-Beam Laser Rifle and Multiplas Rifle sunk in effectiveness
   dramatically. Even the Shotgun Surgeon perk offered no real help. The
   Multiplas Rifle didn't make the top 2 VATS weapons because it simply gets
   nerfed in these situations.

   Besides Pew-Pew, energy weapons really got shafted here. When it comes to
   VATS, guns pretty much dominate this game.

--------------------------------------------------------------------------------
   3.03 - VATS Total Damage vs 30 DT Chart
--------------------------------------------------------------------------------

   Generally speaking, if a target has 30 DT, VATS is really not the kind of
   thing you want to be using. It has to be said that sneak attacks with weapons
   like Sniper Rifle+ or Multiplas Rifle, or going for burst damage with
   weapons like Gobi or YCS/186 is much prefered.

   Nonetheless, I thought I'd include a chart illustrating the average DPS for
   the various weapons against a target with 30 DT, which is the DT for Mr.
   House's Securitron MKII's.

   Generally speaking, not much has changed from the 15 DT chart - guns like
   Brush Gun, Gobi and Ranger Sequoia have everything crushed. Likewise, guns
   like Riot Shotgun and Tri-Beam Laser Rifle become absolutely useless.

   .--------------.------------.--------.----------.---------.--------.--------.
   | WEAPON       | AMMO       | CRT %  | BASE DMG | CRT DMG | # ATKS | DAMAGE |
   |--------------|------------|--------|----------|---------|--------|--------|
   | Pew-Pew      | EC MC      |  87.5% |    98.44 |  249.38 |      3 | 691.52 |
   | Brush Gun    | .45-70 SWC |  25.0% |    76.50 |  245.25 |      5 | 593.44 |
   | Gobi         | .308 JSP   | 100.0% |    45.00 |  180.00 |      3 | 540.00 |
   | Ranger Seq.  | .45-70 SWC |  37.5% |    76.20 |  215.70 |      4 | 514.05 |
   | Brush Gun    | .45-70     |  25.0% |    63.75 |  204.38 |      5 | 494.53 |
   | Pew-Pew      | EC OC      |  87.5% |    70.31 |  178.13 |      3 | 493.95 |
   | This Machine | .308 JSP   |  25.0% |    52.50 |  198.75 |      5 | 445.31 |
   | Ranger Seq.  | .45-70     |  37.5% |    57.50 |  173.75 |      4 | 404.38 |
   | Pew-Pew      | EC         |  87.5% |    56.25 |  142.50 |      3 | 395.16 |
   | Gobi         | .308       | 100.0% |    30.00 |  120.00 |      3 | 360.00 |
   | Q-35 MM      | MF MC      |  50.0% |    11.20 |  166.25 |      4 | 354.90 |
   | Brush Gun    | .45-70 HP  |  25.0% |    26.25 |  200.16 |      5 | 348.63 |
   | Multiplas    | MF MC      |  25.0% |    36.75 |  301.88 |      3 | 309.09 |
   | This Machine | .308       |  25.0% |    35.00 |  132.50 |      5 | 296.88 |
   | Ranger Seq.  | .45-70 HP  |  37.5% |    24.50 |  146.56 |      4 | 281.09 |
   | Q-35 MM      | MF OC      |  50.0% |     8.00 |  118.75 |      4 | 253.50 |
   | Multiplas    | MF OC      |  25.0% |    26.25 |  215.63 |      3 | 220.78 |
   | Q-35 MM      | MF         |  50.0% |     6.40 |   95.00 |      4 | 202.80 |
   | Multiplas    | MF         |  25.0% |    21.00 |  172.50 |      3 | 176.63 |
   | Weather 10mm | 10mm JHP   |  25.0% |     7.92 |   51.98 |      7 | 132.54 |
   | All-American | .556mm AP  |  25.0% |    10.45 |   47.50 |      6 | 118.28 |
   | Tri-Beam     | EC MC      |  52.5% |    18.20 |   18.20 |      5 |  91.00 |
   | Weather 10mm | 10mm       |  25.0% |     4.80 |   31.50 |      7 |  80.33 |
   | All-American | .556mm     |  25.0% |     5.20 |   35.00 |      6 |  75.90 |
   | Riot Shotgun | 12G Magnum |  25.0% |    17.87 |   17.87 |      4 |  71.48 |
   | Tri-Beam     | EC OC      |  52.5% |    13.00 |   13.00 |      5 |  65.00 |
   | Riot Shotgun | 12G        |  25.0% |    15.54 |   15.54 |      4 |  62.16 |
   | Tri-Beam     | EC         |  52.5% |    10.40 |   10.40 |      5 |  52.00 |
   '--------------'------------'--------'----------'---------'--------'--------'

--------------------------------------------------------------------------------
   3.04 - Average DPS Chart
--------------------------------------------------------------------------------

   A lot of places online will give you stats for base damage, critical damage
   and DPS for regular ammo rounds, but this data is often useless for in-game,
   practical purposes.

