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Fallout - Super Mutant Behemoth Upgrades and Scaling

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Firestorm808

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Currently, Behemoths have the following:

Attack Potency: Building level (Does equal damage to that of a miniature nuclear missile)

Lifting Strength: At least Class 5 (Should be far stronger than regular mutants and on par with Deathclaws; Can knock around buses)


With the accepted blog, I propose the following:

Attack Potency: At least Building level, higher with variants (Casually destroyed 2 Buses)

It should be possible for the Player Characters like the Lone Wanderer and Sole Survivor to tank melee attacks from Behemoths with endgame stats and builds. They can even tank mini-nukes.

Lifting Strength: At least Class 10, higher with variants (Casually moved 2 Buses, Should be far stronger than regular mutants and on par with Deathclaws)

Not exactly sure what other wasteland mutants, other than maybe Deathclaws and Queen Mirelurks, scale to the Class 10 rating.
 
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If the calculation is accepted, then I agree with the new values and justifications.

Not exactly sure what other wasteland mutants, other than maybe Deathclaws and Queen Mirelurks, scale to the Class 10 rating.
Frank Horrigan and Legate Lanius probably scale since the former explicitly man-handles Deathclaws and rips them to pieces, while the latter can overpower them and send them flying in gameplay (though, you could debate the lore entailments of accepting Lanius as this strong being contradictory to anything or not)

Liberty Prime definitely scales to this, at the very least. Though, checking his profile, he already scales above this value quite considerably (even if his justification is sub-par at best, it's still accepted at the end of the day so 🤷)

Bruiser variant Swampfolk have higher Unarmed damage compared to Deathclaws in Fallout 3, which could be argued to mean they have similar lifting strength to them, since throwing punches/swipes activate similar muscles used during lifting exercises like Bench Press or other upper-body pushing movements.
 
Would the Tunnelers scale since they have a scripted cutscene of one tearing a Deathclaw limb from limb, albeit off-screen?
 
Would the Tunnelers scale since they have a scripted cutscene of one tearing a Deathclaw limb from limb, albeit off-screen?
If I recall correctly, that Deathclaw was severely weakened as displayed by its health bar being extremely low.

I wouldn't personally use that feat if we have reason to believe the Deathclaw was compromised, physically. However; I don't know if we accept them scaling above Deathclaws normally, on their profile. If they have a profile, and they do normally scale above them, I guess you could use that feat to argue they should have similar/above physical strength. Even if I disagree with using it.
 
If I recall correctly, that Deathclaw was severely weakened as displayed by its health bar being extremely low.

I wouldn't personally use that feat if we have reason to believe the Deathclaw was compromised, physically. However; I don't know if we accept them scaling above Deathclaws normally, on their profile. If they have a profile, and they do normally scale above them, I guess you could use that feat to argue they should have similar/above physical strength. Even if I disagree with using it.
It had a health bar? Clip?
 
It had a health bar? Clip?
I can't find a clip of what I was remembering, so I probably misremembered the DLC since it's been a while since I went through it. How I remembered the event was: a Deathclaw was blindsided by a single Tunneler and was subsequently killed by a single strike, and I believed you could see its health bar with the Living Anatomy perk and it was clearly very low.

However, anything I saw with a Deathclaw vs Tunneler is a clip of a Tunneler running into a crate that had a Deathclaw in it, hearing a scream, and then once investigated, shows a dead Deathclaw. In this video I saw, the Deathclaw's arm is still attached, so I don't know if it's up to random chance if the Deathclaw's arm is removed, but there is a clear indication of Tunnelers being relative to Deathclaws here. How you interpret the extent of this relativity is up to personal opinion I guess.
 
I can't find a clip of what I was remembering, so I probably misremembered the DLC since it's been a while since I went through it. How I remembered the event was: a Deathclaw was blindsided by a single Tunneler and was subsequently killed by a single strike, and I believed you could see its health bar with the Living Anatomy perk, and it was clearly very low.

However, anything I saw with a Deathclaw vs Tunneler is a clip of a Tunneler running into a crate that had a Deathclaw in it, hearing a scream, and then once investigated, shows a dead Deathclaw. In this video I saw, the Deathclaw's arm is still attached, so I don't know if it's up to random chance if the Deathclaw's arm is removed, but their is a clear indication of Tunnelers being relative to Deathclaws here. How you interpret the extent of this relativity is up to personal opinion I guess.
Seems okay to scale for me.
 
I would really appreciate it if someone could get a GPE/KE Calc for the Giant Roboscorpion but that can wait for another time I suppose.
 
Gravitational Potential Energy is generally not useful in scaling unless the object in question is truly massive. It's especially so when The Courier already scales to much higher feats like vaporization and molecular destabilization.

I also doubt you can derive a speed from that thing without calc stacking tbh. Unless we have statements indicating a speed or feats supporting an interpretation of one without technically violating our requirements, I don't see us getting anything from it.
 
I think the Giant Roboscorpion can survive mini-nukes but I would have to go in and check that myself.
 
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