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'''First aid:''' |
'''First aid:''' |
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2 * (PE + IN) [Fallout 2] |
2 * (PE + IN) [Fallout 2] |
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− | 30 + (PE + IN) [Fallout 1] |
+ | 30 + (PE + IN) [Fallout 1] NB: The in game tool-tip is incorrect. Calculates as 30 + (PE + IN) /2 |
'''Doctor:''' |
'''Doctor:''' |
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'''Melee damage:''' |
'''Melee damage:''' |
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ST - 5 |
ST - 5 |
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− | + | * Note that this value has a minimum value of '''1'''. |
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+ | * Note that this value is added to the '''maximum possible damage''' of an Unarmed or Melee attack. Therefore, only maximum damage potential is increased, not necessarily actual damage. |
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+ | * For example, a Crowbar has an unmodified damage output of 3-10 points. If Melee damage is 4, then the Crowbar will ultimately cause 3-14 points of damage. |
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'''Damage resistance:''' |
'''Damage resistance:''' |
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0 |
0 |
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== Traits == |
== Traits == |
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− | A player |
+ | A player may choose '''up to 2''' of the '''16''' traits at start. All traits have both positive and negative effects. Some of the effects are unknown or not obvious and are not yet figured out. Here are the known trait effects: |
'''Fast metabolism:''' |
'''Fast metabolism:''' |
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Carry weight is calculated as 25 + ST * 15 |
Carry weight is calculated as 25 + ST * 15 |
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'''One hander:''' |
'''One hander:''' |
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− | Increased chance to hit with one-handed weapons (by |
+ | Increased chance to hit with one-handed weapons (by 20%) |
− | Decreased chance to hit with two-handed weapons (by |
+ | Decreased chance to hit with two-handed weapons (by 40%) |
'''Finesse:''' |
'''Finesse:''' |
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Critical chance +10% |
Critical chance +10% |
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Line 165: | Line 167: | ||
People die with the bloodiest death animations allowed by violence level preference |
People die with the bloodiest death animations allowed by violence level preference |
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'''Jinxed:''' |
'''Jinxed:''' |
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+ | All misses have a 50% chance to be "upgraded" to a critical failure. |
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− | Raised critical miss chance for enemies ? |
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+ | That includes other NPCs too. |
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− | Raised critical miss chance for you ? |
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'''Good natured:''' |
'''Good natured:''' |
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+15 first aid, doctor, speech and barter |
+15 first aid, doctor, speech and barter |
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Line 177: | Line 179: | ||
Addiction chance reduced by 50% |
Addiction chance reduced by 50% |
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'''Sex appeal:''' |
'''Sex appeal:''' |
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− | Sex appeal value raised |
+ | Sex appeal value raised for NPCs of opposite gender; reduced for same gender. |
⚫ | |||
− | No obvious penalties |
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− | + | No obvious penalties; used in many script checks |
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'''Night person:''' |
'''Night person:''' |
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+1 PE and AG at night |
+1 PE and AG at night |
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What types of critters count as 'animals' isn't known |
What types of critters count as 'animals' isn't known |
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'''Scout''' |
'''Scout''' |
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+ | Worldmap visibility range increased from 1 surrounding square to two surrounding squares |
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− | More special encounters? |
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+ | Higher chance to run into Special Encounters (by ?) |
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'''Mysterious Stranger''' |
'''Mysterious Stranger''' |
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An ally sometimes appears in random encounters |
An ally sometimes appears in random encounters |
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Line 324: | Line 327: | ||
+50% more skill points gained from reading books |
+50% more skill points gained from reading books |
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'''Demolition Expert''' |
'''Demolition Expert''' |
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− | + | Dynamites and Plastic Explosives always go off on time |
|
− | + | Dynamites and Plastic Explosives cause +10 damage |
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'''Gambler''' |
'''Gambler''' |
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+20 to Gambling skill |
+20 to Gambling skill |
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Chance to hit increased by 20% |
Chance to hit increased by 20% |
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'''Weapon Penetrate''' |
'''Weapon Penetrate''' |
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− | + | Reduce DT of armor by 80% |
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'''Weapon Knockback''' |
'''Weapon Knockback''' |
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+ | Knocks target back for 1 hex for each 5 points of dealed damage |
