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|related traits4 =?
 
|related traits4 =?
 
|footer =[[File:MaxActionPoints.png]]<br />''[[Fallout]]'' and ''[[Fallout Tactics: Brotherhood of Steel|Fallout Tactics]]'' perk icon
 
|footer =[[File:MaxActionPoints.png]]<br />''[[Fallout]]'' and ''[[Fallout Tactics: Brotherhood of Steel|Fallout Tactics]]'' perk icon
}}{{Games|FO1|FO2|FO3|FNV|FOT|VB}}
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}}{{Games|FO1|FO2|FO3|FO4|FNV|FOT|VB}}
   
 
{{Quotation|The number of actions that the character can take during one combat turn.|Fallout In-game description}}
 
{{Quotation|The number of actions that the character can take during one combat turn.|Fallout In-game description}}
   
'''Action Points ''' (or '''AP''') is a game mechanic governing the number of things a character can do during one combat turn in ''[[Fallout]]'' and ''[[Fallout 2]]''. In ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]'', Action Points are used to attack in [[V.A.T.S.]].
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'''Action Points ''' (or '''AP''') is a game mechanic governing the number of things a character can do during one combat turn in ''[[Fallout]]'' and ''[[Fallout 2]]''. In ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]'', Action Points are used to attack in [[V.A.T.S.]]. In [[Fallout 4]], Action Points are used to attack in V.A.T.S, hold your breath while using scopes, sprint, and operate the jetpack.
   
 
==''Fallout'', ''Fallout 2'' and ''Fallout Tactics''==
 
==''Fallout'', ''Fallout 2'' and ''Fallout Tactics''==
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==''Fallout 3''==
 
==''Fallout 3''==
Action points are used in the [[V.A.T.S.]] system to attack opponents, each weapon has it own cost per use and can be found on the [[Fallout 3 weapons|weapons]] page. Unlike in the turn-based games, action points in ''Fallout 3'' and ''Fallout: New Vegas'' are not accumulated at the end of a turn. Instead, Action Points are regenerated over time.
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Action points are used in the [[V.A.T.S.]] system to attack opponents, each weapon has it own cost per use and can be found on the [[Fallout 3 weapons|weapons]] page. Unlike in the turn-based games, action points in ''Fallout 3'', ''Fallout: New Vegas'', and ''Fallout 4'' are not accumulated at the end of a turn. Instead, Action Points are regenerated over time.
   
 
:<math>\text{Initial level}=65+(2\times\text{Agility})</math>
 
:<math>\text{Initial level}=65+(2\times\text{Agility})</math>
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* Maximum initial base is capped at 85 AP.
 
* Maximum initial base is capped at 85 AP.
 
* This limit can be increased with the addition of bonuses (see table below).
 
* This limit can be increased with the addition of bonuses (see table below).
* The Level 20 [[Fallout 3 perks|perk]] [[Grim Reaper's Sprint]] restores all Action Points if by successful killing during one round of V.A.T.S.
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* The Level 20 [[Fallout 3 perks|perk]] [[Grim Reaper's Sprint]] restores all Action Points by successful killing an enemy during one round of V.A.T.S.
   
 
===''Fallout 3 AP Bonuses''===
 
===''Fallout 3 AP Bonuses''===
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|Permanent
 
|Permanent
 
|N/A
 
|N/A
|{{Id|00031dba}} (Action Boy)<br />{{ID|0007b202}} (Action Girl)
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|{{ID|00031dba}} (Action Boy)<br />{{ID|0007b202}} (Action Girl)
 
|style="text-align: left;" | Level 16 [[Fallout: New Vegas perks|Perk]] bonus
 
|style="text-align: left;" | Level 16 [[Fallout: New Vegas perks|Perk]] bonus
 
|-
 
|-
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|Permanent
 
|Permanent
 
|N/A
 
|N/A
|{{Id|000e2c49}}
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|{{ID|000e2c49}}
 
|style="text-align: left;" | [[Fallout: New Vegas perks|Perk]] increasing AP Regen rate by +20%.
 