   This chart will give you a good visual of not only the damage you can expect
   for the various weapons with different ammo types, but it'll show you the
   Average DPS you will get with critical hits factored in based on the weapon's
   critical multiplier.

   In a nutshell, this information presents a far more accurate view of what
   actually happens in-game. Once again, you'll not find this anywhere else on
   the Internet! ;)

   Like this VATS Chart, this chart assumes that your character has the Finesse
   and Better Criticals perks, has a Luck score of 10, and is using the 1st
   Recon Beret. The Laser Commander and Cowboy perks are also assumed for their
   respective weapons.

   NOTE: Pew-Pew's Average DPS appears to be a lot higher than it actually is
         because while you'll get 2 fairly fast shots, you are forced to reload
         due to your small clip size. This actually really slows you down in
         practice, so the value is very deceiving. I indicate this with **'s
         next to it's value.

         In practice, Plasma Caster+ and Gobi both have a much higher DPS
         compared to Pew-Pew.

   .---------------------.------------.--------.----------.---------.---------.
   | WEAPON              | AMMO       | CRT %  | BASE DMG | CRT DMG | AVG DPS |
   |---------------------|------------|--------|----------|---------|---------|
   | Plasma Caster+      | MF MC      |  20.0% |   142.19 |  355.47 |  635.86 |
   | Pew-Pew             | EC MC      |  75.0% |   150.94 |  301.88 |**528.28 |
   | Plasma Caster+      | MF OC      |  20.0% |    81.25 |  203.13 |  454.19 |
   | Riot Shotgun        | 12G Magnum |  20.0% |    89.36 |  210.11 |  454.02 |
   | Tri-Beam            | EC MC      |  45.0% |   104.65 |  240.49 |  452.13 |
   | Brush Gun           | .45-70 HP  |  20.0% |   164.06 |  410.16 |  441.53 |
   | Gobi                | .308 JSP   | 100.0% |    90.00 |  225.00 |  397.77 |
   | Riot Shotgun        | 12G        |  20.0% |    77.70 |  182.70 |  394.80 |
   | Plasma Caster+      | MF         |  20.0% |    65.00 |  162.50 |  388.70 |
   | Pew-Pew             | EC OC      |  75.0% |   107.81 |  215.63 |**377.34 |
   | Sniper Rifle+       | .308 JSP   | 100.0% |    93.00 |  232.50 |  372.00 |
   | Ranger Sequoia      | .45-70 HP  |  30.0% |   153.13 |  356.56 |  359.78 |
   | Tri-Beam            | EC OC      |  45.0% |    74.75 |  171.78 |  322.95 |
   | Brush Gun           | .45-70 SWC |  20.0% |   112.50 |  281.25 |  302.76 |
   | Pew-Pew             | EC         |  75.0% |    86.25 |  172.50 |**301.88 |
   | Multiplas Rifle     | MF MC      |  20.0% |   183.75 | 1010.63 |  296.76 |
   | Q-35 MM             | MF MC      |  40.0% |    56.00 |  218.75 |  290.64 |
   | This Machine        | .308 JSP   |  20.0% |    97.50 |  243.75 |  271.05 |
   | Gobi                | .308       | 100.0% |    60.00 |  150.00 |  265.18 |
   | Tri-Beam            | EC         |  45.0% |    59.80 |  137.43 |  258.36 |
   | Brush Gun           | .45-70     |  20.0% |    93.75 |  234.38 |  252.30 |
   | Sniper Rifle+       | .308       | 100.0% |    62.00 |  155.00 |  248.00 |
   | Ranger Sequoia      | .45-70 SWC |  30.0% |   105.00 |  244.50 |  246.71 |
   | Lucky               | .357 JFP   |  50.0% |    46.88 |  117.19 |  225.59 |
   | YCS/186             | MF MC      |  40.0% |   245.00 |  428.75 |  215.62 |
   | Multiplas Rifle     | MF OC      |  20.0% |   131.25 |  721.88 |  211.97 |
   | Q-35 MM             | MF OC      |  40.0% |    40.00 |  156.25 |  207.60 |
   | Ranger Sequoia      | .45-70     |  30.0% |    87.50 |  203.75 |  205.59 |
   | All-American        | .556mm     |  20.0% |    26.00 |   65.00 |  202.80 |
   | Mysterious Magnum   | .44 SWC    |  20.0% |    63.00 |  157.50 |  199.63 |
   | All-American        | .556mm AP  |  20.0% |    24.70 |   61.75 |  192.66 |
   | This Machine        | .308       |  20.0% |    65.00 |  162.50 |  180.70 |
   | Lucky               | .357       |  50.0% |    37.50 |   93.75 |  180.47 |
   | Multiplas Rifle     | MF         |  20.0% |   105.00 |  577.50 |  169.58 |
   | Mysterious Magnum   | .44        |  20.0% |    52.50 |  131.25 |  166.36 |
   | Q-35 MM             | MF         |  40.0% |    32.00 |  125.00 |  166.08 |
   | YCS/186             | MF OC      |  40.0% |   175.00 |  306.25 |  154.02 |
   | Weather 10mm        | 10mm JHP   |  20.0% |    39.60 |  101.48 |  142.93 |
   | YCS/186             | MF         |  40.0% |   140.00 |  245.00 |  123.21 |
   | Weather 10mm        | 10mm       |  20.0% |    24.00 |   61.50 |   86.63 |
   | Anti-Materiel Rifle | .50 Match  |  20.0% |   126.50 |  264.50 |   69.00 |
   | Anti-Materiel Rifle | .50        |  20.0% |   110.00 |  230.00 |   60.00 |
   '---------------------'------------'--------'----------'---------'---------'