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⚫ | |||
'''Weapon Scope Range''' |
'''Weapon Scope Range''' |
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Chance to hit increased by (PE-2)*12 |
Chance to hit increased by (PE-2)*12 |
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Removes penalties to chance to hit from the darkness |
Removes penalties to chance to hit from the darkness |
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'''Weapon Flameboy''' |
'''Weapon Flameboy''' |
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− | More likely to show the most violent death animation for critters killed by fire |
+ | More likely to show the most violent death animation for critters killed by fire (reduced to 15 points of damage) |
'''Weapon Enhanced Knockout''' |
'''Weapon Enhanced Knockout''' |
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All critical hits cause knockout in addition to their regular effects. |
All critical hits cause knockout in addition to their regular effects. |
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== Damage and combat calculations == |
== Damage and combat calculations == |
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+ | * ND = net damage value |
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+ | * RD = random damage value produced from weapons hit damage range |
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+ | * RB = ranged bonus (RB=0 unless the player has Bonus Ranged Damage perk) |
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+ | * X = ammo damage multiplier |
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+ | * Y = ammo damage divisor |
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+ | * CM = critical hit damage multiplier (if no critical hit then CM=2, otherwise assigned value from critical hit table) |
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+ | * CD = combat difficulty multiplier (Easy=75, Normal=100, Hard=125) |
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+ | * AI = 1 if critical hit which ignores armor, otherwise 0 |
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+ | * ADT = armor damage threshold value |
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+ | * ADR = armor damage resistance value |
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+ | * RM = ammo resistance modifier (only value allowed to be negative or positive in the equation)<br /> |
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+ | |||
+ | Original:<br /> |
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+ | '''ND = ((RD+RB) × (X/Y) × (CM/2) × (CD/100) - ADT/max(5*AI,1)) × (100 - max((ADR/max(5*AI,1) + RM),0) / 100''' |
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+ | |||
+ | ND then rounded to nearest whole number |
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+ | |||
+ | A hastily written calculator in C: |
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+ | |||
+ | #include <stdio.h> |
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+ | |||
+ | int main (int argc, char **argv) |
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+ | { |
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+ | float RD = 0, RB = 0, X = 0, Y = 0, CM = 0, CD = 0, ADT = 0, ADR = 0, RM = 0; |
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+ | |||
+ | printf("Enter parameter in format: >RD RB X Y CM CD ADT ADR RM\n"); |
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+ | scanf("%f %f %f %f %f %f %f %f %f", &RD, &RB, &X, &Y, &CM, &CD, &ADT, &ADR, &RM); |
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+ | printf("Rolled: %f = (50 * %f * (%f/%f) * ((%f + %f)/%f)-%f)*(1-((%f+%f)/100))\n", (((50.0f * CM * (X/Y) * ((RD + RB))/(CD)))-ADT)*(1.0f-((ADR+RM)/100.0f)) , CM, X, Y, RD, RB, CD, ADT, ADR, RM); |
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+ | |||
+ | return 0; |
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+ | } |
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− | ND = net damage value<br />RD = random damage value produced from weapons hit damage range<br />RB = ranged bonus (RB=0 unless the player has Bonus Ranged Damage perk)<br />CM = critical hit damage multiplier (if no critical hit then CM=2, otherwise assigned value from critical hit table)<br />ADR = armor damage resistance value<br />ADT = armor damage threshold value<br />X = ammo dividend<br />Y = ammo divisor<br />RM = ammo resistance modifier (only value allowed to be negative or positive in the equation)<br />CD = combat difficulty multiplier (Easy=75, Normal=100, Hard=125)<br /><br />Original:<br />'''ND = (((RD+RB)*(X*CM)/Y/2*CD/100)-ADT)*((100-(ADR+RM))/100)''' // without a doubt this is the original formula, this is what is in the exe, not reverse engineered (though credit must go the Cubik2k for getting close without ever dissembling the exe)<br />ND then rounded to nearest whole number |
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Examples with some common armor and weapons (assuming no range bonus and no critical hit): |
Examples with some common armor and weapons (assuming no range bonus and no critical hit): |
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Armors: |
Armors: |
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12 8 4 2 1 0 0 |
12 8 4 2 1 0 0 |
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---------------------------------------------- |
---------------------------------------------- |
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− | Both melee and hand-to-hand uses the same damage calculation procedure. |
+ | Both melee and hand-to-hand uses the same damage calculation procedure. If you're using a HtH attack, the bonus from the Bonus HtH Damage perk is added to the Melee Damage statistic, while any damage bonuses from the Special Unarmed Attacks (such as Hammer Punch) is added to the initially rolled damage figure (RD in the above formula).[[Category:Fallout documentation]][[Category:Fallout 2 documentation]] |
− | |||
− | |||
− | <strike>Work in progress.</strike> |
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− | |||
− | <strike>This is first version of damage calculation in Fallout2:</strike> |