|style="text-align: left;" | [[Fallout: New Vegas perks|Perk]] increasing AP Regen rate by +20%.
  +
|-
  +
|[[Atomic!]]
  +
|None (see notes)
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|While irradiated
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|N/A
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|{{DLC ID|008011}}
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|style="text-align: left;" | [[Fallout: New Vegas perks|Perk]] increasing AP Regen rate with radiation level.
 
|-
 
|-
 
|[[Grim Reaper's Sprint]]
 
|[[Grim Reaper's Sprint]]
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===''Regeneration Rate''===
 
===''Regeneration Rate''===
 
A character will take 16.66 seconds to recover their AP bar to full regardless of their AP total, unless their AP is modified by perks. It should be noted that AP gained through [[perk]]s do NOT count towards regeneration rate. Therefore a player character with 115 AP, 30 of which were gained through Action Boy perks, would actually take over ''23 seconds'' to fully recover their AP bar. Furthermore, the perk [[Nerves of Steel]] decreases this regeneration period by 20%, to a potential minimum recovery period of 13.33 seconds.
 
A character will take 16.66 seconds to recover their AP bar to full regardless of their AP total, unless their AP is modified by perks. It should be noted that AP gained through [[perk]]s do NOT count towards regeneration rate. Therefore a player charcter with 115 AP, 30 of which were gained through Action Boy perks, would actually take over ''23 seconds'' to fully recover their AP bar. Furthermore, the perk [[Nerves of Steel]] decreases this regeneration period by 20%, to a potential minimum recovery period of 13.33 seconds.
 
   
 
The exact recovery time can be derived from the GECK variable Action Points Restore Rate, which in ''Fallout: New Vegas'' is the inverse of the number of seconds required to fully restore the AP bar. The default value is 0.060 (1/0.06 = 16.66 seconds).
 
The exact recovery time can be derived from the GECK variable Action Points Restore Rate, which in ''Fallout: New Vegas'' is the inverse of the number of seconds required to fully restore the AP bar. The default value is 0.060 (1/0.06 = 16.66 seconds).
   
  +
==''Fallout 4''==
  +
Action Points in ''Fallout 4'' function mechanically identically to those in ''Fallout 3'' and ''New Vegas''; however, [[Agility]] is multiplied by 10 instead of 2 or 3 to calculate how many you have.
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  +
:<math>\text{Initial level}=60+(10\times\text{Agility})</math>
  +
  +
Example: A starting [[Agility]] of 5.
  +
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:<math>60+(10\times5)=110\text{ Action points}</math>
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  +
Action Points can now be used to sprint. The rate at which they deplete while sprinting relies on [[Endurance]].<ref>http://fallout.wikia.com/wiki/Raider_%28Fallout_4%29 Bethesda's E3 conference 8:05 mark</ref>
  +
  +
Weapon mods can affect AP cost.
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  +
==References==
  +
<references/>
 
{{Navbox derived stats}}
 
{{Navbox derived stats}}
   
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[[Category:Fallout 2 derived statistics]]
 
[[Category:Fallout 2 derived statistics]]
 
[[Category:Fallout 3 derived statistics]]
 
[[Category:Fallout 3 derived statistics]]
[[Category:Fallout Tactics derived statistics]]
 
 
[[Category:Fallout: New Vegas derived statistics]]
 
[[Category:Fallout: New Vegas derived statistics]]
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[[Category:Fallout 4 derived statistics]]
 
[[Category:Fallout Tactics derived statistics]]
 
[[Category:Van Buren derived statistics]]
 
[[Category:Van Buren derived statistics]]
 
[[Category:Lionheart derived statistics]]
 
[[Category:Lionheart derived statistics]]
   
 
[[de:Aktionspunkt]]
 
