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Fallout engine calculations

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Contents

[edit] Stats

There are 7 basic values (stats), describing the character in Fallout. Here they are:

  • Strength (ST)
  • Perception (PE)
  • Endurance (EN)
  • Charisma (CH)
  • Intelligence (IN)
  • Agility (AG)
  • Luck (LK)

Stats are not being calculated. Each stat can have a value between 1 and 10 inclusively. The default value for all the stats is 5. Also, a player is given 5 free points to imrpove any of these stats at start.

[edit] Skills

There are 18 skill values the character in Fallout has. Skills are being measured in percent and have a value ceiling at 300%. Each skill has its basic value that is being calculated by a formula derived from the stats. All fractional values are being rounded down. Here are these formulas:

Small guns:

35 + AG

Big guns:

10 + AG

Energy weapons:

10 + AG

Unarmed:

65 +(ST + AG) / 2

Melee weapons:

55 + (ST + AG) / 2

Throwing:

40 + AG

First aid:

50 + (PE + IN) / 2

Doctor:

30 + (PE + IN) / 2

Sneak:

45 + AG

Lockpick:

40 + (PE + AG) / 2

Steal:

40 + AG

Traps:

40 + (PE + AG) / 2

Science:

45 + 2 * IN

Repair:

40 + IN

Speech:

45 + 2 * CH

Barter:

40 + 2 * CH

Gambling:

40 + 3 * LK

Outdoorsman:

25 + (EN + IN) / 2

Every experience level up a player will get

5 + 2 * IN

skill points for skill improvements. The more value has the skill the harder it is to improve:

0% - 100% : 1% further costs 1 skill point
101% - 125% : 1% further costs 2 skill points
126% - 150% : 1% further costs 3 skill points
151% - 175% : 1% further costs 4 skill points
176% - 200% : 1% further costs 5 skill points
201% - 300% : 1% further costs 6 skill points

[edit] Tag Skills

A player must choose (tag) any 3 of the skills as their primary skills at start. Tagging adds a permanent bonus of 20% to a skill and twices its improvement score. On the experience level 21, a player can take a perk which provides a possibility to tag another one untagged skill.

[edit] Misc

There are some miscellaneous parametres for a player in Fallout that cannot be changed directly. All values must be positive or equal to zero (with the except for Healing rate and Melee damage). The misc parametres are being calculated basing on the stats as well. All fractional values are being rounded down.

Hit points:

15 + 2 * EN + ST

Armor class:

AG

Action points:

5 + AG / 2

Carry weight:

25 + 25 * ST

Melee damage:

ST - 5
* Note that this value must be greater or equal to 1.

Damage resistance:

0

Poison resistance:

5 * EN

Radiation resistance:

2 * EN

Sequence:

2 * PE

Healing rate:

EN / 3
* Note that this value must be greater or equal to 1.

Critical chance:

LK

[edit] Traits

A player must choose 2 of the 16 traits at start. All traits have both positive and negative effects. Some of the effects are concealed or not obvious and are not yet figured. Here are the known trait effects:

Fast metabolism:

Healing rate +2
Radiation and poison resistances = 0

Bruiser:

ST +2
Action Points -2

Small frame:

AG +1
Carry weight is calculated as 25 + ST * 15

One hander:

???

Finesse:

Critical chance +10%
???

Kamikaze:

Sequence +5
Armor class = 0

Heavy handed:

Melee damage +4
???

Fast shot:

-1 action point required to fire
Aimed shots are disabled

Bloody mess:

People die with their bloodiest death animations ?
???

Jinxed:

Raised critical miss chance for enemies ?
Raised critical miss chance for you ?

Good natured:

+15 first aid, doctor, speech and barter
-10 small guns, big guns, energy weapons, unarmed, melee weapons and throwing

Chem reliant:

Addiction time shortened ?
Addiction trend broaded ?

Chem resistant:

Addiction time extended ?
Addiction trend dimmed ?

Sex appeal:

Sex appeal value raised ?
No obvious penalties
Used in many script checks

Night person:

+1 PE and AG at night
-1 PE and AG during daylight
* Unused in Fallout2

Skilled:

+10 all skills
Perk gain every 4 levels

Gifted:

+1 all stats
-10 all skills, -5 skill points gain every level

[edit] Perks

Awareness

See detailed critter information (current HP, weapon).