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− | |||
− | <strike>Dmg_:=Trunc(Dmg_w*(Dmg_mod_1/Dmg_mod_2)-DT_armor)-Trunc(Trunc(Dmg_w*(Dmg_mod_1/Dmg_mod_2)-DT_armor)*(DR_armor+DR_mod_ammo))</strike> |
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− | |||
− | <strike>here is: |
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− | Dmg_w - weapon base damage (average from min & max damage) |
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− | Dmg_mod_1 oraz Dmg_mod_2 - ammo Damage modificators |
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− | DR_mod_ammo - ammo Damage Resistance (% as 0,01)</strike> |
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− | |||
− | <strike>DT_armor - armor Damage Treshold |
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− | DR_armor - armor Damage Resistance (% as 0,01)</strike> |
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− | |||
− | |||
− | <strike>Results are truncated by function [trunc] to integer.</strike> |
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− | |||
− | <strike>Example</strike> |
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− | |||
− | <strike>Desert Eagle: |
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− | min_dmg = 10 | |
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− | | avg_dmg = (10+16)/2= 13 |
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− | max_dmg = 16 |</strike> |
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− | |||
− | |||
− | |||
− | <strike>JHP ammo: 2/1 20% |
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− | Dmg_mod_1 = 2 |
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− | Dmg_mod_2 = 1 |
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− | DR_mod_ammo = 20% = 0,20</strike> |
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− | |||
− | |||
− | |||
− | <strike>armor Metal Armor: 4/30% |
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− | DT_armor = 4 |
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− | DR_armor = 30% = 0,30</strike> |
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− | |||
− | |||
− | <strike>Result:</strike> |
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− | |||
− | <strike>Dmg_:= |
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− | =Trunc(13*2/1-4)-Trunc(Trunc(13*2/1-4)*(0,30+0,20))=Trunc(26-4)-Trunc(Tunc(26-4)*0,5)=22-Trunc(22*0,5)=22-11=11</strike> |
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− | |||
− | |||
− | |||
− | <strike>For ammo type FMJ: 1/1 -20% |
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− | result is:</strike> |
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− | |||
− | <strike>Dmg_:= |
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− | =Trunc(13*1/1-4)-Trunc(Trunc(13*1/1-4)*(0,30+(-0,20)))=Trunc(13-4)-Trunc(Tunc(13-4)*0,1)=9-Trunc(9*0,1)=9-0=9</strike> |
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− | |||
− | |||
− | <strike>So we have such results for Metal Armor:</strike> |
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− | |||
− | <strike>ammo JHP - 11 dmg |
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− | ammo AP - 9 dmg</strike> |
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− | |||
− | <strike>End.</strike> |
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− | |||
− | |||
− | <strike>Other description of damage alghoritm in Fallout2:</strike> |
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− | |||
− | <strike>the formula for calculating damages is:</strike> |
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− | |||
− | <strike>(((base_damage*dam_mult/dam_div)/2)*cbt_diff_mod)/100-dmg_tresh-(((((base_damage*dam_mult/dam_div)/2)/cbt_diff_mod)/100-dmg_tresh)*ammo_dr_adj)/100</strike> |
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− | |||
− | <strike>base_damage is a random number in range of weapon damages plus an eventual bonus if you have a bonus for ranged attack and you're using a ranged weapon (the bonus is equal to 2* the level of the perk).</strike> |
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− | |||
− | <strike>dam_mult is the damages multiplier from the weapon's ammo plus another value passed to the function. This value is almost always 2, I suspect it only changes when you make a critical hit.</strike> |
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− | |||
− | <strike>dam_div is the damages diviser from the ammo.</strike> |
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− | |||
− | <strike>cbt_diff_mod is changed by difficulty level: |
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− | always 100 when the player attacks |
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− | 75 if playing wimpy |
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− | 100 if playing normal |
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− | 125 if playing rough</strike> |
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− | |||
− | <strike>dmg_tresh is the target'sz damage treshold for the type of damages it concerns.</strike> |
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− | |||
− | <strike>ammo_dr_adj is the ammo DR adjustement.</strike> |
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− | |||
− | <strike>Thought it's not definitive, I may have missed something, I'll have to double check.</strike> |
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− | |||
− | <strike>Some damages can be added after this with the living anatomy perk and the pyromaniac perk.</strike> |
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− | [[Category:Fallout documentation]] |
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− | [[Category:Fallout 2 documentation]] |
Latest revision as of 23:10, 1 September 2021
Stats[]
There are 7 basic values (stats), describing the character in Fallout. Here they are:
- Strength (ST)
- Perception (PE)
- Endurance (EN)
- Charisma (CH)
- Intelligence (IN)
- Agility (AG)
- Luck (LK)
Stats are not being calculated. Each stat can have a value between 1 and 10 inclusively. The default value for all the stats is 5. Also, a player is given 5 free points to improve any of these stats at start.