--------------------------------------------------------------------------------
   3.05 - Average DPS vs 15 DT Chart
--------------------------------------------------------------------------------

   While the Average DPS chart in section 3.04 is all well in good, it's only
   accurate against targets which don't have any armor. Most of those enemies
   are pretty easy to kill except for Cazadors.

   A more practical chart is one that factors in the enemy's Damage Threshold
   (DT) values, because an enemy's DT will significantly reduce the amount of
   damage per shot that you deal to the target.

   In this chart, we'll assume that we are up against enemies with a 15 DT.
   Enemies like Deathclaws and Super Mutant Masters and are difficult to take
   out with SMGs or low-damage weapons. Some enemies like Giant Rad Scorpions
   and Sentry Bots have 18 DT, so this chart will give you a close enough
   approximation of what to expect against those.

   .---------------------.------------.--------.----------.---------.---------.
   | WEAPON              | AMMO       | CRT %  | BASE DMG | CRT DMG | AVG DPS |
   |---------------------|------------|--------|----------|---------|---------|
   | Plasma Caster+      | MF MC      |  20.0% |    87.50 |  258.13 |  522.99 |
   | Pew-Pew             | EC MC      |  75.0% |   124.69 |  275.63 |**475.78 |
   | Plasma Caster+      | MF OC      |  20.0% |    62.50 |  184.38 |  373.56 |
   | Gobi                | .308 JSP   | 100.0% |    67.50 |  202.50 |  357.99 |
   | Pew-Pew             | EC OC      |  75.0% |    89.06 |  196.88 |**339.84 |
   | Sniper Rifle+       | .308 JSP   | 100.0% |    70.50 |  210.00 |  336.00 |
   | Plasma Caster+      | MF         |  20.0% |    50.00 |  147.50 |  319.70 |
   | Riot Shotgun        | 12G Magnum |  20.0% |    49.11 |  169.86 |  293.02 |
   | Brush Gun           | .45-70 SWC |  20.0% |   101.70 |  270.45 |  280.41 |
   | Pew-Pew             | EC         |  75.0% |    71.25 |  157.50 |**271.88 |
   | Riot Shotgun        | 12G        |  20.0% |    42.70 |  147.70 |  254.80 |
   | Gobi                | .308       | 100.0% |    45.00 |  135.00 |  238.66 |
   | Tri-Beam            | EC MC      |  45.0% |    25.90 |  161.74 |  237.36 |
   | Multiplas Rifle     | MF MC      |  20.0% |   105.00 |  931.88 |  229.82 |
   | Ranger Sequoia      | .45-70 SWC |  30.0% |    94.20 |  233.70 |  228.56 |
   | Q-35 MM             | MF MC      |  40.0% |    29.75 |  192.50 |  227.64 |
   | Brush Gun           | .45-70 HP  |  20.0% |    59.06 |  305.16 |  224.16 |
   | Sniper Rifle+       | .308       | 100.0% |    47.00 |  140.00 |  224.00 |
   | This Machine        | .308 JSP   |  20.0% |    75.00 |  221.25 |  222.93 |
   | Brush Gun           | .45-70     |  20.0% |    78.75 |  219.38 |  221.25 |
   | YCS/186             | MF MC      |  40.0% |   218.75 |  402.50 |  197.85 |
   | All-American        | .556mm AP  |  20.0% |    24.70 |   61.75 |  192.66 |
   | Lucky               | .357 JFP   |  50.0% |    31.88 |  102.19 |  184.34 |
   | Ranger Sequoia      | .45-70 HP  |  30.0% |    48.13 |  251.56 |  183.38 |
   | Ranger Sequoia      | .45-70     |  30.0% |    72.50 |  188.75 |  180.39 |
   | Tri-Beam            | EC OC      |  45.0% |    18.50 |  115.53 |  169.54 |
   | Multiplas Rifle     | MF OC      |  20.0% |    75.00 |  665.63 |  164.16 |
   | Q-35 MM             | MF OC      |  40.0% |    21.25 |  137.50 |  162.60 |
   | Mysterious Magnum   | .44 SWC    |  20.0% |    45.00 |  139.50 |  155.76 |
   | This Machine        | .308       |  20.0% |    50.00 |  147.50 |  148.62 |
   | YCS/186             | MF OC      |  40.0% |   156.25 |  287.50 |  141.32 |
   | Lucky               | .357       |  50.0% |    22.50 |   78.75 |  139.22 |
   | Tri-Beam            | EC         |  45.0% |    14.80 |   92.43 |  135.63 |
   | Multiplas Rifle     | MF         |  20.0% |    60.00 |  532.50 |  131.33 |
   | Q-35 MM             | MF         |  40.0% |    17.00 |  110.00 |  130.08 |
   | Mysterious Magnum   | .44        |  20.0% |    37.50 |  116.25 |  129.80 |
   | YCS/186             | MF         |  40.0% |   125.00 |  230.00 |  113.06 |
   | All-American        | .556mm     |  20.0% |    11.00 |   50.00 |  112.80 |
   | Weather 10mm        | 10mm JHP   |  20.0% |    14.85 |   76.73 |   74.87 |
   | Anti-Materiel Rifle | .50 Match  |  20.0% |   109.25 |  247.25 |   61.28 |
   | Anti-Materiel Rifle | .50        |  20.0% |    95.00 |  215.00 |   53.28 |
   | Weather 10mm        | 10mm       |  20.0% |     9.00 |   46.50 |   45.38 |
   '---------------------'------------'--------'----------'---------'---------'

