For damage formulas and calculation, see Damage (Fallout 76). |
The following lists information for Fallout 76 gameplay and combat.
Damage types[]
Damage types | ||
---|---|---|
Icon | Namecond | Description |
Physical Damage | Damage dealt by most ballistic, explosive and melee weapons. Reduced by Damage Resistance. | |
Energy Damage | Damage dealt by lasers, electricity and plasma weapons. Reduced by Energy Resistance. | |
Radiation Damage | Damage dealt through radioactive weapons. Reduced by Radiation Resistance. | |
Fire Damage | Damage from flame-based weapons and explosives, occasionally residual. Reduced by Fire Resistance. | |
Cryo Damage | Damage dealt by cryogenic weaponry. Applies a slow effect. Reduced by Cryo Resistance. | |
Poison Damage | Damage dealt by poisoned weapons, usually applied as damage-over-time (DOT). Reduced by Poison Resistance. | |
Pure Damage | Damage dealt exclusively by the wendigo colossus. Pure damage is synonymous with "True damage" used by most games. This type of damage cannot be resisted, only reduced by Damage reduction. | |
Bleed Damage | Damage-over-time from certain bladed melee weapons/mods. It ignores both Damage Resistance and Damage reduction. | |
Electrical Damage | Electrical damage is used only by the Electrically Charged mutation, and the electrified mod on the Mr. Handy buzz blade and auto axe. Reduced by Electrical Resistance, a resist only found on the blue devil, mole miner juggernaut, and fanatic manhunter. | |
Explosive Damage | Not a damage type, but a form of existing damage types inherited from the weapon. Explosions have their own reduction perks, armor mods, and multipliers. |
Body part multipliers[]
Each body part has a different limb health bar, chance to be hit in V.A.T.S. and a passive damage multiplier.
All creatures and robots are made up of various body parts, each with their own unique variables, such as the base chance to hit in VATS or limb durability. Crippling most body parts will inflict serious debuffs on a target, such as a reduced mobility or even initiating a self-destruct sequence. Hitting any body part modifies the incoming damage with what we refer to as a body part multiplier. Similar to a sneak attack, the damage dealt to a target is multiplied by this number. For most body parts, this value is 1.0, which means the damage is not modified (100%; or standard damage). Below is a list of each creature with weak and tough spots, along with their corresponding body part multipliers.
Note: NPCs that are omitted from this table do not have any weak or tough spots (100% against all limbs).
Body part multipliers | ||||
---|---|---|---|---|
Enemy | Weak spot | Damage taken | Tough spot | Damage taken |
Alien | Head | × 2.00 | ||
Angler | Head | × 1.25 | ||
Assaultron | Head | × 0.33 | ||
Beaver | Head | × 1.25 | ||
Bloatfly | Head | × 2.00 | ||
Bloodbug | Head | × 2.00 | ||
Brahmin | Head (any) | × 1.50 | ||
Cargobot | Booster (any) Flight Control System |
× 2.00 × 1.25 |
||
Deathclaw | Belly | × 2.00 | Tail | × 0.50 |
Dog | Head | × 2.00 | ||
Eyebot | Back Panel | × 3.00 | Laser | × 0.25 |
Feral ghoul | Head | × 2.00 | ||
Firefly | Head | × 1.50 | ||
Flatwoods monster | Head | × 1.25 | ||
Fog crawler | Head | × 1.25 | ||
Fox | Head | × 1.25 | ||
Grafton Monster | Blowholes | × 2.00 | ||
Gulper | Head | × 1.50 | ||
Hermit crab | Head | × 1.50 | Arm (any) | × 0.50 |
Honey beast | Head | × 2.00 | ||
Human | Head | × 2.00 | ||
Mega sloth | Head | × 1.25 | ||
Mirelurk | Head | × 2.00 | Arm (any) Shell |
× 0.50 × 0.25 |
Mirelurk hunter | Head | × 1.50 | Arm (any) | × 0.33 |
Mirelurk king | Head | × 2.00 | ||
Mirelurk queen | Arm (any) Shell |
× 0.50 × 0.25 | ||
Mole miner | Head | × 2.00 | ||
Mole rat | Head | × 2.00 | ||
Mothman | Head | × 1.25 | ||
Mr. Gutsy Handy Ms. Nanny |
Combat Inhibitor Thruster Eye (any) |
× 2.00 × 2.00 × 1.25 |
||
Mutant hound | Head | × 1.25 | ||
Opossum | Head | × 1.25 | ||
Owlet | Head | × 1.25 | ||
Power armor | Head | × 2.00 | ||
Protectron | Head | × 0.33 | ||
Radscorpion | Face | × 2.00 | Claw (any) | × 0.50 |
Radstag | Left head Right head |
× 1.25 × 2.00 |
||
Robobrain | Head | × 0.80 | ||
Squirrel | Head | × 1.25 | ||