Skills[]
There are 18 skill values the character in Fallout has. Skills are being measured in percent and have a value ceiling at 300% (200% in Fallout 1). Each skill has its basic value that is being calculated by a formula derived from the stats. All fractional values are being rounded down. Here are these formulas:
Small guns:
5 + 4 * AG [Fallout 2] 35 + AG [Fallout 1]
Big guns:
2 * AG [Fallout 2] 10 + AG [Fallout 1]
Energy weapons:
2 * AG [Fallout 2] 10 + AG [Fallout 1]
Unarmed:
30 + 2 * (AG + ST) [Fallout 2] 65 +(ST + AG) / 2 [Fallout 1]
Melee weapons:
20 + 2 * (AG + ST) [Fallout 2] 55 + (ST + AG) / 2 [Fallout 1]
Throwing:
4 * AG [Fallout 2] 40 + AG [Fallout 1]
First aid:
2 * (PE + IN) [Fallout 2] 30 + (PE + IN) [Fallout 1] NB: The in game tool-tip is incorrect. Calculates as 30 + (PE + IN) /2
Doctor:
5 + (PE + IN) [Fallout 2] 15 + (PE + IN) / 2 [Fallout 1]
Sneak:
5 + 3 * AG [Fallout 2] 25 + AG [Fallout 1]
Lockpick:
10 + (PE + AG) [Fallout 2] 20 + (PE + AG) / 2 [Fallout 1]
Steal:
3 * AG [Fallout 2] 20 + AG [Fallout 1]
Traps:
10 + (PE + AG) [Fallout 2] 20 + (PE + AG) / 2 [Fallout 1]
Science:
4 * IN [Fallout 2] 25 + 2 * IN [Fallout 1]
Repair:
3 * IN [Fallout 2] 20 + IN [Fallout 1]
Speech:
5 * CH [Fallout 2] 25 + 2 * CH [Fallout 1]
Barter:
4 * CH [Fallout 2] 20 + 2 * CH [Fallout 1]
Gambling:
5 * LK [Fallout 2] 20 + 3 * LK [Fallout 1]
Outdoorsman:
2 * (EN + IN) [Fallout 2] 5 + (EN + IN) / 2 [Fallout 1]
The twelve non-combat skills are increased by 20 on Easy difficulty, and decreased by 10 on Hard difficulty.
Every experience level up a player will get
5 + 2 * IN
skill points for skill improvements. The more value has the skill the harder it is to improve:
0% - 100% : 1% further costs 1 skill point 101% - 125% : 1% further costs 2 skill points 126% - 150% : 1% further costs 3 skill points 151% - 175% : 1% further costs 4 skill points 176% - 200% : 1% further costs 5 skill points 201% - 300% : 1% further costs 6 skill points
In Fallout 1, it always costs 1 skill point to increase a skill.
Tag Skills[]
A player must choose (tag) any 3 of the skills as their primary skills at start. Tagging adds a permanent bonus of 20% to a skill and doubles its improvement score. On the experience level 12, a player can take a perk which allows them to tag another one untagged skill.
Misc[]
There are some miscellaneous parameters for a player in Fallout that cannot be changed directly. All values must be positive or equal to zero (with the except for Healing rate and Melee damage). The misc parameters are calculated based on the stats as well. All fractional values are being rounded down.
Hit points:
15 + 2 * EN + ST Every time you gain a level this increases by 2 + EN / 2
Armor class:
AG
Action points:
5 + AG / 2
Carry weight:
25 + 25 * ST
Melee damage:
ST - 5
- Note that this value has a minimum value of 1.