   As you can see, low-damage pistols like the Weathered 10mm Pistol or the
   Mysterious Magnum take a huge hit. Also, high DPS, low damage weapons like
   the Riot Shotgun (even with their -10 DT bonus), Tri-Beam Laser Rifle and the
   Plasma Caster become much less effective.

   In contrast, weapons like Gobi, Sniper Rifle+, YCS/186 and Brush Gun go up in
   value. They punch through high enemy DT relatively unscathed. This is what
   makes Gobi so damn effective - it's useful in every possible situation as you
   can see that it's near the top on every chart.

   Also, weapons with a high critical chance, like Pew-Pew and Gobi, continue to
   do massive damage. This is why having a character with 10 Luck, getting the
   Finesse perk and using the 1st Recon Baret is so important!

--------------------------------------------------------------------------------
   3.06 - Average DPS vs 30 DT Chart
--------------------------------------------------------------------------------

   Some enemies like the Securitron MK II's or Hoover Dam Turret's have 30 DT.
   For these enemies, SMGs and other low-damage weapons simply won't do. You
   have to bring out the big guns.

   Here's a chart illustrating the average DPS for the various weapons against a
   target with 30 DT:

   .---------------------.------------.--------.----------.---------.---------.
   | WEAPON              | AMMO       | CRT %  | BASE DMG | CRT DMG | AVG DPS |
   |---------------------|------------|--------|----------|---------|---------|
   | Pew-Pew             | EC MC      |  75.0% |    98.44 |  249.38 |**423.28 |
   | Plasma Caster+      | MF MC      |  20.0% |    61.25 |  231.88 |  410.11 |
   | Gobi                | .308 JSP   | 100.0% |    45.00 |  180.00 |  318.21 |
   | Pew-Pew             | EC OC      |  75.0% |    70.31 |  178.13 |**302.34 |
   | Sniper Rifle+       | .308 JSP   | 100.0% |    48.00 |  187.50 |  300.00 |
   | Plasma Caster+      | MF OC      |  20.0% |    43.75 |  165.63 |  292.94 |
   | Plasma Caster+      | MF         |  20.0% |    35.00 |  132.50 |  250.70 |
   | Brush Gun           | .45-70 SWC |  20.0% |    83.70 |  252.45 |  243.14 |
   | Pew-Pew             | EC         |  75.0% |    56.25 |  142.50 |**241.88 |
   | Gobi                | .308       | 100.0% |    30.00 |  120.00 |  212.14 |
   | Sniper Rifle+       | .308       | 100.0% |    32.00 |  125.00 |  200.00 |
   | Ranger Sequoia      | .45-70 SWC |  30.0% |    76.20 |  215.70 |  198.32 |
   | Brush Gun           | .45-70     |  20.0% |    63.75 |  204.38 |  190.20 |
   | YCS/186             | MF MC      |  40.0% |   192.50 |  376.25 |  180.08 |
   | Q-35 MM             | MF MC      |  40.0% |    11.20 |  166.25 |  175.73 |
   | This Machine        | .308 JSP   |  20.0% |    52.50 |  198.75 |  174.82 |
   | Multiplas Rifle     | MF MC      |  20.0% |    36.75 |  853.13 |  170.02 |
   | Ranger Sequoia      | .45-70     |  30.0% |    57.50 |  173.75 |  155.19 |
   | Lucky               | .357 JFP   |  50.0% |    13.13 |   83.44 |  132.77 |
   | Tri-Beam            | EC MC      |  45.0% |    18.20 |   82.99 |  129.16 |
   | YCS/186             | MF OC      |  40.0% |   137.50 |  268.75 |  128.63 |
   | Brush Gun           | .45-70 HP  |  20.0% |    26.25 |  200.16 |  126.35 |
   | Q-35 MM             | MF OC      |  40.0% |     8.00 |  118.75 |  125.52 |
   | Multiplas Rifle     | MF OC      |  20.0% |    26.25 |  609.38 |  121.44 |
   | This Machine        | .308       |  20.0% |    35.00 |  132.50 |  116.55 |
   | Mysterious Magnum   | .44 SWC    |  20.0% |    27.00 |  121.50 |  111.88 |
   | All-American        | .556mm AP  |  20.0% |    10.45 |   47.50 |  107.16 |
   | YCS/186             | MF         |  40.0% |   110.00 |  215.00 |  102.90 |
   | Ranger Sequoia      | .45-70 HP  |  30.0% |    24.50 |  146.56 |  102.68 |
   | Q-35 MM             | MF         |  40.0% |     6.40 |   95.00 |  100.42 |
   | Lucky               | .357       |  50.0% |     7.50 |   63.75 |   97.97 |
   | Multiplas Rifle     | MF         |  20.0% |    21.00 |  487.50 |   97.16 |
   | Riot Shotgun        | 12G Magnum |  20.0% |    17.87 |   49.11 |   96.47 |
   | Mysterious Magnum   | .44        |  20.0% |    22.50 |  101.25 |   93.23 |
   | Tri-Beam            | EC OC      |  45.0% |    13.00 |   59.28 |   92.26 |
   | Riot Shotgun        | 12G        |  20.0% |    15.54 |   42.70 |   83.89 |
   | Tri-Beam            | EC         |  45.0% |    10.40 |   47.43 |   73.80 |
   | All-American        | .556mm     |  20.0% |     5.20 |   35.00 |   66.96 |
   | Anti-Materiel Rifle | .50 Match  |  20.0% |    92.00 |  230.00 |   53.55 |
   | Anti-Materiel Rifle | .50        |  20.0% |    80.00 |  200.00 |   46.57 |
   | Weather 10mm        | 10mm JHP   |  20.0% |     7.92 |   51.98 |   46.01 |
   | Weather 10mm        | 10mm       |  20.0% |     4.80 |   31.50 |   27.89 |
   '---------------------'------------'--------'----------'---------'---------'

