Armor Health Or Dmg Resist Fallout 4

Power armor is one of the center-pieces of Bethesda's Fallout universe. Fallout 4 makes the most use of them, see which set is the best! Few customisation options means raider armor gets out-dated quickly, so make sure you keep an eye out for other power armor sets! Damage Resistance: 500. Energy Resistance: 250. Radiation Resistance: 1050. For Fallout 4 on the PlayStation 4, a GameFAQs message board topic titled 'Toughness is probably the most underrated perk in this game.' When you have 1-2 thousand just from your power armor. 0.5 to 1% bonus to damage resistance. I think damage reduction is better than extra health because it applies to every point of health you have. Feb 28, 2017  There is no damage roll, damage is fixed. Armor is not hit location based, Fallout 4 just sums up all the armor from every piece you are wearing into an overall value. 3 Types of armor: DamageResist, EnergyResist, and RadiationResist. Armor in fallout 4 is complicated.

Mutant bears, super mutants, and deathclaws – oh my! All that radiation in Fallout 4 really had quite the effect on the remaining living world. However, while it is perfectly acceptable to charge in and pump anything and everything in the face with a whole lot of lead, it saves time and bullets to just hit an enemy in their weak spot. For different enemies, this means different things, and while the Awareness perk shows resistances and weaknesses, it is kind of a waste of one of those crucial perk chart points. Fortunately, this guide will give the basic rundown on everything a wastelander needs to know in order to dominate the world and its beings.

Assault Robots

Unlike combat Synths, assault robots will never run to cover, they will only run for your head. This makes them easy to hit, but their high damage output makes it prudent to have a place to hide if need be. Like Synths, assault robotics are weakest to energy weapons and a few rapid hits are enough to take most down.

For all assault robotics, it is recommended to use VATS. They can fire at a high rate of speed and the time slow in VATS makes them easier to deal with.

Protectrons are the weakest of the robots. While their bulky design makes them seem formidable, they are easy to kill.

Assaultrons are a little more difficult. At range, they can fire a deadly laser, but it can be easy to line of sight it. Up close, they move quickly and attack with their surprisingly powerful nipple-twisting claws. Aim for the head in VATS.

Sentrybots are the big daddies and the hardest to kill. They are big, move quickly, and fire quickly like a turret. However, they have trouble fitting into small doorways, so that may be one good strategy to taking them on. Laser weapons work in a pinch, but plasma weapons and pulse grenades do serious damage to sentrybots.

Bloatflies

Not unlike radroaches, bloatflies are annoying, but not difficult to kill. Their major advantages lie in the fact that they travel in groups and are quite evasive. As they have no real damage resistances, they are quite weak. As they use ranged attacks, it is best to just quickly VATS them all down with the low powered 10mm pistol.

Bloodbugs

These mutated mosquitoes are very aggressive and travel in packs, making them hard to avoid. Unlike other flying enemies, bloodbugs need to get in close to attack. However, they are easy to kill with either VATS or melee attacks.

Brotherhood of Steel Power Armor

While Brotherhood Scribes and other ranks not in power armor are as easy to kill as any humanoid creature, Brotherhood Knights and above have access to power armor which make them a tad bit harder to kill. Normal bullets seem to just bounce off and while energy weapons work a bit better, but they are not the most efficient way to kill Brotherhood. Aside from missiles, fat men, and miniguns, the most effective weapon against Brotherhood power armor is the Railroad gun that shoots railroad spikes. Those guns take massive chunks of health off Brotherhood power armor, but any gun with armor piercing will have a similar effect.

The weakness of power armor lies on it back. In VATS, players can target the suit’s fusion core, its power source. While it requires their back to be turned, successfully breaking (not just hitting) the fusion core will cause the armor to explode like a small nuke, likely taking out anyone else in the nearby area.

Deathclaws

Deathclaws have always been the pee-your-pants-and-run-away enemies of the Fallout series and in Fallout 4, they are no different. However, with all their unpleasant mutations about, Deathclaw classic is the weakest of the lot.