Bonus HtH Attacks

-1 AP for HtH and melee attacks.

Bonus HtH Damage

+2 Melee damage per rank (3)

Bonus Move

+2 AP that can only be used for movement per rank (2)

Bonus Ranged Damage

+2 ranged damage per rank (2)

Bonus Rate of Fire

-1 AP for ranged weapons

Earlier Sequence

+2 Sequence per rank (3)

Faster Healing

+2 healing rate per rank (3)

More Criticals

+5% critical chance per rank (3)

Night Vision

Reduces darkness level?

Presence

Improves NPC reactions?

Rad Resistance

+10% radiation resistance per rank (3) [Fallout 1]
+15% radiation resistance per rank (2) [Fallout 2]

Toughness

+10% to normal damage resistance per rank (3)

Strong Back

+50 carry weight per rank (3)

Sharpshooter

+2 PE when determining chance to hit?

Silent Running

Can run while sneaking.

Survivalist

+25 to Outdoorsman skill per rank (3)

Master Trader

Improves barter modifiers?

Educated

+2 skill points per level per rank (3)

Healer

First Aid and Doctor heal 4-10 more HP per rank (2)

Fortune Finder

More money found in random encounters?

Better Criticals

Better critical hit effects.

Empathy

See NPC's reactions to dialogue options.

Slayer

Melee attacks are critical hits if Luck check is passed.

Sniper

Ranged attacks are critical hits if Luck check is passed.

Silent death

Cause double damage if you hit a critter in the back while sneaking.

Action Boy

+1 AP per rank (2)

Mental Block

Not affected by the Master's psychic attacks [Fallout 1 only]

Lifegiver

+4 additional HP per level per rank (2)

Dodger

+5 AC

Snakeeater

+25% poison resistance per rank (2)

Mr. Fixit

+10 to Repair and Science skills

Medic

+10 to First Aid and Doctor skills

Master Thief

+15 to Lockpick and Steal skills

Speaker

+20 to Speech skill

Heave Ho!

+2 ST for determining throwing range per rank (3)

Pickpocket

Removes size and facing penalties when stealing.

Ghost

+20 to Sneak skill in dark areas

Cult of Personality

Karma modifiers are always positive

Scrounger

More ammo in random encounters [Fallout 1 only]

Explorer

More special encounters?

Flower Child

? [Fallout 1 only]

Pathfinder

Traveling on the world map takes 25% less time per rank (2)

Animal Friend

Won't be attacked by animals [Fallout 1 only]

Scout

More special encounters?

Mysterious Stranger

An ally sometimes appears in random encounters

Ranger

+15 to Outdoorsman skill

Quick Pockets

-1 AP to open inventory per rank (2) [Fallout 1]
-2 AP to open inventory [Fallout 2]

Smooth Talker

+1 IN for determining dialogue options

Swift Learner

+5% more experience points per rank (3)

Tag!

Choose a fourth tag skill

Mutate

Remove a trait and choose another to take its place

Gecko Skinning

Can skin dead geckos

Dermal Impact Armor

+5% to normal and explosive DR

Dermal Impact Assault Enhancements

+10% to normal and explosive DR
-1 CH

Phoenix Armor Implants

+5% to laser, fire, and plasma DR [possibly electrical and EMP?]

Phoenix Assault Enhancements

+10% to laser, fire, and plasma DR [possibly electrical and EMP?]
-1 CH

Vault City Inoculations

+10% to poison and radiation resistance

Adrenaline Rush

+1 ST if below 50% HP

Cautious Nature

+3 PE for determining random encounter placement

Comprehension

+50% more skill points gained from reading books

Demolition Expert

Explosives cause more damage, always go off on time

Gambler

+20 to Gambling skill

Gain Strength

+1 ST

Gain Perception

+1 PE

Gain Endurance

+1 EN

Gain Charisma

+1 CH

Gain Intelligence

+1 IN

Gain Agility

+1 AG

Gain Luck

+1 LK

Harmless

+20 to Steal skill

Here and Now

Gain another level immediately

HtH Evade

If both item slots are empty or contain unarmed-class weapons, at the end of a combat round AC increases by 2 per unused AP, plus 1/12 your Unarmed skill