   Generally the same story follows: Weapons that do high burst damage or have a
   high critical chance like Gobi, Sniper Rifle+, YCS/186, Pew-Pew and Brush Gun
   get stronger, while low damage weapons like the the Riot Shotgun, Tri-Beam
   Laser Rifle and Plasma Caster+ get much weaker.

   While the Riot Shotgun did slightly more DPS compared to Gobi against enemies
   with 0 DT, you can see now that Gobi is doing over 3x the damage!

================================================================================
   4. Builds
================================================================================

   Here's the builds section. If you have a build that you'd like presented
   here, be sure to email it to me. Make sure to take the time to use the exact
   same format that I used so it fits with the formatting goals of this FAQ, or
   I won't bother putting it in here.

--------------------------------------------------------------------------------
   4.01 - Versatile Ranged Weapon Build
--------------------------------------------------------------------------------

   I don't claim this build to be the absolute best - although it's most
   certainly potent enough to do everything in this game easily - but one
   advantage it has is that it'll let you experiment with all the weapons in the
   way this FAQ advocates. I think that's pretty fun.

   1. Stats
   -----------------------------------------------------------------------------
   Our first goal is to make sure that somehow we end up with 10 Luck, because
   that'll gaurentee that we can get as many critical hits as possible, and it
   will allow us to achieve 100% critical success with Gobi. We can achieve that
   by allocating 3 of our 5 points towards Luck. We can get the remaining points
   with a Luck implant from the New Vegas Medical Clinic and from the Intense
   Training perk at level 2.

   A Luck score of 10 will also boost all of our skills by 5 points, which is a
   very nice side-effect. We'll also win ~85% of our hands in Blackjack at all 4
   casinos in the game, allowing us to make a sizable number of caps very
   quickly - probably around 25,000 or 30,000 in total before they ban us. This
   is a fantastic way to get early money for crafting 1000 .308 JSP rounds, or
   buying up all of our implants as soon as possible.

   Next, we need to make sure that you can get 8 strength somehow to use weapons
   that have this strength requirement. The best way to achieve this without
   forcing you to wear power armor (let's face it, the running speed is awful)
   is to keep Strength at 5, get a Strength implant and take the Weapon Handling
   perk when it becomes available. That way for weapons, our strength will be 8.

   We'll also need to get 6 Perception to get the Better Criticals perk, so
   we'll also keep that at 5 and get the last point of Perception from an
   implant.

   Intelligence is always handy to boost the number of skill points per level,
   so we'll use 1 extra point there.

   Now we'll want to make sure we get 6 implants in total. We've already planned
   on getting 3, but it would be nice to get implants for Agility, Intelligence
   and Damage Threshold as well. In order to achieve this, we'll have to get 6
   endurance before implants. So we'll put our last remaining point into
   Endurance.