With thick skin, quick speed, and unmatched strength, a deathclaw is difficult to tackle even with power armor. The deathclaw doesn’t really have a weakness, but the closest spot is its belly. Of course, that can only be reliably hit when it is charging you, so there’s that.

The best strategy is the original strategy that introduces you to deathclaws in Fallout 4 – power armor + minigun. However, for those that don’t have those on the fly, armor piercing weapons and many grenades are helpful. Molotovs are particularly helpful with Chameleon Deathclaws as they can force them out of stealth. Alternatively, nothing is helpful against the rare Mythic Deathclaw except running.

Fallout 4 Vault Dweller's Survival Guide Collector's Edition: Prima Official Game Guide
Amazon Price:$39.99 $19.58 Buy Now
(price as of Nov 14, 2015)

Feral Ghoul

Unlike the feral ghouls in previous Fallouts, the feral ghouls in Fallout 4 can be pretty formidable. While they are weak and most are easy to kill in one or two hits, the feral ghouls’ strength is speed and a pack’s swarming potential. Each lunge attack of a feral ghoul gives radiation damage as well as regular damage which can make three or four all taking swipes at the same time a real problem. Energy weapons and good old fashioned shotguns work well against ghoul packs; however, radiation weapons should be avoided as they heal ghouls.

Be particularly wary around feral ghoul variants like the Glowing One, who does more radiation damage and can revive other dead ghouls near him, and the Charred Ghouls that are resistant to damage yet do very high damage to you.

Like humanoids, ghouls are weak to head and body shots. Blowing off the legs of particularly strong ghouls (like Glowing Ones) may also be a helpful option to finishing them off fast.

Humanoids

Humans are some of the easiest creatures to kill in the Fallout universe. Head shots are, of course, the way to go with killing raiders and anyone else. Humans also suffer radiation damage from radiation type weapons. However, blowing their heads off with a well placed sniper shot is just easier.

Mirelurks

Mirelurks and their variants are a surprisingly complex and difficult enemy to tackle. Standard mirelurks are weak to face and body shots. However, the tough shell on their back causes traditional weapons (everything besides missiles and mini nukes) to ricochet out. In order to effectively hurt a mirelurk, you have to wait until it charges at you.

Further up the food chain, Mirelurk Hunters have less armor, but have speed and damage on their side. At a distance, they spit corrosive acid and up close their melee attacks are painful. Headshots in VATS are the way to go here.

At the top of the Mirelurk totem pole are the King and Queen Mirelurk. The Queen comes in only one variety – huge – and spawns small mirelurk spawn to run in and attack people. She has a staggering amount of health, but her belly is the key. It is recommended to not be stingy with missiles or mini nukes for the Queen Mirelurk. Alternatively, the King Mirelurk comes in many different varieties. He is extremely fast and can use stealth making him difficult to tangle with. However, they have relatively reasonable health and resistances, not unlike the Mirelurk Hunter.

Mole Rats

Mole rats are counted among the weaker creatures in the wasteland. They travel in packs and can ambush players by appearing out of the ground. However, their low damage and health make even their variants relatively easy to handle with any sort of weapon.

Mongrels

Not all mutts are as well behaved as Dogmeat. Mongrels are feral dogs that, like most creatures, travel in packs. Normal hounds are easy to take down with a shotgun or even a few shots with a pistol, but Alphas, particularly Alpha Glowing or Alpha Albino mongrels come with a lot of resistances, health, and high damage.

Radroaches

Radroaches are the first enemy you will encounter in Fallout 4, and with such a title it is the easiest to kill. Don’t waste bullets on a radroach, one hit with a melee weapon or a power attack with your gun will kill them with ease.

