energylifeto.blogg.se

Fallout 4 dmg resist symbols
Fallout 4 dmg resist symbols






fallout 4 dmg resist symbols
  1. FALLOUT 4 DMG RESIST SYMBOLS MODS
  2. FALLOUT 4 DMG RESIST SYMBOLS CODE

At level 56, Striker unlocks their awakening weapon which is a Gardbrace and can summon clones of the Striker to deal damage alongside him. The Striker class uses Gauntlets as their primary weapon and Vambrace as their secondary weapon. The class discords are a great place to start, most have their own guides and resources as well as plenty of skilled players willing to help with questions. You should really adapt the guide and follow your own instincts to match your play-style! I also highly recommend looking at as many different sources as possible and gathering as much information as you can about your class before deciding what is best for you and how you play. Remember that class guides are a rough explanation of the class, designed to give you an idea of the class and what you should be aiming for. (Some parts of this guide, such as succession skill descriptions are skill under development and will be coming at a later date, you can easily find this information in-game)

FALLOUT 4 DMG RESIST SYMBOLS MODS

The formula caps out at 95%, absolutely no change over a huge range, but then suddenly jumps to 100% at 1mil.Įnergy damage is treated differently than ballistic damage (see crits & perk damage mods vs armor, wiki has decent info on this), dunno why, but it is.15. It is 95% damage reduction from ~17500 to 999999 energyresist with a 1crank laser musket (32 damage), no perks. 100% damage reduction for energy damage happens at the same point (1mil) regardless of damage/shot or anything else.) Had to test inputs/outputs in game to figure it out.

FALLOUT 4 DMG RESIST SYMBOLS CODE

(It's from a conditional statement in the armor formula, but we don't get source code for how armor works though. (using getav health, I had given it silly high hitpoints before starting)īallistic damage still does 5% damage at 50mil damageresist.ĭamage Reduction goes from 95% at 999999 to 100% at 1mil, but only for energy damage. I set a ghoul's energyresist to various values, shot it, recorded how much damage it took. I just assumed ballistic would work the same at 1mil+, and that was a bad assumption.ĭifficulty damage multiplier happens after armor, it has no effect on how well armor works. (That is how I got the no damage result 1.5years ago, and it still works that way today.)Īt 1mil+ energy resist = 0 energy damage taken, but 999999 still takes 5%.Īs previous poster pointed out, energy weapons are calculated a bit differently that ballistic ones, so I guess this shouldn't be a surprise. Now I need to find other threads where I posted this to fix :(ĮDIT: It does stop all damage from energy weapons at 1000000 energyresist, but not ballistic weapons at 1000000 damageresist, I tested this limit with an energy weapons. 5% damageĭunno why it didn't take damage when I tested this 1.5 years ago, will edit to correct. hmm, I just tested it and ghoul did take damage. I found this to be the case when checking it a couple of weeks ago, and confirmed it with another test today. Originally posted by Doombringer:Armor >= 1000000 = 100% Damage Reduction I can't be sure about earlier, since I recall using it myself on a character who subsequently seemed to take no damage, but this currently appears to be incorrect. (Mirelurk shell takes way less damage, most targets take much more damage when headshot, deathclaws take more damage from belly shots, etc.)Įxplosive damage ignores hit location modifiers. Hit locations multiply damage after Armor is taken into account depending on creature type. Note you will never hit the upper limits by legitimate means. (the ballistic part of plasma still works though) The following cases do not use the formula:Īrmor 550x Attack Damage = 95% Damage ReductionĮnergy Weapons do no damage vs 1mil+ energyresist. Usually it will use this formula:ĭamageReduction = 1-0.5*(AttackDamage / DamageResist)^0.3653

fallout 4 dmg resist symbols

There is no damage roll, damage is fixed.Īrmor is not hit location based, Fallout 4 just sums up all the armor from every piece you are wearing into an overall value.ģ Types of armor: DamageResist, EnergyResist, and RadiationResist.Īrmor in fallout 4 is complicated.








Fallout 4 dmg resist symbols