It's absolutly possible with grunt, maria and a high luck build. With grunt, at 100 gun skill, the damage of maria go to 25. You can manage with TTW to get a critical chance of 26 (10 base, 5 finesse, 3 build to destroy, 3 survival guru, 5 sergeant RL3), which with Maria equal 52. With better criticals and the professionnal, you can reach around 70 damage on a critical shot (and you do a critical shot every two shot).darkkira1332 wrote: ↑Sun Jan 13, 2019 12:21 pmA 9mm pistol/smg against a Super Mutant....You know what, I'll add that to my "Ridiculous stunts I want to try on Fallout for the sake of it" listRoyBatty wrote: ↑Sun Jan 13, 2019 12:03 pmI only find it hard if I try to use a specific gun all the time with the wrong ammo, like 9mm pistol or smg. That's not going to do anything, if you want to RP like that perhaps you need a mod to add AP rounds to all weapons or a mod like signature weapons.. Btw, by mod, I meant weapon attachments not mod as in game mods. What I meant are things like laser rifle with a beam splitter and such.
Notice that with a jhp ammunition, you will gain + 65 % damage (which mean you will get to 25 damage to 40 damage with Maria). The super mutant will have double damage threshold (15 to 30) so basically, you will do the same damage with and without jhp for regular shot, but your critical shot will be much more damagefull with JHP.
Honnestly, it's not even a stunt, it's an absolutly viable build, even against overlords.
With a smg it's possible too, and again with or without jhp, all your damage will be absorbed by the damage threshold. So you better use JHP because you will do anyway 20 % of the damage. With grunt + JHP, even 20 % of the DPS of the 9mm SMG is enough to get ridd of a basic super mutant.