Radscorpians

Unlike radroaches, radscorpions are much more formidable. Like mole rats, they possess the ability to ambush players from underground and travel in packs. Their strikes not only cause radiation damage, but can cause a poison effect that drains health rapidly. While shotguns can be effective, it is best to keep these creatures at a distance. They are weak to energy weapons, so laser rifles are a good way to go.

Radstag

Typically, raddoes and radstags will usually flee when they see you, but variants such as Albino, Rabid, and Glowing radstags will be aggressive. When fighting one, avoid their antler charge as it does high amounts of damage. Aim from the head or body with pretty much anything and they will be down in no time.

Stingwings

While most flying enemies are an utter joke, stingwings can be surprisingly tough. They like to circle around you, so without VATS they are tough to hit. With fast attacks and the ability to afflict poison, it is best to handle these suckers quickly … with a shotgun.

Super Mutants

Super mutants, most times, are easy to kill. Regular super mutants can be downed like a human with a head shot or a few body shots. However, the super mutant variants come with health and armor upgrades that make them harder to kill. One special circumstance to consider with super mutants is the Super Mutant Suicider. These little jerks will run right up to you with a bomb in hand and explode, taking you both down to Hell. To avoid this tragic and frustrating fate, shoot the arm the bomb is in through VATS from a distance, then he will just explode.

There are also those large Super Mutant Behemoths. Like in Fallout 3, there are five throughout the world. They have high health, high resist, and do crazy damage. It is best to treat them like the Queen Mirelurk, pumping heavy weaponry in them. However, never let them get close.

Synths

Synths are essentially man and machine put together. They lack the head vulnerability of man, but have the energy weakness the same as machines do. For synths, break out those energy weapons and be ready to flush them from cover. If you are going for limb damage, as soon as they lose their gun, they have a tendency to run up and start to melee, so be prepared for that. Otherwise, they are not too bad to handle.

The upgraded Synth, the Courser is originally made out to be a seriously scary badass, but after fighting one, you realize they are not so hard. Unlike regular synths, a courser seems to take more damage to their head. However, what makes them tough to tangle with is their ability to stealth. Like any stealth enemy, one well placed Molotov will knock them out of stealth long enough for VATS.

Yao Guai

A Yao Guai is a mutant bears and generally, like a deathclaw, not something you want to happen upon by surprise. Very aggressive, very strong, and a melee attack that staggers, a yao guai is best handled at range, but their thick skin resists a lot of damage. Personally, I recommend setting them on fire with molotovs, running them over mines, or taking them down with sniper fire.

Fallout Vault Boy Thumbs Up T-Shirt Size : Large
Amazon Price: $15.37 Buy Now
(price as of Nov 14, 2015)
For the Lionheart perk, see Damage Resistance (perk).
Fallout, Fallout 2, Fallout Tactics
ModifiesReduces Damage taken from attacks
Governed ByNone
Initial Value0%
Related PerksToughness, Dermal Impact Armor, Dermal Impact Assault Enhancement, Phoenix Armor Implants, Phoenix Assault Enhancement
Fallout 3, Fallout: New Vegas
ModifiesReduces Damage taken from attacks
Governed ByNone
Initial Value0%
Related PerksToughness, Cyborg, Barkskin, Survival Expert, Pitt Fighter, Ferocious Loyalty
Fallout 4
ModifiesReduced Damage taken from attacks.
Governed ByNone
Initial Value0
Related PerksRooted, Refractor, Toughness, Rad Resistant, Nerd Rage!, Moving Target
Fallout 76
ModifiesReduced Damage from Normal damage attacks
Initial Value0

Any damage taken is reduced by this amount. Damage Resistance can be increased by wearing armor.

— Fallout In-game description

Damage Resistance (DR) is a derived statistic in the SPECIAL character system.

Any damage taken is reduced by this percentage (that is to say, a piece of armor with 10 DR will reduce damage taken by 10%). Damage Resistance can be increased by wearing armor, or by taking certain perks.

