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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 their 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, can be possibly modified by various factors, depending on the game:

Mechanic Fallout 1/2/Tactics Fallout 3 Fallout: New Vegas Fallout 4 Fallout 76
Critical Hit Icon check Icon check Icon check Icon check Icon check
Condition Icon cross Icon check Icon check Icon cross Icon cross / Icon check e
Damage Modifier Icon check Icon cross Icon check Icon check Icon check
Damage Resistance Icon check Icon check Icon check Icon check Icon check
Damage Resistance Modifier Icon check Icon cross Icon cross / Icon check a Icon check Icon check
Damage Threshold Icon check Icon cross Icon check Icon cross Icon cross
V.A.T.S.-special Icon cross Icon check^ b Icon check^ c Icon check^ d Icon cross

^ 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.
^ d Damage done to the player in V.A.T.S. is reduced.
^ e Weapons cannot be equipped when their durability reaches 0.

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 Fallout 76
Normal e The vast majority of damage from all weapons. Icon check Icon check Icon check Icon check Icon check
Laser Damage specific to laser weapons. Icon check Icon cross Icon cross Icon cross Icon cross
Fire Damage from flame-based weapons and explosives, occasionally residual. Icon check Icon check Icon check Icon cross d Icon check
Plasma Damage specific to plasma-based weapons. Icon check Icon cross Icon cross Icon cross Icon cross
Explosive Damage from otherwise unspecial explosives. Icon check Icon check Icon check Icon check Icon check
EMP/Pulse Damage from electromagnetic weapons, generally good against robots. Icon check Icon check Icon check Icon check Icon cross
Electrical Hidden and used by very few weapons.a Icon check Icon cross / Icon check b Icon cross / Icon check b Icon cross d Icon check
Radiation Damage dealt through radioactive sources such as certain weapons or environments. c Icon cross Icon cross Icon cross Icon check Icon 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. Icon cross Icon cross Icon cross Icon check Icon check
Poison Damage dealt primarily by toxins, typically from a bug, but also including some exotic weaponry. Icon cross Icon cross Icon cross Icon check Icon check
Pure A new damage type implemented in Fallout 76, used exclusively for the Wendigo Colossus Icon cross Icon cross Icon cross Icon cross Icon 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. In Fallout 76, it is used only in the Electrically Charged mutation.
^ 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 Exists in the game files, but is not used anywhere.
^ e Also known as ballistic damage in Fallout 76.

Special exceptionsEdit

  • Fallout Tactics adds Gas Damage. It also re-categorizes "Laser" as "Energy" damage.
  • Van Buren adds Ballistic, Bio, and Heat damage.

See alsoEdit

See also: Combat

The computation formula of the final damage for each game is described in more detail in the combat article.

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