Not really, FNV has plenty of weapons that break faster than their FO3 counterparts. For example in FO3 you need to shoot a 10mm pistol 556 times to go from 100% to 0%, in FNV you only need to shoot it 395 times to go from 100% to 0%. So your pistol will break almost twice as fast in FNV than in FO3. Since 10mm Pistols are worth 225 caps in FO3 and 750 in FNV, I would say that repairing the FNV one using other pistols is more expensive, same for repairing it using vendors (since the vendor repair price is directly tied to the caps value of the weapon).Sorry but the weapon damage degrading every shot is just stupid, that's S.T.A.L.K.E.R levels of bullshit where weapons fall apart every 3 mags, it was one of the main reasons the combat in fallout 3 sucked since to make weapons reliable most of the time, you'd have to have 100 repair and a massive pile of hunting rifles for example, otherwise you would be using a 23% hunting rifle to repair a 35%, only to regret it immediatly because it just barely added a point, making it cheaper to just loot a weapon off a dead corpse than investing on that skill.
Making it more worth to just pick up a new weapon from an enemy in NV than in FO3 (specially since lower durability has less penalties in FNV than FO3, making a lower durability weapon in NV being more usable).
The repair rate per skill point is the same in FNV and FO3, so you need exactly the same amount of hunting rifles to repair from 0% to 100% in both games, the thing is that if you have 50 repair skill in FO3, you can only repair to 70% and if you have any repair skill in NV you can repair to 100%.
That's the base price of the item, since prices in both games depend on the Barter skill of the character + any discounts that can affect that vendor (for example Trudy in Goodsprings will offer a discount if the character is Accepted by the town's faction, Gob in Megaton will offer a discount if the player treated him nicely, etc.).Also i don't know about you, but i remember the prices being MUCH HIGHER than that in the base game without even using yup's patch.
The Barter formula for prices is the same for both games At skill level 0 (impossible to achieve during normal game), the PC is selling items at 45% of their base price and buying prices at 155% of their base price. Then every 5 skill points invested in the Barter skill will increase price efficiency by 2.25.
An "average" character (Charisma 5 and Luck 5) will start the game with a barter score of 15, and will be selling items at around 51% of their base price, while buying them at around 149% of their base price.
So it's pretty much impossible to represent the value of items in the games without using their base value, since the prices can range from 45% to 90% for selling and from 155% to 110% for buying + adding all the discounts possible for each trader.
Although, one can argue that having damaged spiral grooves inside the gun barrel and or any other type of damaged/slightly bent/partially clogged (sand/dust, grime, etc), gun barrel will prevent the projectile from reaching top speed and accuracy (projectiles won't go straight), making the shot be less lethal.The only thing durability should affect in guns is the chance for jamming. A gun doing less damage by degrading makes no sense because the bullet is the thing causing the damage and not the gun itself. Melee weapons are the ones that should do less damage the worse their condition are.
Having damaged cylinders (or any other part where the combustion that propels off the projectile happen) can cause the force of the explosion to spread or dissipate more than if the gun is in peak condition, which will make the projectile have less force behind it, making it less damaging.
Another thing is that having damaged sights can make it harder to hit the intended area of a target, making each shot less efficient.
This is Fallout (and a Bethesdified version of it, which makes it worse). So guns, medicines, drugs, clothes, armors, radiation, hunger, thirst, sleep, etc. all work differently than the real world.
After all, the logic that in the Fallout universe bullets fired from the same gun should always deal the same damage immediately falls flat if we consider the original games.
In classic Fallout games weapons always dealt damage in a range. For example a Hunting Rifle always dealt 8 to 20 base damage in Fallout, Fallout 2 and Fallout Tactics.
I just reread my previous post, and had to go and check the FNV's durability formula, and I was wrong about the tiers. It has 2 tiers, which is the weapon damage output will not be affected until it reaches 75% durability (1st tier), but then each shot will reduce the condition of the weapon like in FO3 (2nd tier). The formula is still different and more simplified in FNV. So for that I have to apologize.The fact that weapon damage is relatively static in new vegas was definitely an improvement over fallout 3 (one of many...)
But this means that FNV weapon condition also affects the damage. 75% to 100% has no penalties, but then it starts to go down.
I previously made a mistake on the FNV weapon durability system. For that I am sorry.
I will have to edit my previous post to remove the wrong info, so I won't be spreading misinformation around. This is why I usually avoid posting when I'm sick and tired, but I just couldn't resist sticking my nose in this discussion .
Well, I'm back into avoiding posting until I get better, I guess.
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