  • 2Fallout 3

Fallout, Fallout 2, Fallout Tactics[edit | edit source]

Note, however, the difference from Armor Class, which helps dodge the attack, and Damage Threshold, which reduces damage before the damage resistance. Damage Resistance is capped at 90%.

Initial level: 0

  • The Toughness perk increases normal DR by 10% per rank.
  • The Dermal Impact Armor implants increase normal and explosive DR by 5%.
  • The Dermal Impact Assault Enhancement implants increase normal and explosive DR by 10%.
  • The Phoenix Armor Implants increase laser, fire, and plasma DR by 5%.
  • The Phoenix Assault Enhancement implants increase laser, fire, and plasma DR by 10%.

Fallout 3[edit | edit source]

The maximum Damage Resistance is 85%, regardless whether this value is obtained by armor, perks, drugs or a combination of these. This makes the effects of Nerd Rage and Med-X somewhat questionable, as even without chems, the Lone Wanderer can permanently gain up to 94% Damage Resistance through equipment and perks (with The Pitt additional content). The T-51b power armor and the Enclave Hellfire power armor plus their respective helmets have a max DR of 60. Combined with the five permanent perks (34%) gives the maximum DR without drugs or having less than 20 percent of your hitpoints. Without the additional content you would still be able to obtain a maximum DR of 91% with power armor. Note that these numbers assume a fully repaired suit of armor, which, when the T-51b armor is actually being worn, is only possible if the player boosts Crazy Wolfgang's repair skill to 100 by reverse pickpocketing workman's coveralls from Point Lookout onto him because there is only one copy of this armor and it can only be repaired by non-player characters. Enclave Hellfire armor can be found, but it is rare (only obtainable with Broken Steel loaded). For players who prefer non-power armor, you can still obtain a permanent DR of 82% (79% without The Pitt add-on) with ranger battle armor, ghoul mask, the ranger battle helmet and the perks listed below.

All add-on combinations[edit | edit source]

  • Permanent DR of 73% (temporary of 83%), +5 melee weapons and 148 AP with the permanent perks below and Superior Defender, Action Boy/Action Girl, tribal power armor, Ledoux's hockey mask, Almost Perfect and waiting to collect all S.P.E.C.I.A.L. Vault Boy Bobbleheads until level 30 has been achieved. This produces perfect SPECIAL stats with the exception of Agility which will be 9 due to the power armor effect. The tribal armor can be repaired with common T-45d power armor while the hockey mask is immune to item damage and can be repaired (if found damaged) with regular hockey masks.

The Pitt combinations[edit | edit source]

  • Permanent DR of 73%, +1 Strength, +1 Luck, -1 Agility, +5 melee weapons and +65 AP with the permanent perks below and Action Boy/Action Girl, tribal power armor and Ledoux's hockey mask. The tribal armor can be repaired with common T-45d power armor while the hockey mask is immune to item damage and can be repaired (if found damaged) with regular hockey masks.
    • Replace the hockey mask above with Poplar's hood which has 2 lower DR than the hockey mask but can be worn with the ghoul mask producing 5 DR rather than 4. This combination repairs the Agility damage (+2 small guns, +2 sneak, +2 action points), adds +10 sneak, permanent 74% DR, +40 AP and feral ghouls will not become hostile. It is a possibility for those who have not yet found the hockey mask, or missed acquiring it altogether. This option, however, excludes obtaining the Barkskin perk which offers 5 DR itself.

Permanently increasing Damage Resistance[edit | edit source]

  • The Cyborg perk gives +10% damage resistance.
  • The Toughness perk gives +10% damage resistance.
  • The Barkskin perk gives +5% damage resistance.
  • The Survival Expert perk gives up to +6% damage resistance.
  • The Pitt Fighter perk gives +3% damage resistance.

Temporarily increasing Damage Resistance[edit | edit source]

  • The Superior Defender perk gives +10% damage resistance, but only when standing still.
  • The Nerd Rage perk gives +50% Damage resistance, but only if your Health is below 20%.
  • The Med-X drug gives +25% Damage resistance, and it is possible to double up the effect by wearing the prototype medic power armor and also manually administering the drug.