Scorchbeast | Head | × 1.50 | ||
Scorched | Head | × 2.00 | ||
Sentry bot | Fusion Cores | × 4.0 | Head | × 0.80 |
Sheepsquatch | Body | × 0.33 | ||
Super mutant Shielded super mutant |
Head | × 2.00 | ||
Super mutant behemoth | Head | × 2.00 | ||
Snallygaster | Head | × 1.50 | ||
Stingwing | Head | × 2.00 | ||
Tick | Head | × 1.50 | ||
Turret (bubble) | Body Combat Inhibitor |
× 0.50 × 0.10 | ||
Vulture | Head | × 1.50 | ||
Wild mongrel | Head | × 2.00 | ||
Wendigo | Head | × 1.25 | ||
Wendigo colossus | Head (any) | × 2.00 | ||
Wolf | Head | × 2.00 | ||
Yao guai | Head | × 1.25 |
Stats[]
Damage statistics | ||
---|---|---|
Name | Description | Source |
Damage, Damage Modifier | ||
Armor Penetration | Tank Killer, Stabilized, Incisor | |
Condition | ||
V.A.T.S. | ||
Critical Hit | ||
Hit Points | ||
Crippled Limbs | ||
Condition | ||
Action Points | ||
Encumbered | ||
Stagger | ||
Movement Speed | ||
Sprinting | ||
Jumping | ||
Damage | ||
Armor Penetration | ||
Damage Modifier | ||
Damage Reduction | ||
Damage Resistance | ||
Energy Resistance | ||
Radiation Resistance | ||
Poison Resistance | ||
Fire Resistance | ||
Cryo Resistance | ||
Critical Hit | Adds base damage times crit damage bonuses to paper damage, bypasses percent damage reductions. Does not interact with sneak multiplier. Increases chance to hit. | |
Sneak Attack Critical | Additive to paper damage. Base is +100%. | |
V.A.T.S. | ||
Accuracy | ||
Range | ||
Fire Rate | ||
Durability | ||
Player versus player | ||
Pacifist mode |
Compass markers[]
As part of the HUD, the compass can be used to orient the player, as well as display the location of nearby elements, represented with different markers. Such markers can be:
- Actor markers: represents either non-player characters or player characters. By default, the marker is colored yellow if the actor is not aggressive towards the player, or red if they are. These markers can have an arrow above or below them, which indicates that the actor is above or below the player's elevation.
- Non-player characters: represented with a circle.
- Player characters: represented with a square.
- Map markers: represents a location that can be fast traveled to using the map. By default only the silhouette is visible until the player has discovered the location.
- Event markers: used to indicate the location of an active event.
- Normal events: represented with a yellow hexagon with a black outline on the inside.
- Public events: uses the same icon as a normal event, with a black exclamation mark on the inside.
- Custom markers: represents the custom marker a player or a teammate can place on the map, it is shaped like an inverted tear drop with a circle in the middle. When nearing the location pinpointed on the map, the remaining distance will appear as a number above the marker.
- Quest markers: used to represent the location of quest objectives, such as objects, NPCs or areas. They are divided into three markers:
- Main quest markers: represented with a square with an inner black outline pin marker. Used when the quest is classified as a main quest.
- Side quest markers: represented with a diamond with an inner black outline pin marker. Used in side quests, daily quests and events once the player has joined them.
- Area quest markers: used to represent a circular area where the player will find the next objective. When outside the area it is represented as a circle pin marker. Once inside the designated area, the marker will be replaced by a circle on the bottom rim of the compass, indicating that the player is inside the area.
Notes[]
- Items can be activated from a distance of 150 units.
- The duration of 1 in-game hour is 3 real minutes. Each in-game day takes 72 minutes to complete.
Bugs[]
- Sneak attacks will not apply bonus damage if the target is currently aggro'd ([Danger]) against another player. The sneak damage will be reflected by floating damage numbers, but will not be applied.[verified]
- handmade rifle) in VATS may not apply damage against moving targets. The intended damage will be reflected by floating damage numbers, but will not be applied.[verified] Damage dealt by hitscan weapons (e.g.