   Here's what we have so far:

   .---------------.----------.-------------.-------.
   |  STAT         | AT START | /W IMPLANTS | TOTAL |
   |---------------|----------|-------------|-------|
   |  Strength     |        5 |          +1 |     6 |
   |  Perception   |        5 |          +1 |     6 |
   |  Endurance    |        6 |             |     6 |
   |  Charisma     |        5 |             |     5 |
   |  Intelligence |        6 |          +1 |     7 |
   |  Agility      |        5 |          +1 |     6 |
   |  Luck         |        8 |          +1 |     9 |
   |---------------|----------|-------------|-------|
   |  DT BONUS     |          |          +2 |    +2 |
   '---------------'----------'-------------'-------'

   Now, you could go off in the Mojave just like this, and you'll be fine... but
   there's more we can do.

   Having a high agility is very desirable. It raises your gun skill, giving you
   a bonus at the start of the game and allows you to focus on other skills like
   lock-picking, science, repair and speech... without having to put a single
   point in guns for the first 10 or 15 levels.

   Agility also the number of AP you get in VATS and our run speed. I don't have
   to tell you how useful these are. In the Majove, you'll trek long distances
   and explore areas much faster with a high agility score. This cannot be
   overstated!

   Because of all the amazing benefits agility gives us, we need to find a way
   to get this stat to 10 in the long run. For now, we just need to get it to 8.

   It would also be nice to get more Intelligence, because skill points are
   always useful. The earlier we get it, the more useful it's going to be - so
   let's try and get 1 more point in Intelligence as well.

   Charisma isn't that great of a stat. Sure, it increases the nerve of our
   companions, but honestly, besides Boone, they mostly get in the way. Heck,
   Boone will still rock even if you have 1 Charisma. It's my honest opinion
   that companions are best suited as pack mules. Besides, you're actual
   character is going to be so strong you won't need any companions to attack
   anyway. They are probably just going to get in the way.

   So in order to bring our Agility up to 8, we can drop Charisma by 3 points.
   We'll lose 6 points in Speech and Barter, but we'll gain 6 points in Guns and
   Sneak. This is actually a fair trade so we don't lose any skill points by
   doing this.

   To get the extra point in Intelligence, we can further drop Charisma to 1.
   Here's the final stats of our Versatile Ranged Weapon character build:

   .---------------.----------.-------------.-------.
   |  STAT         | AT START | /W IMPLANTS | TOTAL |
   |---------------|----------|-------------|-------|
   |  Strength     |        5 |          +1 |     6 |
   |  Perception   |        5 |          +1 |     6 |
   |  Endurance    |        6 |             |     6 |
   |  Charisma     |        1 |             |     1 |
   |  Intelligence |        7 |          +1 |     8 |
   |  Agility      |        8 |          +1 |     9 |
   |  Luck         |        8 |          +1 |     9 |
   |---------------|----------|-------------|-------|
   |  DT BONUS     |          |          +2 |    +2 |
   '---------------'----------'-------------'-------'

   As a last note, try and get to the New Vegas Medical Clinic as early as
   possible. It's not essential, but getting an Intelligence implant early will
   net you 10+ more skill points. If that adds more stress on your life, don't
   worry about it.

   NOTE: If you already know that you won't be using weapons that have a
         strength requirement of 8, then feel free to move 2 points from
         Strength into Intelligence for more skill points:

   .---------------.----------.-------------.-------.
   |  STAT         | AT START | /W IMPLANTS | TOTAL |
   |---------------|----------|-------------|-------|
   |  Strength     |        3 |          +1 |     4 |
   |  Perception   |        5 |          +1 |     6 |
   |  Endurance    |        6 |             |     6 |
   |  Charisma     |        1 |             |     1 |
   |  Intelligence |        9 |          +1 |    10 |
   |  Agility      |        8 |          +1 |     9 |
   |  Luck         |        8 |          +1 |     9 |
   |---------------|----------|-------------|-------|
   |  DT BONUS     |          |          +2 |    +2 |
   '---------------'----------'-------------'-------'

   2. Traits
   -----------------------------------------------------------------------------
   Traits were designed to give balanced tradeoffs - "more of this, but less of
   that." But some of the traits are broken in that they obviously give you free
   advantages.

   Two come to mind:

   1) Good Natured - This trait gives you +5 to Barter, Medicine, Repair,
                     Science, and Speech, but have -5 to Guns, Energy Weapons,
                     Explosives, Melee Weapons, and Unarmed.

                     This trait is broken in that most characters, especially
                     the one we are making right now, will only require points
                     in Guns, Energy Weapons and Melee Weapons (for the Cowboy
                     perk). On the other hand, we'll happily take all 5 of the
                     social skills.

                     At level 1, we save 15 skill points immediately, and in the
                     long run, this gives us a boost of +10 skill points for
                     when we actually take the Cowboy perk.

   2) Small Frame - This trait gives you +1 Agility at the cost of getting +25%
                    more damage to your limbs.

                    I will admit, in the short-term, if you are not very good at
                    this game, this perk will force you to sleep or use stimpaks
                    a bit more often than you would otherwise. If you are good,
                    this disadvantage is negligible.

