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STATS - Derived Statistics

Fallout 3 Walkthrough and Guide

by Absolute Steve  

 
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Fallout 3 Guide - Statistics Explained

Derived Statistics

Action Points (AP)


.-------------.------------------.
|Agility:     |AP/Action Points: | AP are the points you expend when you use the
|=============|==================| VATS mode to ridden your enemies.  The
|       1     |        67        | advantage of VATS is that it allows you to
|       2     |        69        | easily target specific body parts and every
|       3     |        71        | attack your perform in VATS has an additional
|       4     |        73        | 15% chance on doing a critical hit.
|       5     |        75        |
|       6     |        77        | It is probably one of the less important
|       7     |        79        | derived stats, mainly because there simply
|       8     |        81        | isn't much variation between 67 AP and 85 AP.
|       9     |        83        |
|      10     |        85        |
'-------------'------------------'

Point Cost:

1. Crouch/Stand:           10 AP Cost
2. Fire with most Weapons: 10 AP Cost
3. Fire with a Rifle:      25 AP Cost
4. Fire with a Big Gun:    75 AP Cost

Permanently Increasing Perks:

1. Action Boy/Girl: 25 AP

Temporary AP Increases:

1. UltraJet Action:   40 AP
2. Jet Action:        30 AP
3. Nuka-Cola Quantum: 20 AP
4. NukaLurk Meat:     20 AP
5. Fire Ant Nectar:   8  AP

Temporary AP Decreases:

1. Alcohol Addiction: Agility -1 = AP -2
2. Jet Addiction:     Agility -1 = AP -2
3. Med-X Addiction:   Agility -1 = AP -2
4. Radiation Poisoning (400 Rads): Agility -1 = AP -2
5. Radiation Poisoning (600 Rads): Agility -2 = AP -4
6. Radiation Poisoning (800 Rads): Agility -3 = AP -6



Carry Weight (CW)

.---------.-----------------.
|Strength:|Max Carry Weight:| Carry Weight is the statistic that allows you to
|=========|=================| hold a certain amount of items, equipment, food,
|    1    |       160       | weapons, etc.  Everything has a weight which you
|    2    |       170       | can easily check when you pick something up, or
|    3    |       180       | when you look the item up in the menu.
|    4    |       190       |
|    5    |       200       |
|    6    |       210       |
|    7    |       220       |
|    8    |       230       |
|    9    |       240       |
|   10    |       250       |
'---------'-----------------'

 

Permanently Increasing Perks:

1. Strong Back:  50 Carry Weight
2. Solar Powered: (In Sunlight) STR 2 = 40 CW

Temporary CW Increases:

1. Alcoholic Drinks:        STR 1 = CW 20
2. Mississippi Quantum Pie: STR 1 = CW 20
3. Buffout:                 STR 1 = CW 20

Temporary CW Decreases:

1. Nectar Withdrawal:  STR -2 = CW -40
2. Buffout Withdrawal: STR -1 = CW -20
3. Radiation Poisoning (600 Rads): STR -1 = CW -20
4. Radiation Poisoning (800 Rads): STR -2 = CW -40



Critical Chance

.-----------.-----------------.
|Charisma:  |Skill Modifiers: | Critical Hits usually means double damage to the
|===========|=================| target being hit by a critical hit.  Your Luck
|     1     |Critical Hit 1% | increases your critical hit chance, but simply
|     2     |Critical Hit 2% | going into VATS mode also increases your chance
|     3     |Critical Hit 3% | by 15%.
|     4     |Critical Hit 4% |
|     5     |Critical Hit 5% | If you kill an enemy with a critical hit while
|     6     |Critical Hit 6% | using an energy weapon, the enemy will be
|     7     |Critical Hit 7% | vaporized to a little heap of ashes.  You can
|     8     |Critical Hit 8% | still search it for drops, though.
|     9     |Critical Hit 9% |
|    10     |Critical Hit 10%|
'-----------'-----------------'

Permanently Increasing Perks:

1. Finesse: 5% Critical Chance
2. Ninja:   15% Critical Chance (Only when Unarmed or using Melee Weapons)



Damage Resistance


This statistic is your defense.  If you have a Damage Resistance of 30, then you will receive 30% less damage when hit.  This statistic is capped at 85% so if you see a number higher than that, keep in mind it's not your true resistance. Wear Armor and Helmets for a better defense.