- Note that this value is added to the maximum possible damage of an Unarmed or Melee attack. Therefore, only maximum damage potential is increased, not necessarily actual damage.
- For example, a Crowbar has an unmodified damage output of 3-10 points. If Melee damage is 4, then the Crowbar will ultimately cause 3-14 points of damage.
Damage resistance:
0
Poison resistance:
5 * EN
Radiation resistance:
2 * EN
Sequence:
2 * PE
Healing rate:
EN / 3 * Note that this value will always be at least 1.
Critical chance:
LK
Traits[]
A player may choose up to 2 of the 16 traits at start. All traits have both positive and negative effects. Some of the effects are unknown or not obvious and are not yet figured out. Here are the known trait effects:
Fast metabolism:
Healing rate +2 Radiation and poison resistances = 0
Bruiser:
ST +2 Action Points -2
Small frame:
AG +1 Carry weight is calculated as 25 + ST * 15
One hander:
Increased chance to hit with one-handed weapons (by 20%) Decreased chance to hit with two-handed weapons (by 40%)
Finesse:
Critical chance +10% +30% DR to all attacks (Like damage resistance from armor and ammo modifiers, this is ignored by armor-bypassing criticals)
Kamikaze:
Sequence +5 Armor class = 0
Heavy handed:
Melee damage +4 -30 penalty to critical hit table rolls
Fast shot:
-1 action point required to fire Aimed shots are disabled
Bloody mess:
People die with the bloodiest death animations allowed by violence level preference
Jinxed:
All misses have a 50% chance to be "upgraded" to a critical failure. That includes other NPCs too.
Good natured:
+15 first aid, doctor, speech and barter -10 small guns, big guns, energy weapons, unarmed, melee weapons and throwing
Chem reliant:
Addiction time reduced by 50% Addiction chance increased by ?
Chem resistant:
Chem affect duration reduced by 50% Addiction chance reduced by 50%
Sex appeal:
Sex appeal value raised for NPCs of opposite gender; reduced for same gender. No obvious penalties; used in many script checks
Night person:
+1 PE and AG at night -1 PE and AG during daylight * Replaced by Sex appeal in Fallout2
Skilled:
+5 skill points per level Perk gain every 4 levels
Gifted:
+1 all stats -10 all skills -5 skill points gain every level
Perks[]
Awareness
See detailed critter information (current HP, weapon, if crippled (but not which limb is crippled)).
Bonus HtH Attacks
-1 AP for HtH and melee attacks.
Bonus HtH Damage
+2 Melee damage per rank (3)
Bonus Move
+2 AP that can only be used for movement per rank (2)
Bonus Ranged Damage
+2 ranged damage per rank (2)
Bonus Rate of Fire
-1 AP for ranged weapons
Earlier Sequence
+2 Sequence per rank (3)
Faster Healing
+2 healing rate per rank (3)
More Criticals
+5% critical chance per rank (3)
Night Vision
Reduces darkness level?
Presence
Improves NPC reactions?
Rad Resistance
+15% radiation resistance per rank (3) [Fallout 1] +15% radiation resistance per rank (2) [Fallout 2]
Toughness
+10% to normal damage resistance per rank (3)
Strong Back
+50 carry weight per rank (3)
Sharpshooter
+2 PE when determining chance to hit?
Silent Running
Can run while sneaking.
Survivalist
+25 to Outdoorsman skill per rank (3)
Master Trader
Improves barter modifiers?
Educated
+2 skill points per level per rank (3)
Healer
First Aid and Doctor heal 4-10 more HP per rank (2)
Fortune Finder
More money found in random encounters?
Better Criticals
+20 to critical hit table rolls
Empathy
See NPC's reactions to dialogue options.
Slayer
All melee attacks are critical hits.
Sniper
Ranged attacks are critical hits if Luck check is passed.
Silent death
Cause double damage if you hit a critter in the back while sneaking.
Action Boy
+1 AP per rank (2)
Mental Block
Not affected by the Master's psychic attacks [Fallout 1 only]
Lifegiver
+4 additional HP per level per rank (2)
Dodger
+5 AC
Snakeeater
+25% poison resistance per rank (2)
Mr. Fixit
+10 to Repair and Science skills
Medic
+10 to First Aid and Doctor skills
Master Thief
+15 to Lockpick and Steal skills
Speaker
+20 to Speech skill
Heave Ho!