[[de:Aktionspunkt]]
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[[es:Puntos de acción]]
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[[fi:Action Points]]
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[[it:Punti Azione]]
 
[[no:Action Points]]
 
[[no:Action Points]]
 
[[pl:Punkty Akcji]]
 
[[pl:Punkty Akcji]]

Revision as of 21:30, 7 January 2016

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Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FO4Gametitle-FNVGametitle-FOT
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FO4Gametitle-FNVGametitle-FOTGametitle-VB
The number of actions that the character can take during one combat turn.— Fallout In-game description

Action Points (or AP) is a game mechanic governing the number of things a character can do during one combat turn in Fallout and Fallout 2. In Fallout 3 and Fallout: New Vegas, Action Points are used to attack in V.A.T.S.. In Fallout 4, Action Points are used to attack in V.A.T.S, hold your breath while using scopes, sprint, and operate the jetpack.

Fallout, Fallout 2 and Fallout Tactics

Action Points are spent firing a weapon, reloading a weapon, fetching equipment from a character's backpack or moving to a new battlefield hex.

Example: A starting Agility of 5.

Notes

  • The Action Boy perk adds 1 AP per rank.
  • The Bonus Move perk adds 2 special AP per rank that can only be used for movement.
  • Notes: In Fallout and Fallout 2, the counter only shows up to 10 APs but internally it keeps track of any extras. In Fallout Tactics all APs show properly.

Fallout 3

Action points are used in the V.A.T.S. system to attack opponents, each weapon has it own cost per use and can be found on the weapons page. Unlike in the turn-based games, action points in Fallout 3, Fallout: New Vegas, and Fallout 4 are not accumulated at the end of a turn. Instead, Action Points are regenerated over time.

Example: A starting Agility of 5.

Notes

  • Maximum initial base is capped at 85 AP.
  • This limit can be increased with the addition of bonuses (see table below).
  • The Level 20 perk Grim Reaper's Sprint restores all Action Points by successful killing an enemy during one round of V.A.T.S.

Fallout 3 AP Bonuses

Name AP bonus Duration Value Base ID Notes
Agility 2-20 Permanent N/A N/A 2 AP per Agility point
Action Boy/
Action Girl
25 Permanent N/A 00031DBA/
0007B202
Level 16 Perk bonus
Nerves of Steel None (see notes) Permanent N/A xx0011C2 Perk that regenerates AP quickly. Only obtainable through Broken Steel.
Ledoux's hockey mask 25 While equipped 100 0007401C Worn by Goalie Ledoux (quest: "The Nuka-Cola Challenge", optional objective "Just for the taste of it").
Ranger battle armor 5 While equipped 430 00023030 From the quest: Reilly's Rangers
Lag-Bolt's combat armor 10 While equipped 400 xx00B95F Obtained through the unmarked quest The Sorrowful Suitor from Broken Steel.
Tribal power armor 15 (13 since it decreases Agility by 1) While equipped 739 xx00B50F Granted for finding all 100 steel ingots in The Pitt.
Nukalurk meat 10 4 minutes 7 00095F48 Duration doubled with Chemist
Nuka-Cola Quantum 20 4 minutes 30 000284F9 Duration doubled with Chemist
Mississippi Quantum Pie 20 4 minutes 20 00049076 Duration doubled with Chemist
Jet 30 4 minutes 20 00015164 Duration doubled with Chemist
Ultrajet 40 4 minutes 50 000C9CF4 Duration doubled with Chemist


Maximum AP

The maximum figure achievable without chems is 148. Starting AP = 65 + 10 Agility (85) + the Action Boy perk at level 16 (110) + Ledoux's hockey mask (135) + the tribal power armor (148). The +15AP bonus is negated by the -1 Agility penalty which the armor carries. An alternative to negate the -1 Agility is to use the Chinese stealth armor multiple hat glitch/exploit to wear Poplar's hood which has a +1 Agility bonus and stack it with Ledoux's mask for the +30 AP, making the maximum total 150 AP.

