This page lists all derived statistics in Fallout 76.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For derived statistics in other Fallout games, please see "Derived statistic".
  • For an overview of Fallout 76 content, please refer to "Portal:Fallout 76."

Contents

 
Gametitle-FO76.png
Gametitle-FO76.png

Statistics

Derived statistic Description Derived from Initial value
Experience modifier A bonus to all experience earned. Intelligence (+2.072% per), Aid items, Inspirational, Night Person, Lunchboxes
Bobblehead: Leader, Live & Love #8, Egg Head, Casual public teams
BASE + (INT × 2.072)%
Action Points Primarily used for VATS; also used for sprinting, holding your breath while sniping, gun bashing, and power attacks. Agility, Equipment, Consumables 60 + (AGL × 10)
Action Point Refresh How fast Action Points regenerate. Equipment, Consumables, Action Boy/Action Girl
Barter bonus Buying / selling price modifier when trading with Merchants. Charisma, Equipment, Consumables, Hard Bargain Buy price:
2.5 - (CHR x 0.1) every 2 levels up to 10, then 2 - [(CHR - 10) x 0.02

Sell price:
0.075 + (CHR x 0.025) every 2 levels up to 10, then 0.2 + [(CHR - 10) x 0.005

Carry Weight The amount of weight you can carry before becoming overencumbered. Strength, Equipment, Consumables, Strong Back 150 + (STR × 5)
Critical Hit recharge The amount of critical charge built per attack in V.A.T.S. Luck, Four Leaf Clover, Psychopath
Hit Points How much damage you can sustain before death; reduced by radiation poisoning. Endurance, Consumables, Lifegiver 250 + (END × 5)
Hit Points Regeneration How much passive healing you deal to yourself. Consumables, Rejuvenated
Melee Damage Bonus damage you do in close combat; unlike previous Fallout games, this also includes unarmed. Strength, Equipment, Consumables, Gladiator, Slugger, Iron Fist, Bobblehead: Unarmed, Bobblehead - Melee Weapons
Damage Resistance A number used to determine how much ballistic damage you can negate. Equipment, Consumables, Barbarian, Bullet Shield, Bodyguards, Evasive, Moving Target, Junk Shield, Ironclad
Disease resistance A number used to determine the chance of disease from diseased sources. Endurance, Equipment, Consumables, Iron Stomach, Natural Resistance, Thirst Quencher, Vaccinated
Energy Resistance A number used to determine how much energy damage you can negate. Equipment, Consumables, Refractor, Bodyguards, Moving Target, Ironclad, Grounded
Fire Resistance A number used to determine how much fire damage you can negate. Equipment, Fireproof, Sizzling Style
Cryo Resistance A number used to determine how much frost damage you can negate. Equipment
Poison Resistance A number used to determine how much poison damage you can negate. Equipment, Consumables, Funky Duds
Radiation Resistance A number used to determine how much radiation damage and rads you can negate. Equipment, Consumables, Rad Resistant, Lead Belly, What Rads?
Damage Avoidance A chance to avoid damage altogether Serendipity
Damage Reduction A number used to determine how much damage you negate before Resistance calculations. Power Armor (42%, 7% per piece), emergency protocols, Legendary armor modifiers, Blocker, Dodgy, Lone Wanderer
Running Speed Factors affecting running speed Power Armor (-20%), Speed Demon, Dead Man Sprinting, Gun Runner, Run for Your Knife, Squad Maneuver
Sprinting Speed Factors affecting sprinting speed Equipment, Speed Demon, Dead Man Sprinting
Sneak Factors affecting ability to sneak. Agility, Equipment, consumables, Sneak, Escape Artist, Light Footed
Scrapping multiplier Factors affecting the amount of junk produced by scrapping weapons and armor. Intelligence, Scrapper
Community content is available under CC-BY-SA unless otherwise noted.