Kama Sutra Master

Better sex rating

Karma Beacon

Improves karma modifiers

Light Step

Reduces chance to set off traps

Living Anatomy

+10 to Doctor skill
+5 damage to living critters

Magnetic Personality

Can have one more NPC (maximum of 5)

Negotiator

+10 to Speech and Barter skills

Pack Rat

+50 to carry weight

Pyromaniac

+5 damage with fire weapons

Quick Recovery

Only takes 1 AP to stand up

Salesman

+20 to Barter skill

Stonewall

Less likely to be knocked down

Thief

+10 to Sneak, Lockpick, Steal, and Traps skills

Weapon Handling

+3 ST when determining if a weapon can be used

Vault City Training

+5 to Doctor and First Aid skills

Alcohol Raised Hit Points

+2 max HP

Alcohol Raised Hit Points II

+4 max HP

Alcohol Lowered Hit Points

-2 max HP

Alcohol Lowered Hit Points II

-4 max HP

Autodoc Raised Hit Points

+2 max HP

Autodoc Raised Hit Points II

+4 max HP

Autodoc Lowered Hit Points

-2 max HP

Autodoc Lowered Hit Points II

-4 max HP

Expert Excrement Expeditor

+5 to Speech skill

[edit] Damage and combat calculations

Work in progress.

This is first version of damage calculation in Fallout2:

Dmg_:=Trunc(Dmg_w*(Dmg_mod_1/Dmg_mod_2)-DT_armor)-Trunc(Trunc(Dmg_w*(Dmg_mod_1/Dmg_mod_2)-DT_armor)*(DR_armor+DR_mod_ammo))

here is: Dmg_w - weapon base damage (average from min & max damage) Dmg_mod_1 oraz Dmg_mod_2 - ammo Damage modificators DR_mod_ammo - ammo Damage Resistance (% as 0,01)

DT_armor - armor Damage Treshold DR_armor - armor Damage Resistance (% as 0,01)


Results are truncated by function [trunc] to integer.

Example

Desert Eagle: min_dmg = 10 | | avg_dmg = (10+16)/2= 13 max_dmg = 16 |


JHP ammo: 2/1 20% Dmg_mod_1 = 2 Dmg_mod_2 = 1 DR_mod_ammo = 20% = 0,20


armor Metal Armor: 4/30% DT_armor = 4 DR_armor = 30% = 0,30


Result:

Dmg_:= =Trunc(13*2/1-4)-Trunc(Trunc(13*2/1-4)*(0,30+0,20))=Trunc(26-4)-Trunc(Tunc(26-4)*0,5)=22-Trunc(22*0,5)=22-11=11


For ammo type FMJ: 1/1 -20% result is:

Dmg_:= =Trunc(13*1/1-4)-Trunc(Trunc(13*1/1-4)*(0,30+(-0,20)))=Trunc(13-4)-Trunc(Tunc(13-4)*0,1)=9-Trunc(9*0,1)=9-0=9


So we have such results for Metal Armor:

ammo JHP - 11 dmg ammo AP - 9 dmg

End.


Other description of damage alghoritm in Fallout2:

the formula for calculating damages is:

(((base_damage*dam_mult/dam_div)/2)*cbt_diff_mod)/100-dmg_tresh-(((((base_damage*dam_mult/dam_div)/2)/cbt_diff_mod)/100-dmg_tresh)*ammo_dr_adj)/100

base_damage is a random number in range of weapon damages plus an eventual bonus if you have a bonus for ranged attack and you're using a ranged weapon (the bonus is equal to 2* the level of the perk).

dam_mult is the damages multiplier from the weapon's ammo plus another value passed to the function. This value is almost always 2, I suspect it only changes when you make a critical hit.

dam_div is the damages diviser from the ammo.

cbt_diff_mod is changed by difficulty level: always 100 when the player attacks 75 if playing wimpy 100 if playing normal 125 if playing rough

dmg_tresh is the target'sz damage treshold for the type of damages it concerns.

ammo_dr_adj is the ammo DR adjustement.

Thought it's not definitive, I may have missed something, I'll have to double check.

Some damages can be added after this with the living anatomy perk and the pyromaniac perk.

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