+2 ST for determining throwing range per rank (3)
Friendly Foe
Friendly critters highlighted in green in combat [Fallout 1 only, Fallout 2 always does this]
Pickpocket
Removes item size and critter facing penalties when stealing.
Ghost
+20 to Sneak skill in dark areas
Cult of Personality
Karma modifiers are always positive
Scrounger
More ammo in random encounters [Fallout 1 only]
Explorer
More special encounters?
Flower Child
Addiction chance reduced by 50%, addiction time reduced by 50% [Fallout 1 only]
Pathfinder
Traveling on the world map takes 25% less time per rank (2)
Animal Friend
Won't be attacked by animals [Fallout 1 only] What types of critters count as 'animals' isn't known
Scout
Worldmap visibility range increased from 1 surrounding square to two surrounding squares Higher chance to run into Special Encounters (by ?)
Mysterious Stranger
An ally sometimes appears in random encounters
Ranger
+15 to Outdoorsman skill
Quick Pockets
-1 AP to open inventory per rank (2) [Fallout 1] -2 AP to open inventory [Fallout 2]
Smooth Talker
+1 IN for determining dialogue options per rank (3)
Swift Learner
+5% more experience points per rank (3)
Tag!
Choose a fourth tag skill
Mutate
Remove a trait and choose another to take its place If you only have one trait, you will have to remove it; you can't add a second one
Gecko Skinning
Can skin dead geckos
Dermal Impact Armor
+5% to normal and explosive DR
Dermal Impact Assault Enhancements
+10% to normal and explosive DR -1 CH
Phoenix Armor Implants
+5% to laser, fire, and plasma DR
Phoenix Assault Enhancements
+10% to laser, fire, and plasma DR -1 CH
Vault City Inoculations
+10% to poison and radiation resistance
Adrenaline Rush
+1 ST if below 50% HP
Cautious Nature
+3 PE for determining random encounter placement
Comprehension
+50% more skill points gained from reading books
Demolition Expert
Dynamites and Plastic Explosives always go off on time Dynamites and Plastic Explosives cause +10 damage
Gambler
+20 to Gambling skill
Gain Strength
+1 ST
Gain Perception
+1 PE
Gain Endurance
+1 EN
Gain Charisma
+1 CH
Gain Intelligence
+1 IN
Gain Agility
+1 AG
Gain Luck
+1 LK
Harmless
+20 to Steal skill
Here and Now
Gain another level immediately
HtH Evade
If both item slots are empty or contain unarmed-class weapons (spiked knuckles, power fists, etc.), at the end of a combat round AC increases by 2 per unused AP, plus 1/12 your Unarmed skill Slots containing non-weapon items or grenades are treated as empty.
Kama Sutra Master
Better sex rating
Karma Beacon
Improves karma modifiers
Light Step
Reduces chance to set off traps
Living Anatomy
+10 to Doctor skill +5 damage to living critters (all types except robots and aliens)
Magnetic Personality
Can have one more NPC (maximum of 5)
Negotiator
+10 to Speech and Barter skills
Pack Rat
+50 to carry weight
Pyromaniac
+5 damage with fire weapons
Quick Recovery
Only takes 1 AP to stand up
Salesman
+20 to Barter skill
Stonewall
Less likely to be knocked down
Thief
+10 to Sneak, Lockpick, Steal, and Traps skills
Weapon Handling
+3 ST when determining if a weapon can be used properly
Vault City Training
+5 to Doctor and First Aid skills
Alcohol Raised Hit Points
+2 max HP
Alcohol Raised Hit Points II
+4 max HP
Alcohol Lowered Hit Points
-2 max HP
Alcohol Lowered Hit Points II
-4 max HP
Autodoc Raised Hit Points
+2 max HP
Autodoc Raised Hit Points II
+4 max HP
Autodoc Lowered Hit Points
-2 max HP
Autodoc Lowered Hit Points II
-4 max HP
Expert Excrement Expeditor
+5 to Speech skill
Item Perks[]
These are perks meant to be attached to weapons or armor, and will probably have no effect if given to the player.
