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Derived Statistics

Fallout: New Vegas Walkthrough and Guide

by Absolute Steve  

 
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Derived Statistics


Magazines temporarily alter your stats

ACTION POINTS (AP)
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AP Costs: 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:  15 AP
                              2. Math Wrath: AP Costs -10%
                              3. Plasma Spaz: AP Costs -10% (for Plasma Weapons)
Temporary AP Increases: 1. UltraJet:                  40 AP
                        2. Rocket:                   30 AP
                        3. Nuka-Cola Victory:        30 AP
                        4. NukaLurk Meat:            30 AP
                        5. Nuka-Cola Quantum:        20 AP
                        6. Mississippi Quantum Pie:  20 AP
                        7. (Irradiated) Sugar Bombs: 15 AP
                        8. Trail Mix:                15 AP
                        9. Jet:                      15 AP
                       10. Dixon's Jet:              10 AP
                       11. Mushroom Cloud:           9 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 -2 = AP -4

HEALTH
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 __________ _______
|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
MOVEMENT SPEED
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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'll walk around very slowly.
   Repair some weapons/armor and dump items you no longer need.
2. Equipped Armor.  The heavier your armor, the slower you move around.
3. Unarmed/Armed makes a difference: You walk slower if you have a two-handed
   weapon equipped, but no penalties are given for one-handed weapons.

UNDER CONSTRUCTION...


 
 
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