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(Undo revision 2553379 by 79.119.140.167 (talk)) Tag: sourceedit |
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|related perks3 =[[Action Boy/Action Girl]], [[Beautiful Beatdown]], [[Grim Reaper's Sprint]], [[Math Wrath]], [[Nerves of Steel]], [[Plasma Spaz]] |
|related perks3 =[[Action Boy/Action Girl]], [[Beautiful Beatdown]], [[Grim Reaper's Sprint]], [[Math Wrath]], [[Nerves of Steel]], [[Plasma Spaz]] |
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|related traits3 =[[Fast Shot]], [[Kamikaze]], [[Trigger Discipline]] |
|related traits3 =[[Fast Shot]], [[Kamikaze]], [[Trigger Discipline]] |
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− | |games4 = |
+ | |games4 =FO4 |
− | |modifies4 = |
+ | |modifies4 =Sprinting, number of things a player can do during [[Vault-Tec Assisted Targeting System|V.A.T.S.]] mode |
|governed by4 =[[Agility]] |
|governed by4 =[[Agility]] |
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− | |initial value4 = |
+ | |initial value4 =60 + 10 * Agility |
+ | |related perks4 =[[Action Boy/Action Girl]], [[Astoundingly Awesome|Astoundingly Awesome #8]], [[Grim Reaper's Sprint]], [[Quick Hands]], [[Trigger Rush]] |
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⚫ | |||
+ | |games5 =VB |
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⚫ | |||
+ | |modifies5 =Number of action a player can perform during one V.A.T.S. sequence |
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+ | |governed by5 =[[Agility]] |
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+ | |initial value5 =? |
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⚫ | |||
⚫ | |||
|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 |
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− | }}{{Games|FO1|FO2|FO3|FNV|FOT|VB}} |
+ | }}{{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}} |
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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.]]. |
+ | '''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''== |
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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'' |
+ | 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. |
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* 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). |
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− | * The Level 20 [[Fallout 3 perks|perk]] [[Grim Reaper's Sprint]] restores all Action Points |
+ | * 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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==''Fallout 4''== |
==''Fallout 4''== |
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+ | 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> |
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+ | Example: A starting [[Agility]] of 5. |
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− | Weapon mods, affect the AP cost is V.A.T.S. This video attempts to help explain the affect of some mods, https://www.youtube.com/watch?v=f9gByrm2ukY. |
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+ | |||
+ | :<math>60+(10\times5)=110\text{ Action points}</math> |
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+ | |||
+ | Base action points regeneration rate is 6.0 or 16.66 seconds ( 100/6.0 ) from 0 to 100%. |
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+ | |||
⚫ | |||
+ | |||
+ | Weapon mods can affect AP cost. |
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==References== |
==References== |
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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]] |
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[[Category:Fallout 3 derived statistics]] |
[[Category:Fallout 3 derived statistics]] |
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⚫ | |||
[[Category:Fallout: New Vegas derived statistics]] |
[[Category:Fallout: New Vegas derived statistics]] |
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+ | [[Category:Fallout 4 derived statistics]] |
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⚫ | |||
[[Category:Van Buren derived statistics]] |
[[Category:Van Buren derived statistics]] |
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[[Category:Lionheart derived statistics]] |
[[Category:Lionheart derived statistics]] |
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[[es:Puntos de acción]] |
[[es:Puntos de acción]] |
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[[fi:Action Points]] |
[[fi:Action Points]] |
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+ | [[fr:Points d'Action]] |
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[[it:Punti Azione]] |
[[it:Punti Azione]] |
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[[no:Action Points]] |
[[no:Action Points]] |
Revision as of 23:16, 9 April 2016
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 |
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.
Base action points regeneration rate is 6.0 or 16.66 seconds ( 100/6.0 ) from 0 to 100%.
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
- ↑ http://fallout.wikia.com/wiki/Raider_%28Fallout_4%29 Bethesda's E3 conference 8:05 mark
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