                    But in the end, when you have fantastic armor, a lot of
                    damage threshold perks and bonuses, and can kill everything
                    in 1 shot - the disadvantage becomes pointless. So you
                    should happily take that extra point in Agility.

   Factoring in our extra point in agility, here's what we have now:

   .---------------.----------.-------------.-----------.-------.
   |  STAT         | AT START | /W IMPLANTS | /W TRAITS | TOTAL |
   |---------------|----------|-------------|-----------|-------|
   |  Strength     |        5 |          +1 |           |     6 |
   |  Perception   |        5 |          +1 |           |     6 |
   |  Endurance    |        6 |             |           |     6 |
   |  Charisma     |        1 |             |           |     1 |
   |  Intelligence |        7 |          +1 |           |     8 |
   |  Agility      |        8 |          +1 |        +1 |    10 |
   |  Luck         |        8 |          +1 |           |     9 |
   |---------------|----------|-------------|-----------|-------|
   |  DT BONUS     |          |          +2 |           |    +2 |
   '---------------'----------'-------------'-----------'-------'

   3. Perks
   -----------------------------------------------------------------------------
   These perks are not the absolute best you can get, but they will let you
   experiment with all of the ideas presented in this FAQ.

   If you already know that you don't want to play around with Pew-Pew or
   Shotguns, I'd recommend another rank in Toughness and Action Boy/Girl.

   IMPORTANT NOTE: Make sure to rob the casinos and get all of your implants
                   BEFORE level 16, because you'll need +1 Perception to get the
                   Better Criticals perk. I'd recommend visiting there much
                   earlier.

   The exact order that you take these Perks in doesn't really matter too much.
   For example, you could take Cowboy at level 8 if you wanted to, but it's
   doubtful you'll be in a position to get all 4 of the Melee Weapon Magazines
   throughout the Mojave at that point in the game.

   It is NOT recommended to invest so many skill points in Melee Weapons,
   because they'll be wasted. Make sure you only have 33 points in melee weapons
   before you use the magazines. Once you use the Magazines, you'll have 45 in
   Melee Weapons - enough to get the Cowboy perk.

   I recommend getting Hand Loader at level 8 so you can benefit from getting
   extra cases from corpses and pick-pocketing as early on as possible, but it's
   not essential either. Remember, some of the best ways to get .45-70 ammo is
   to steal the cases on the NCR Veteran Rangers in Camp Golf. Between stealing
   their ammo and their cases, you should get around 100 ammo for your Brush Gun
   and Ranger Sequoia.

   Also, using .45-70 HP Rounds, which are easily bought at Gun Runners at the
   188 Trading Post and near Freeside, will sometimes give you extra cases. So
   even though I already said this ammo is crap (and it is), use it to kill
   trash so that you'll recover more .45-70 cases to make more SWC ammo.

   Now for the perk listing:

   .--------.------------------.-----------------------------------------------.
   |  LEVEL | PERK             | NOTES                                         |
   |--------|------------------|-----------------------------------------------|
   |      2 | Intense Training | Get +1 in Luck, bringing it to 10             |
   |--------|------------------|-----------------------------------------------|
   |      4 | Educated         | Get an extra 52 skill points over the         |
   |        |                  | long-term. Great!                             |
   |--------|------------------|-----------------------------------------------|
   |      6 | Toughness        | Get +3 to our DT. Very helpful in the         |
   |        |                  | beginning, and lets us use medium armor in    |
   |        |                  | the end                                       |
   |--------|------------------|-----------------------------------------------|
   |      8 | Hand Loader      | Hopefully by now you have +70 in Repair       |
   |--------|------------------|-----------------------------------------------|
   |     10 | Finesse          | By now, you should be kicking ass             |
   |--------|------------------|-----------------------------------------------|
   |     12 | Sniper           | Probably the best VATS-% perk there is        |
   |--------|------------------|-----------------------------------------------|
   |     14 | Jury Rigging     | Not essential, but very handy!                |
   |--------|------------------|-----------------------------------------------|
   |     16 | Better Criticals | To really boost the damage on all of your     |
   |        |                  | weapons, especially Gobi.                     |
   |        |                  |                                               |
   |        |                  | NOTE: Make sure to have gotten all of your    |
   |        |                  |       implants!                               |
   |--------|------------------|-----------------------------------------------|
   |     18 | Weapon Handling  | Now you can mess around with YCS/186 and      |
   |        |                  | see how bad the Anti-Materiel Rifle is ;)     |
   |--------|------------------|-----------------------------------------------|
   |     20 | Grim Reaper's    | Weapons like This Machine, Brush Gun and      |
   |        | Sprint           | Multiplas Rifle got a whole lot better!       |
   |--------|------------------|-----------------------------------------------|
   |     22 | Cowboy           | Make sure to hunt for all 4 Melee Weapon Mags |
   |        |                  | before level 22!                              |
   |--------|------------------|-----------------------------------------------|
   |     24 | Action Boy/Girl  | Make Gobi a bit more viable in VATS           |
   |--------|------------------|-----------------------------------------------|
   |     26 | Silent Running   | Probably the best sneak-related perk          |
   |--------|------------------|-----------------------------------------------|
   |     28 | Laser Commander  | Hopefully you've found 4 Nikola Telsa Mags    |
   |        |                  | and boosted energy weapons high enough. Now   |
   |        |                  | you can play around with Pew-Pew              |
   |--------|------------------|-----------------------------------------------|
   |     30 | Shotgun Surgeon  | So you can play around with Riot Shotgun      |
   '--------'------------------'-----------------------------------------------'

