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[]
- 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)
- Dodgy (-10/20/30%)
- Fireproof (-15/30/45% fire and explosion only)
- Lone Wanderer (-10/15/20%)
- Blocker (-15/30/45% melee only)
- Empath mutation (-25% for teammates, +33% for player)
- Astoundingly Awesome Tales #8
- Live & Love #9
- Scouts' Life #1
- Scouts' Life #2
- Scouts' Life #7
- Tesla Science Magazine #1
- Tesla Science Magazine #2
- U.S. Covert Operations Manual #3
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[]
- ↑ Two parts = 100% reduction