
Damage is a measurement of how harmful an attack is to a character. When a character takes Damage, it is subtracted from their Hit Points. Damage will cause death when a character's Hit Points reach 0.
Influences
Weapons all have base damage values. The final damage delivered to the target, can be possibly modified by various factors, depending on the game:
^ a Fallout: New Vegas features a few weapons that completely ignore DR, even if few enemies actually have DR.
^ b Damage done to the player in V.A.T.S. is reduced by 90%.
^ c Damage done to the player in V.A.T.S. is reduced by 25%. Base melee/unarmed damage done by the player is doubled.
^ d Damage done to the player in V.A.T.S. is reduced.
^ e Weapons cannot be equipped when their durability reaches 0.
^ f Chance to avoid 100% of incoming damage. Fallout 1/2/Tactics does this via AC, Fallout 4 does this via the Unstoppable perk, Fallout 76 via the Serendipity perk.
^ g Incoming damage is reduced by a percentage (i.e. mitigation is linear). In Fallout 1/2/Tactics/3/New Vegas, "Damage Resistance" is this; in 4/76, it occurs after Damage Resistance.
^ h Reduces the target's Damage Resistance value, and calculates damage based off of that lowered value.
^ i Only used in Fallout 76 PVP. An end-of-calculation limit on how much maximum damage can be dealt per hit marker to another player. This value is 110.
^ j In Fallout 1/2/Tactics/3/New Vegas, "Damage Resistance" is "Damage Reduction" in this table; in 4/76, it refers to a non-linear multiplier applied before any linear multiplier.
^ k In Fallout 2d20, weapons can be destroyed, but there is no strict weapon condition in the base rules. The only pieces of equipment with a condition value are pieces of Power Armor that can be destroyed after taking too much damage.
Types
There are different types of damage, depending on the weapon of attack:
Icon | Type | Description | Fallout/2/Tactics | Fallout 3 | Fallout: New Vegas | Fallout 4 | Fallout 76 | Fallout: The Roleplaying Game |
---|---|---|---|---|---|---|---|---|
Normal e | The vast majority of damage from all weapons. | |||||||
Energy | Damage dealt by lasers, fire, electricity, cold and a variety of other sources, including weapons which inflict more than one damage type, such as plasma. | |||||||
Radiation | Damage dealt through radioactive sources such as certain weapons or environments. c | |||||||
Fire | Damage from flame-based weapons and explosives, occasionally residual. | d | k | |||||
Cryo | Damage dealt by cryogenic weapons. | d | ||||||
Poison | Damage dealt primarily by toxins, typically from a bug, but also including some exotic weaponry. | |||||||
Laser | Damage specific to laser weapons. | |||||||
Plasma | Damage specific to plasma-based weapons. | |||||||
EMP/Pulse | Damage from electromagnetic weapons, generally good against robots. | 4emp | ||||||
Electrical | Hidden and used by very few weapons.a | b | /b | /d | f | |||
Explosive | Damage from otherwise unspecial explosives. | g | g | |||||
Bleed | Damage-over-time from certain weapon mods. | h | h | k | ||||
Pure | A new damage type implemented in Fallout 76, used exclusively for the wendigo colossus |
^ a Not shown in the games that use it, Electrical damage is only caused by the alien blaster, YK32 pulse pistol and YK42B pulse rifle.
^ b Fallout 3 and Fallout: New Vegas use "energy" damage to represent the residual effect of the Tesla cannon, though it has the appearance of electricity sparking.
^ c All Fallout games contain environmental radiation damage of some variant. The table is representative of radioactive damage dealt by weapons like the gamma gun.
^ d Exists in the game files, but is not used anywhere.
^ e Also known as physical damage in Fallout 76 and Fallout: The Roleplaying Game.
^ f In Fallout 76, it is used only by the Electrically Charged mutation, but calculates using Energy Resistance. This effectively makes it energy damage, but grants special immunity to certain effect interactions.
^ g In Fallout 4 and Fallout 76, explosive is not its own damage type, rather it is a damage sub-type. Explosives are a way to deal proper damage types. For example, a missile launcher will create an explosion that deals physical damage, while a plasma grenade will create an explosive that deals both physical and energy damage.
^ h In Fallout 4 and Fallout 76, bleed damage is not its own damage type, rather it is a damage sub-type. Bleed damage will deal physical damage, but is exempt from being reduced by Damage Resistance.
^ 4emp "Pulse" weapons exist, but deal energy damage rather than a distinct type; bonus damage against robots comes from a legendary weapon effect.
^ k Bleed and fire are not types of damage in and of themselves, but a type of damage that appears on critical hits to the torso for bleed and an additional affect with some fire-based weapons.
Special exceptions
- Fallout Tactics adds Gas Damage. It also re-categorizes "Laser" as "Energy" damage.
- Van Buren adds Ballistic, Bio and Heat damage.
See also
The computation formula of the final damage for each game is described in more detail in this article.