The maximum figure achievable with items and chems is a massive 280. (148) + Jet (178) + Ultrajet (218) + Nukalurk meat (228) + Nuka Cola Quantum (248) + Mississippi Quantum pie (268) + alien biogel (278). The -1 Agility/ -2AP penalty carried by the tribal power armor can be negated using either more alien biogel or fire ant nectar (280). An alternative to negate the -1 Agility is to use the Chinese stealth armor multiple hat glitch/exploit to wear Poplar's hood which has a +1 Agility bonus and stack it with Ledoux's mask for the +30 AP.

Fallout: New Vegas

Action Points in New Vegas function mechanically identical to those in Fallout 3, however the agility bonus is multiplied by 3 instead of 2.

Example: A starting Agility of 5.

Notes:

  • Maximum initial base is capped at 95 AP.
  • This limit can be increased with the addition of bonuses (see table below).

Fallout New Vegas AP Bonuses

Name AP bonus Duration Value Base ID Notes
Agility 3-30 Permanent N/A N/A 3 AP per Agility point
Kamikaze 10 Permanent N/A 00135F05 Trait
Action Boy/
Action Girl
15(per rank) Permanent N/A 00031DBA (Action Boy)
0007B202 (Action Girl)
Level 16 Perk bonus
Nerves of Steel None (see notes) Permanent N/A 000E2C49 Perk increasing AP Regen rate by +20%.
Atomic! None (see notes) While irradiated N/A xx008011 Perk increasing AP Regen rate with radiation level.
Grim Reaper's Sprint None (see notes) When triggered N/A 00099834 Perk restores 20 AP on a kill in V.A.T.S.
General Oliver's uniform 20 While equipped 100 0015E35D
Courier duster 15 While equipped 1700 xx009253 (Yes-Man variant) "Fighting Chance" (Legion variant) in Lonesome Road
Armor of the 87th Tribe 10 While equipped 6500 xx00C716 Found in Lonesome Road
Nuka-Cola Victory 10 2 minutes 75 000E2F6C
Rocket 30 1 minute 20 00146CCD
Dixon's jet 10 4 minutes 5 00122B49
Jet 15 4 minutes 20 00015164
Ultrajet 40 4 minutes 50 000C9CF4
Trail mix 7 30 seconds 5 0013D572
Mushroom Cloud 4 20 seconds 50 0015E3A4
Sugar Bombs 13 30 seconds 5 0008C551
Battle brew 40 20 seconds 150 xx01495E Found in Old World Blues - the "Red Mist" effect
Nuka-Cola Quantum 20 4 minutes 30 000284F9 Found in Lonesome Road Lonesome Road (add-on)

Regeneration Rate

A character will take 16.66 seconds to recover their AP bar to full regardless of their AP total, unless their AP is modified by perks. It should be noted that AP gained through perks do NOT count towards regeneration rate. Therefore a player character with 115 AP, 30 of which were gained through Action Boy perks, would actually take over 23 seconds to fully recover their AP bar. Furthermore, the perk Nerves of Steel decreases this regeneration period by 20%, to a potential minimum recovery period of 13.33 seconds.

The exact recovery time can be derived from the GECK variable Action Points Restore Rate, which in Fallout: New Vegas is the inverse of the number of seconds required to fully restore the AP bar. The default value is 0.060 (1/0.06 = 16.66 seconds).

Fallout 4

Action Points in Fallout 4 function mechanically identically to those in Fallout 3 and New Vegas; however, Agility is multiplied by 10 instead of 2 or 3 to calculate how many you have.

Example: A starting Agility of 5.

Action Points can now be used to sprint. The rate at which they deplete while sprinting relies on Endurance.[1]

Weapon mods can affect AP cost.

References

  1. http://fallout.wikia.com/wiki/Raider_%28Fallout_4%29 Bethesda's E3 conference 8:05 mark