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Fallout中文維基
6,193
个页面
探索
首页
所有页面
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交互式地图
最新博文
Fallout游戏
辐射
辐射2
辐射3
扩展包(DLC)
角色
同伴
生物
派系
物品
地点
任务
机器人和电脑
SPECIAL
辐射:新维加斯
扩展包(DLC)
角色
同伴
生物
派系
物品
地点
任务
机器人和电脑
SPECIAL
辐射4
扩展包(DLC)
角色
同伴
生物
派系
物品
地点
任务
机器人和电脑
SPECIAL
辐射战略版
辐射76
原子商店
Apparel
Bundles
C.A.M.P.
Emotes
Icons
Photomode
Seasons
Skins
Styles
Utility
更新
Once in a Blue Moon
Mutation Invasion
核子世界环游
探险:匹兹堡
Test Your Metal
Invaders from Beyond
Night of the Moth
Fallout Worlds
Steel Reign
Locked & Loaded
角色
盟友
生物和机器人
派系
销售商
物品
弹药
Apparel and armor
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Food/drink and aid
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Ash Heap
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===Damage Reduction formula=== All final values below are adjusted by difficulty: {| class="va-table" ! Difficulty !! Player<br />Damage !! Enemy<br />Damage |- | Very easy || ×2.0 || ×0.5 |- | Easy || ×1.5 || ×0.75 |- | Normal || ×1.0 || ×1.0 |- | Hard || ×0.75 || ×1.5 |- | Very hard || ×0.5 || ×2.0 |- | Survival<ref>Most places cite this as 1.5x and 2.0x, however these numbers are relative to Very Hard difficulty, not Normal. The true, net difficulty modifiers are .75x for the player and 4.0x for enemies. For further discussion see examples such as [https://www.reddit.com/r/fo4/comments/625rqq/survival_mode_damage_multipliers/dfki884/ this reddit thread] or [http://www.nexusmods.com/fallout4/mods/20952/? this mod]</ref> || ×.75<sup>†</sup> || ×4.0 |- | colspan="3" | † Boosted higher depending on adrenaline level. |} This is applied after the ratio and exponent are calculated, so damage resistance is applied on the base potential weapon damage, before difficulty-based multipliers are included in. This means that damage resistance is the same level of effectiveness (or ineffectiveness) on every difficulty level. Companions are unmodified. On all difficulty levels they do 1x damage and take 1x damage from enemies. This means that companions generally become a bit more effective at higher difficulty levels since they will generally be taking less damage and doing more damage than the player character. Regardless of where one hits an enemy/are hit by an enemy, the total damage resistance of all currently equipped pieces of armor is used for the formula. The actual damage reduction formula is: :<math>{\it DamageCoeff} = \text{Min}\left(0.99, \left[ \frac{\it Damage\times 0.15}{\it DamageResist}\right]^{0.365} \right)</math> * where default game settings are: ** fPhysicalDamageFactor = 0.15 ** fPhysicalArmorDmgReductionExp = 0.365 * This is a coefficient (multiplier) for the net damage done, not the actual damage reduction; so lower numbers are better (more damage is negated). ** If one wants the actual % damage reduction simply do <math>{\it DamageReduction} = 1 - {\it DamageCoeff}</math> [[File:Fallout4_damage_reduction.png|thumb|Damage done as function of the damage to armor ratio.]] [[File:Fallout4_damage_reduction_2.png|thumb|Damage mitigation as function of the armor to damage ratio.]] There are variations on this ''DamageCoeff'' calculation based on weapon used: * Projectile and close combat weapons use ''PaperDamage'' (essentially, the number one sees in the Pip-Boy), ''RangeMultiplier'', and ''PowerAttackMultiplier'' for the damage part. * Energy weapons use ''WeaponBaseDamage'' and ''RangeMultiplier'' for the damage part (essentially, they are more vulnerable to their respective damage resistance). :<math>{\it PaperDamage} = {\it WeaponBaseDamage} \times {\it Perk}_1 \times {\it Perk}_2 \times \dots \times {\it RangeMulti}</math> * ''WeaponBaseDamage'' is affected by weapon mods and is e.g. doubled with a 2x charged [[Laser musket (Fallout 4)|laser musket]] * ''RangeMulti'' is 1.0 at 100% ''WeaponRange'' or closer, 0.5 at 200% of ''WeaponRange'' or farther, and scales from 1.0 to 0.5 as range increases from 100% to 200% of ''WeaponRange''. ====For Poison Damage==== Poison deals damage each second, as a distinctly inflicted hit, typically for 10 seconds; for example, if the player character has a poison resistance of 5 and suffers a poison 3 hit, then once per second for 10 seconds, they will suffer a 3 damage hit, resisted with a resistance of 5, which otherwise follows the rules for projectile damage. ====For Bleeding Damage==== Bleeding works like poison, except that there is no such thing as bleeding resistance. Even robots such as 2nd generation synths and sentry bots will take bleeding damage, as it is a general damage over time effect. ====For Radiation Damage==== Radiation damage has two subtypes. Almost all of it in the game is '''poisoning'''; each point of radiation poisoning from a radiation "hit" is resisted by radiation resistance (as per the energy damage resistance formula), and resolves as a .1% loss of maximum HP for each point that gets through. The only perk that raises radiation poisoning damage inflicted by a weapon is [[Nuclear Physicist]], and radiation immunity makes a target ignore radiation poisoning entirely. Non-poisoning radiation damage follows the normal rules for energy damage, including modification by perks; it ignores radiation immunity, and creatures with radiation immunity typically have no radiation resistance. ====For Explosive Damage==== Explosive modifies other damage types - for example, something can inflict explosive energy damage. Explosive damage uses the same formula as the underlying type, but is affected by additional perks and effects that interact with explosives. Padded and dense [[Fallout 4 armor mods|armor mods]] reduce the damage taken by 25% for padded and 50% for dense from explosion base damage. E.g. a dense armor mod reduces the damage taken from a frag grenade by 62.5% (50% and 25% in succession) in addition to normal physical resistance. ====Combined Damage Types==== When something has multiple resistible damage types (ballistic, energy, radiation, and poison are the currently resistible types, with any of them capable of being explosive or not, and radiation can be poisoning or not - almost all radiation sources are poisoning), one "hit" resolves as a hit for each damage type applied. Likewise, when something deals both direct and area of effect damage, a target is hit by each one individually. For example, if one removes the [[Lorenzo's Artifact gun]] mod from the original gun and attaches it to an [[Legendary_weapon_effects#Legendary_weapon_prefixes|Irradiated]] [[Gamma gun]] with an [[Electric signal carrier antennae]], a fully charged shot from the weapon will inflict ''6'' distinct "hits": energy damage, explosive energy damage, explosive projectile damage, radiation damage, explosive radiation damage and radiation poisoning. ====For Power Attack Damage==== Multiply the weapon's paper damage by 1.5 at the end. ====Final Damage==== :<math>\it FinalDamage = PaperDamage \times DamageCoeff \times HeadshotMulti \times SneakAttackMulti</math>
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