Permanently Increasing Perks:

1. Toughness: 10 Damage Resistance
2. Cyborg:    10 Damage Resistance
3. Nerd Rage: 50 Damage Resistance (Only when health is low)

Temporary Increases: 1. Med-X: 25 Damage Resistance



Health

.----------.-------.
|Endurance:|Max HP:| Health is obviously essential - lose it all and you'll die.
|==========|=======| Endurance is of direct relevance to your health as the
|     1    |  120  | table on the left shows.
|     2    |  140  |
|     3    |  160  | Enemies have health too, but the precise values are not
|     4    |  180  | shown in-game.  You can refer to the enemy encyclopedia
|     5    |  200  | section of this Guide to find the Max HP values of your
|     6    |  220  | enemies.  You can use the Health Bars in-game to get a
|     7    |  240  | good estimate of how much an enemy is weakened.
|     8    |  260  |
|     9    |  280  | The table below shows the difference between body parts of
|    10    |  300  | a regular enemy and your own body parts.
'----------'-------'
.----------.--------------.------------.
|Body Part:|Player Health:|NPC Health: | o Head Shots often means double damage.
|==========|==============|============|
|Head      |      75%     |     20%    | o The %'s in the table to the left are
|Torso     |     255%     |     60%    |   estimates of how much health a
|Right Arm |     100%     |     25%    |   specific body part resembles.  The
|Left Arm  |     100%     |     25%    |   head is the obvious weak spot, but
|Right Leg |     150%     |     25%    |   for enemies the limbs are also weak
|Left Leg  |     150%     |     25%    |   spots that are easy to cripple.
'----------'--------------'------------'

Permanently Increasing Perks: 1. Life Giver: 30 Health

Temporary Increases: 1. Buffout: END 3 = Health 60


Melee and Unarmed Damage

.---------.-------------.
|Strength:|Melee Damage:| Melee Damage is applicable when you attack enemies
|=========|=============| with weapons such as a Baton or a Lead Pipe, while
|    1    |     0.5     | Unarmed Damage is strictly anything related to your
|    2    |     1.0     | fist, and no holding weapons.  Knuckles count as
|    3    |     1.5     | Unarmed.  Your Unarmed Damage is 1/4th of your Unarmed
|    4    |     2.0     | Skill.  With a 40 Skill, you'll be able to inflict
|    5    |     2.5     | 10 damage.
|    6    |     3.0     |
|    7    |     3.5     |
|    8    |     4.0     |
|    9    |     4.5     |
|   10    |     5.0     |
'---------'-------------'

Permanently Increasing Perks:

1. Iron Fist: 5 Unarmed Damage
2. Nerd Rage: STR set to 10 = 5.0 Melee Damage (Only when health is low)

Temporary Increases:

1. Alcoholic Drinks: STR 1 = 0.5 Melee Damage
2. Mississippi Quantum Pie: STR 1 = 0.5 Melee Damage
3. Buffout: STR 1 = 0.5 Melee Damage

Temporary Decreases:

1. Nectar Withdrawal:  STR -2 = -1 Melee Damage
2. Buffout Withdrawal: STR -2 = -1 Melee Damage
3. Radiation Poisoning (600 Rads): -1 STR = -0.5 Melee Dmg
4. Radiation Poisoning (800 Rads): -2 STR = -1.0 Melee Dmg


Poison & Radiation Resistance

.----------.------------------.----------------.
|Endurance:|Poison Resistance:|Rad. Resistance:| This is your resistance against
|==========|==================|================| radiated pools and barrels,
|     1    |        0%        |       0%       | plus the effects when being
|     2    |        5%        |       2%       | intoxicated.
|     3    |       10%        |       4%       |
|     4    |       15%        |       6%       | See the table below how
|     5    |       20%        |       8%       | Radiation Exposure can severely
|     6    |       25%        |      10%       | decrease your stats, or in the
|     7    |       30%        |      12%       | worst case even kill you.
|     8    |       35%        |      14%       |
|     9    |       40%        |      16%       | Both resistances are capped at
|    10    |       45%        |      18%       | 85%: Any number above this will
'----------'------------------'----------------' be essentially worthless.
.-------------.-------------------------------------.
|RAD Exposure:|Effects:                             |
|=============|=====================================|
|       0     |                 ---                 |
|     200     |-1 Endurance                         |
|     400     |-2 Endurance, -1 Agility             |
|     600     |-3 Endurance, -2 Agility, -1 Strength|
|     800     |-3 Endurance, -2 Agility, -2 Strength|
|    1000     |Death                                |
'-------------'-------------------------------------'

Permanently Increasing Perks:

1. Rad Resistance: 25% Radiation Resistance
2. Cyborg: 10% Poison & Radiation Resis.


Movement Speed

Three factors determine how fast you're able to move around:

1. How much weight you're holding.

If you hold more than your Maximum Carry Weight your encumbrance will not like it, and you can count on your movements to be very slow.  Repair some weapons/armor or dispose of some items you no longer need.

2. Equipped Armor. 

The heavier your armor, the slower you move around.

3. Unarmed/Armed makes a difference.

If you're constantly having a heavy weapon equipped this will certainly decrease your speed, so simply holster your    weapon unless you think you'll need it soon.



 
 
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