Replace the hockey mask above with Poplar's hood which has 2 lower DR than the hockey mask but can be worn with the ghoul mask producing 5 DR rather than 4.The tribal armor can be repaired with common T-45d power armor while the hockey mask is immune to item damage and can be repaired (if found damaged) with regular hockey masks. Permanent DR of 73%, +1 Strength, +1 Luck, -1 Agility, +5 melee weapons and +65 AP with the permanent perks below and Action Boy/Action Girl, tribal power armor and Ledoux's hockey mask. ![]() This produces perfect SPECIAL stats with the exception of Agility which will be 9 due to the power armor effect. Vault Boy bobbleheads until level 30 has been achieved. Permanent DR of 73% (temporary of 83%), +5 melee weapons and 148 Action Points with the permanent perks below and Superior Defender, Action Boy/Action Girl, tribal power armor, Ledoux's hockey mask, Almost Perfect and waiting to collect all S.P.E.C.I.A.L. For player characters who prefer non-power armor, they can still obtain a permanent DR of 82% (79% without The Pitt add-on) with ranger battle armor, ghoul mask, the ranger battle helmet and the perks listed below. Enclave Hellfire armor can be found, but it is rare (only obtainable with Broken Steel loaded). Note that these numbers assume a fully repaired suit of armor, which, when the T-51b armor is actually being worn, is only possible if the player character boosts Crazy Wolfgang's repair skill to 100 by reverse pickpocketing workman's coveralls from Point Lookout onto him because there is only one copy of this armor and it can only be repaired by non-player characters. Without the additional content, one would still be able to obtain a maximum DR of 91% with power armor. Combined with the five permanent perks (34%), this gives the maximum DR without drugs, nor having less than 20 percent of hitpoints. The T-51b power armor and the Enclave Hellfire power armor plus their respective helmets have a max DR of 60. This makes the effects of Nerd Rage! and Med-X somewhat less useful, as even without chems, the Lone Wanderer can permanently gain up to 94% Damage Resistance through equipment and perks (with The Pitt additional content). The maximum Damage Resistance is 85%, regardless of whether this value is obtained by armor, perks, drugs, or a combination of these. The Prizefighter reputation title will increase normal DR by 5%.The Phoenix Assault Enhancement implants increase laser, fire, and plasma DR by 10%.The Phoenix Armor Implants increase laser, fire, and plasma DR by 5%.The Dermal Impact Assault Enhancement implants increase normal and explosive DR by 10%.The Dermal Impact Armor implants increase normal and explosive DR by 5%.The Toughness perk increases normal DR by 10% per rank.The Damage Resistance Modifier of ammo can preemptively reduce the DR of a target.As the equation suggests, DR is capped at 90%, and any damage that goes past DT has a minimum of 1. While DT can completely negate the damage done, DR cannot. More specifically, after AC is checked for a successful hit and after DT is checked to reduce the damage, if there is any incoming damage, DR applies:į i n a l = max ( 1, A d j u s t e d × 100 − min ( D R, 90 ) 100 ) ![]() DR occupies the "final step" for combat and simulates the effect of how armor can help diffuse the energy of a bullet and reduce its lethality (like real-life body armor). The other stats are AC ( Armor Class) and DT ( Damage Threshold). In the original Fallout games, DR (Damage Resistance) is one of three stats by which a character can reduce or avoid damage.
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