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Damage

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Damage

Damage is a measurement of how harmful an attack is to a character. When a character takes Damage, it is subtracted from his or her Hit Points. Damage will cause death when a character's hit points reach 0.

InfluencesEdit

Weapons all have base damage values. The final damage delivered to the target, however, is possibly modified by various factors, depending on the game.

Mechanic Fallout 1/2/Tactics Fallout 3 Fallout: New Vegas
Critical Hits yesIcon check yesIcon check yesIcon check
Condition noIcon cross yesIcon check yesIcon check
Damage Modifier yesIcon check noIcon cross yesIcon check
Damage Resistance yesIcon check yesIcon check yesIcon check
Damage Resistance Modifier yesIcon check noIcon cross noIcon cross / yesIcon check a
Damage Threshold yesIcon check noIcon cross yesIcon check
V.A.T.S.-special noIcon cross yesIcon check^ b yesIcon check^ c

^ a Fallout: New Vegas features a few weapons that completely ignore DR, even if few enemies actually have DR.

^ b Damage done to the player in V.A.T.S. is reduced by 90%.

^ c Damage done to the player in V.A.T.S. is reduced by 25%. Melee/unarmed damage done by the player is doubled.

The computation formula of the final damage is described in more detail on the combat pages for Fallout 1 and 2, Fallout 3, or Fallout: New Vegas.

TypesEdit

There are different types of damage, depending on the weapon of attack.

Type Description Fallout 1/2/Tactics Fallout 3 Fallout: New Vegas Fallout 4
Normal The vast majority of damage from all weapons. yesIcon check yesIcon check yesIcon check yesIcon check
Laser Damage specific to laser weapons. yesIcon check noIcon cross noIcon cross noIcon cross
Fire Damage from flame-based weapons and explosives, occasionally residual. yesIcon check yesIcon check yesIcon check noIcon cross
Plasma Damage specific to plasma-based weapons. yesIcon check noIcon cross noIcon cross noIcon cross
Explosive Damage from otherwise unspecial explosives. yesIcon check yesIcon check yesIcon check yesIcon check
EMP/Pulse Damage from electromagnetic weapons, generally good against robots. yesIcon check yesIcon check yesIcon check yesIcon check
Electrical Hidden and used by very few weapons.a yesIcon check noIcon cross / yesIcon check b noIcon cross / yesIcon check b noIcon cross d
Radiation Damage dealt through radioactive sources such as certain weapons or environments. c noIcon cross noIcon cross noIcon cross yesIcon check
Energy Damage dealt by lasers, fire, electricity, cold, and a variety of other sources, including weapons which inflict more than one damage type, such as plasma. noIcon cross noIcon cross noIcon cross yesIcon check
Poison Damage dealt primarily by toxins, typically from a bug, but also including some exotic weaponry. noIcon cross noIcon cross noIcon cross yesIcon check

^ a Not shown in the games that use it, Electrical damage is only caused by alien blaster, YK32 pulse pistol, and YK42B pulse rifle.

^ b Fallout 3 and Fallout: New Vegas use "energy" damage to label the residual effect off the Tesla cannon, though it has the appearance of electricity sparking.

^ c All Fallout games contain environmental radiation damage of some variant. The table is representative of radioactive damage dealt by weapons like the Gamma gun.

^ d Needs citation, assumed to be false.

Special exceptionsEdit

Mini-FOT LogoThe following is based on Fallout Tactics and some details might contradict canon.

Fallout Tactics adds Gas Damage. It also re-categorizes "Laser" as "Energy" damage.

Mini-FOT LogoEnd of information based on Fallout Tactics.
Gametitle-VBThe following is based on Van Buren and has not been confirmed by canon sources.

Van Buren adds Ballistic, Bio, and Heat damage.

Gametitle-VBEnd of information based on Van Buren.

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