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Damage Reduction is a derived statistic in Fallout 3 and Fallout 76.

Overview[]

Damage Reduction reduces incoming damage by a set percentage, stacking multiplicatively with other effects. It modifies the damage before 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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