Jump to navigation Jump to search
m (RM - {{GFDL}})
Line 215: Line 215:


=== Derived statistics ===
=== Derived statistics ===
<pre>
Derived statistics are statistics that are a direct result of the main statistics, in other words, increase and decrease a skill and see what happens. NOTE: These are straight out from the Fallout manual.
Derived statistics are statistics that are a direct result of the main
 
statistics, in other words, increase and decrease a skill and see what
;Hit Points: The number of "life" points. If it goes to zero, so will you.
happens. NOTE: These are straight out from the Fallout manual.
:Formula : HP = 15 + (2 x EN) + ST. Average is 30.
;Armor Class: The higher it is, the harder it is for the enemy to hit you.
:Formula : AC = AG + Armor worn. Average is 5.
;Action Points: Determines what you can do during combat. They are displayed by the green lights in combat.
:Formula : AP = 0.5 x AG + 5. Average is 7.
;Carry Weight: Mass of how much equipment you can carry, rated in pounds. You can barter for more equipment than you can carry.
:Formula : 25 + (25 x ST). Average is 150 pounds.
;Melee Damage: How much extra damage your character does in melee or unarmed attacks.
:Formula : ST - 5, min.1. Average is 1.
;Damage Threshold: How much damage your armor can withstand when you are hit.
:Formula : DR = 0 + Armor
;Damage Resistance: How much damage your armor can resist when you are hit. The value given in the character screen pertains to normal attacks, while the value given in the inventory screen pertains to different types of attacks, including normal but also explosive,fire, laser, and plasma to name some.
:Formula : DR = 0% + Armor (Combat Armor has 40% DR)
;NPC Slots: How many allied NPC characters that can be in your party.
:Formula : NPCS = CH / 2, round down (A Charisma of 7 will give you 3 NPC slots). Average is 2 NPC slots.   
;Poison Resistance: How much poison damage that you can resist.
:Formula : PR = 5 x EN. Average is 25%.
;Radiation Resistance: How much radiation damage that you can resist. Radiation can affect any character, and the only way to get maximum resistance is using RadX.
:Formula : RR = 2 x EN + Armor Resistance (Combat Armor has 30% Resistance). Average is 10%.
;Sequence: Determines who will attack first in combat. Higher is better.
:Formula : SQ = 2 x PE. Average is 10.
;Healing Rate: How much you can heal in three hours of rest.
:Formula : HR = 0.5 x EN, min.1. Average is 1.
;Critical Chance: Chance of scoring a critical hit on the opponent. I think it increases up to 4 times with a hit to the eyes.
:Formula : CC = LK. Average is 5%.


Hit Points: The number of "life" points. If it goes to zero, so will
            you.
            Formula : HP = 15 + (2 x EN) + ST. Average is 30.
Armor Class: The higher it is, the harder it is for the enemy to hit
            you.
            Formula : AC = AG + Armor worn. Average is 5.
Action Points: Determines what you can do during combat. They are
              displayed by the green lights in combat.
              Formula : AP = 0.5 x AG + 5. Average is 7.
Carry Weight: Mass of how much equipment you can carry, rated in pounds.
              You can barter for more equipment than you can carry.
              Formula : 25 + (25 x ST). Average is 150 pounds.
Melee Damage: How much extra damage your character does in melee or
              unarmed attacks.
              Formula : ST - 5, min.1. Average is 1.
Damage Threshold: How much damage your armor can withstand when you
                  are hit.
                  Formula : DR = 0 + Armor
Damage Resistance: How much damage your armor can resist when you
                  are hit. The value given in the character screen
                  pertains to normal attacks, while the value given
                  in the inventory screen pertains to different types
                  of attacks, including normal but also explosive,
                  fire, laser, and plasma to name some.
                  Formula : DR = 0% + Armor (Combat Armor has 40% DR)
NPC Slots: How many allied NPC characters that can be in your party.
          Formula : NPCS = CH / 2, round down
                    (A Charisma of 7 will give you 3 NPC slots).
                    Average is 2 NPC slots.   
Poison Resistance: How much poison damage that you can resist.
                  Formula : PR = 5 x EN. Average is 25%.
Radiation Resistance: How much radiation damage that you can resist.
                      Radiation can affect any character, and the only
                      way to get maximum resistance is using RadX.
                      Formula : RR = 2 x EN + Armor Resistance
                                (Combat Armor has 30% Resistance).
                                Average is 10%.
Sequence: Determines who will attack first in combat. Higher is better.
          Formula : SQ = 2 x PE. Average is 10.
Healing Rate: How much you can heal in three hours of rest.
              Formula : HR = 0.5 x EN, min.1. Average is 1.
Critical Chance: Chance of scoring a critical hit on the opponent. I
                think it increases up to 4 times with a hit to the eyes.
                Formula : CC = LK. Average is 5%.
* Poison is measured in units; keep it below 25.
* Poison is measured in units; keep it below 25.
* Being 'raidiated' qualifies having a rem count of 75, with 300 or above
* Being 'raidiated' qualifies having a rem count of 75, with 300 or above being quite serious. A rem count of 5 or higher will bring symptoms of nausea; a rem count of 75 is quite serious, while a rem count of 300 or higher is fatal. If you have enough radiation in your body to necessiate attention, the message 'Radiation' will appear on the screen.
  being quite serious. A rem count of 5 or higher will bring symptoms of
 
  nausea; a rem count of 75 is quite serious, while a rem count of 300 or
  higher is fatal. If you have enough radiation in your body to necessiate
  attention, the message 'Radiation' will appear on the screen.
</pre>
=== Traits ===
=== Traits ===
<pre>
<pre>