This page lists all derived statistics in Fallout 76. |
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Contents
Statistics
Derived statistic | Description | Derived from | Initial value |
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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: |
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 |
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