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Fallout Wiki

Overview

Damage Reduction reduces incoming damage by set percentage, stacking multiplicatively with other effects. It modifies the damage after it has been reduced by the relevant Damage Resistance stat.

If a player has Dodgy 3 (-30%) and Lone Wanderer 3 (-20%) equipped, an incoming attack will be reduced by 44%.
DMGf = DMGi * 0.70 * 0.80

Fallout 76

Armor
  • Power armor passive (-7% per part, stacking additively)
  • Acrobat's armor (-50% per part, stacking additively)[1]
  • Assassin's armor (-8% per part, stacking additively)
  • Cavalier sprinting armor (-15% per part, stacking additively)
  • Cavalier blocking armor (-15% per part, stacking additively)
  • Exterminator's armor (-15% per part, stacking additively)
  • Ghoul slayer's armor (-15% per part, stacking additively)
  • Hunter's armor (-15% per part, stacking additively)
  • Mutant slayer's armor (-15% per part, stacking additively)
  • Troubleshooter's armor (-15% per part, stacking additively)
  • Sentinel armor (-15% per part, stacking additively)
  • Zealot's armor (-15% per part, stacking additively)
Perks and mutations
Fallout 76 magazines
Aid

Notes

  • Every modifier except for Acrobat's is multiplicative, meaning a damage reduction value of 100% is not possible.
  • Serendipity does not use damage reduction, instead it uses a unique resistance mechanic called Damage evasion.
    • Damage evasion multiplies the incoming damage by 0, completely nullifying damage.

References

  1. Two parts = 100% reduction
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