Weapon Long Range
Chance to hit increased by (PE-2)*8
Weapon Accurate
Chance to hit increased by 20%
Weapon Penetrate
Reduce DT of armor by 80%
Weapon Knockback
Knocks target back for 1 hex for each 5 points of dealed damage
Weapon Scope Range
Chance to hit increased by (PE-2)*12
Weapon Fast Reload
Reloading takes only 1 AP (instead of 2)
Weapon Night Sight
Removes penalties to chance to hit from the darkness
Weapon Flameboy
More likely to show the most violent death animation for critters killed by fire (reduced to 15 points of damage)
Weapon Enhanced Knockout
All critical hits cause knockout in addition to their regular effects. Characters with 9 ST have a 1% chance of causing knockout on a regular hit. Characters with 10 ST have a 2% chance of causing knockout on a regular hit. Not used by any weapons in the unmodded game.
Powered Armor
+3 ST +30 Radiation resistance (possible additional effects)
Combat Armor
+20 Radiation resistance (possible additional effects)
Armor Advanced I
+4 ST +60 Radiation resistance (possible additional effects)
Armor Advanced II
+4 ST + 75 Radiation resistance (possible additional effects)
Armor Charisma
+2CH? (not used by any armor)
Damage and combat calculations[]
- ND = net damage value
- RD = random damage value produced from weapons hit damage range
- RB = ranged bonus (RB=0 unless the player has Bonus Ranged Damage perk)
- X = ammo damage multiplier
- Y = ammo damage divisor
- CM = critical hit damage multiplier (if no critical hit then CM=2, otherwise assigned value from critical hit table)
- CD = combat difficulty multiplier (Easy=75, Normal=100, Hard=125)
- AI = 1 if critical hit which ignores armor, otherwise 0
- ADT = armor damage threshold value
- ADR = armor damage resistance value
- RM = ammo resistance modifier (only value allowed to be negative or positive in the equation)
Original:
ND = ((RD+RB) × (X/Y) × (CM/2) × (CD/100) - ADT/max(5*AI,1)) × (100 - max((ADR/max(5*AI,1) + RM),0) / 100
ND then rounded to nearest whole number
A hastily written calculator in C:
#include <stdio.h> int main (int argc, char **argv) { float RD = 0, RB = 0, X = 0, Y = 0, CM = 0, CD = 0, ADT = 0, ADR = 0, RM = 0; printf("Enter parameter in format: >RD RB X Y CM CD ADT ADR RM\n"); scanf("%f %f %f %f %f %f %f %f %f", &RD, &RB, &X, &Y, &CM, &CD, &ADT, &ADR, &RM); printf("Rolled: %f = (50 * %f * (%f/%f) * ((%f + %f)/%f)-%f)*(1-((%f+%f)/100))\n", (((50.0f * CM * (X/Y) * ((RD + RB))/(CD)))-ADT)*(1.0f-((ADR+RM)/100.0f)) , CM, X, Y, RD, RB, CD, ADT, ADR, RM); return 0; }
Examples with some common armor and weapons (assuming no range bonus and no critical hit): Armors: None N Leather LA Metal MA Combat CA Power PA Adv Power APA 10mm Pistol with 10mm JHP Ammunition Ammo X/Y 2/1 Ammo RM 25 Original Formula N LA MA CA PA APA ADT 0 2 4 5 12 15 ADR 0 25 30 40 40 55 ---------------------------------------------- 5 8 4 3 2 0 0 6 9 5 4 2 0 0 7 11 6 5 3 1 0 8 12 7 5 4 1 0 9 14 8 6 5 2 1 10 15 9 7 5 3 1 11 17 10 8 6 4 1 12 18 11 9 7 4 2 ---------------------------------------------- 10mm Pistol with 10mm AP Ammunition Ammo X/Y 1/2 Ammo RM -25 Original Formula N LA MA CA PA APA ADT 0 2 4 5 12 15 ADR 0 25 30 40 40 55 ---------------------------------------------- 5 3 1 0 0 0 0 6 4 1 0 0 0 0 7 4 2 0 0 0 0 8 5 2 0 0 0 0 9 6 3 0 0 0 0 10 6 3 1 0 0 0 11 7 4 1 0 0 0 12 8 4 2 1 0 0 ----------------------------------------------
Both melee and hand-to-hand uses the same damage calculation procedure. If you're using a HtH attack, the bonus from the Bonus HtH Damage perk is added to the Melee Damage statistic, while any damage bonuses from the Special Unarmed Attacks (such as Hammer Punch) is added to the initially rolled damage figure (RD in the above formula).