Fallout: New Vegas[edit | edit source]

In Fallout: New Vegas, DR is mostly replaced by damage threshold. Med-X and the new items slasher and Battle brew, still provide bonuses to DR, which functions identically to the DR from Fallout 3. If all 3 items are taken together, they provide the maximum 85% damage resistance allowed by the game engine.

Damage resistance is applied before damage threshold. So, for a character with 30% damage resistance and 20 damage threshold (i.e. a Veteran Ranger), an attack that deals 80 damage is first reduced by 30% (leaving 56 damage), then the damage threshold is subtracted from that number, leaving a final damage of 36. As a result of this, a high damage resistance has a very large effect on a character's ability to withstand damage.

The only pieces of equipment in the game that raise DR instead of DT are:

Health
  • Rebreather from the questVolare!
  • The normally non-playable Trenchcoat found on the investigator during the quest Beyond the Beef
  • and Arcade Gannon's follower outfit

In addition, DR can be conferred via the console by entering player.forceAV DamageResist xx where xx is between 0 and 85. Values beyond 85 are ignored by the game; 85 is the maximum DR, a likely holdover in the game engine from Fallout 3.

A rare few non-player character characters have perks which grant them DR in addition to the DT from their armor. These include:

  • All companions if using Ferocious Loyalty.
  • Sunny Smiles (10% DR)
  • Ranger Stella (10% DR)
  • Legion Vexillarius (10% DR)
  • Praetorian guards (10% DR)
  • Lucius (10% DR)
  • Certain Legionary assassins (10% DR)
  • Ulysses (10% DR)
  • Blister (10% DR)
  • Beast (10% DR)
  • Bonesaw (10% DR)
  • Blade (10% DR)
  • Colonel Royez (10% DR)
  • Gaius Magnus (10% DR)
  • Mean Sonofabitch (20% DR)
  • Motor-Runner (20% DR)
  • Nightkin (30% DR)
  • Dog and God (30% DR)
  • Certain NCR Rangers (30% DR)
  • Veteran Rangers (30% DR)

Fallout 4 and Fallout 76[edit | edit source]

Damage resistance in both of the Creation Engine games is essentially the same and uses three separate armor types for the three available damage types:

  • DamageResist, used to determine resistance against ballistic or normal weapons - most conventional firearms, melee, and unarmed weapons, as well as creature attacks,
  • EnergyResist, used against weapons dealing energy damage,
  • RadiationResist, used against - what else? - radiation-based weapons.

To determine the damage reduction, the game first checks if the target of the attack has 0 armor, the attack deals full damage, otherwise, it performs the following calculation:

(((fPhysicalDamageFactor*Damage)+fPhysicalDamageBase)/Resistance)fPhysicalArmorDmgReductionExp
or
(((0.15*Damage)+0)/Resistance)0.365

Armor Health Or Dmg Resist Fallout 4 Walkthrough

Damage types can only be reduced by a max of 95%, with a minimum of 1%.

Gallery[edit | edit source]

  • Fallout icon Damage Resistance

Combat statisticsAction Points ·Critical Chance ·Melee Damage ·Reload Speed ·Sequence ·Unarmed Damage
Defense statisticsArmor Class ·Damage Resistance ·Damage Threshold ·Energy Resistance ·Fire Resistance ·Poison Resistance ·Radiation Resistance
Character statisticsCarry Weight ·Fatigue ·Healing Rate ·Hit Points ·Party Limit ·Perk Rate
Hardcore and Survival statisticsFallout: New Vegas: Dehydration ·Sleep ·Starvation
Fallout 4: Thirst ·Sleep ·Hunger
Fallout 76: Thirst ·Hunger

Armor Health Or Dmg Resist Fallout 4 Download

Retrieved from 'https://fallout.gamepedia.com/index.php?title=Damage_resistance&oldid=2146366'