   Here's the final stat table with all of our perks taken into consideration:

   .---------------.----------.-------------.-----------.----------.-------.
   |  STAT         | AT START | /W IMPLANTS | /W TRAITS | /W PERKS | TOTAL |
   |---------------|----------|-------------|-----------|----------|-------|
   |  Strength     |        5 |          +1 |           |          |     6 |
   |  Perception   |        5 |          +1 |           |          |     6 |
   |  Endurance    |        6 |             |           |          |     6 |
   |  Charisma     |        1 |             |           |          |     1 |
   |  Intelligence |        7 |          +1 |           |          |     8 |
   |  Agility      |        8 |          +1 |        +1 |          |    10 |
   |  Luck         |        8 |          +1 |           |       +1 |    10 |
   |---------------|----------|-------------|-----------|----------|-------|
   |  DT BONUS     |          |          +2 |           |       +3 |    +5 |
   '---------------'----------'-------------'-----------'----------|-------'

   I don't claim that the Perk selection is perfect. It wasn't meant to be. If
   you know exactly the kind of build you're going for, I'm sure you can make a
   lot of optimizations, like taking 3 Strength instead of 5, and things like
   that.

   NOTE: If you know in advance that you only need 6 strength for weapon
         requirements, you can go with this stat allocation instead:

   .---------------.----------.-------------.-----------.----------.-------.
   |  STAT         | AT START | /W IMPLANTS | /W TRAITS | /W PERKS | TOTAL |
   |---------------|----------|-------------|-----------|----------|-------|
   |  Strength     |        3 |          +1 |           |          |     4 |
   |  Perception   |        5 |          +1 |           |          |     6 |
   |  Endurance    |        6 |             |           |          |     6 |
   |  Charisma     |        1 |             |           |          |     1 |
   |  Intelligence |        9 |          +1 |           |          |    10 |
   |  Agility      |        8 |          +1 |        +1 |          |    10 |
   |  Luck         |        8 |          +1 |           |       +1 |    10 |
   |---------------|----------|-------------|-----------|----------|-------|
   |  DT BONUS     |          |          +2 |           |       +3 |    +5 |
   '---------------'----------'-------------'-----------'----------|-------'

   Anyway, Happy Gaming!

================================================================================
   5. Last Words
================================================================================

   Well, I hope you enjoyed reading the FAQ and learned something from it. I
   enjoyed poking away at the secrets of the game, trying to find best weapons
   myself as well and writing this FAQ was a good way to assert my knowledge and
   help people who don't have time to do all the work we did.

--------------------------------------------------------------------------------
   5.1 - Contact Info
--------------------------------------------------------------------------------

   If you have any suggestions to improve or fix the content in the FAQ, please
   contact me (Ken Egervari) at ken.egervari [.AT.] gmail [.DOT.] com and I'll
   add them to the next version.  I will, of course, give you full credit for
   your addition, and be eternally grateful to you (as well as the other readers
   that benefit from your information).

   If you are going to email me about this game, in the subject line, please put
   "Fallout: New Vegas" along with the version number of the FAQ that you are
   looking at. If you don't do this, I might not reply seeing as you didn't take
   the time to respect my wishes.

   If you ask me generic questions about the game, I may or may not respond. I
   only have so much free time and I obviously can't respond to everything. I
   really tried to convert my knowledge about this game into the written work
   that you see here, so if it concerns Radiant Dawn's characters, it's probably
   here already.

   As a last thought, please read this FAQ in its entirety before you ask
   questions.

--------------------------------------------------------------------------------
   5.2 - Copyright Info
--------------------------------------------------------------------------------

   This Document is Copyright 2010 by Ken J. Egervari.

   Fallout: New Vegas and all related marks are copyrighted and trademarked by
   their respective owners.  I had nothing to do with the development of the
   game and I am not affiliated with them in any way.

   This FAQ may not be posted without my expressed permission. In the event
   where it's posted, YOU are responsible for keeping to date. If it's not, I
   reserve the right to ask you to take it down from your site.

   You may not charge for, or in any way profit from this FAQ.

   If you would like to me write articles and FAQs for you, email me and we can
   work something out.

   You are welcome to download the FAQ, print it out and even give it out to
   friends (although I'd prefer that you give them the proper gamefaqs.com URL).

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   5.3 - Coming Soon
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   Perhaps detailed builds to best take advantage of certain weapons.

   Also, expect future updates to this FAQ as people, like yourself, contribute
   new ideas and material.

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