Talk:Damage resistance

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What 1 DR does for you in Fallout 3[edit source]

Ack! How exactly does it work? What does increasing your dr by 1 do for you? Is 1 DR equal to 1% less dmg taken?

I just found a quote "Damage Resistance (DR) is a percentage reduction on all damage taken." on a random forum. Hopefully that's all there is to it.

Just wondering, is there anything akin to Damage Threshold or Damage Resistance Modifier in F3? Point being, with DR only all weapons should be affected equally by armor, but it seems to me that hits from low-damage weapons (most 10mm but also many other non-unique small guns) will oftentimes just get almost completely absorbed by heavier enemies, while high-dmg weapons and energy weapons (especially AEP7) are relatively unaffected. Golan2781 15:50, 21 January 2009 (UTC)

The picture[edit source]

It makes me feel naughty. :P --Last Face 00:59, 18 January 2009 (UTC)

untouchable[edit source]

two question: first, is it possible to get 100% DR? second,what is the highest you can go with no drug use but usage with perks and t-15b armor?

DR seems to be capped at 85%, regardless how you reach this value (armor, passive stats, chems). T51b provides 60% max armor with helmet and you can get ca. 30% from perks, so it´s no problem to max this value. Golan2781 17:00, 3 February 2009 (UTC)

Non-normal DR in Fallout 3?[edit source]

So, back in The Good Ol´ Days [TM], armor had different DR stats for different damage types (like the Tesla Armor would defend well against energy attacks but poorly against normal damage). Now in F3, there seems to be only the base DR stat and Radiation Resistance. However, AFAIK there are many more damage types and at least the Energy, Fire and EMP damage types are used. Now, what I´m wondering is if there actually is a hidden DR stat for these damage types, are they affected by the normal DR or are they simply unaffected by armor? Golan2781 15:07, 9 February 2009 (UTC)

I'm not sure. My guess is that if there was a separate DR stat for each, then the devs would've found a way to let us know those when listing armor stats. --Turbine2k5 15:10, 9 February 2009 (UTC)

Nah.. Say you have 85% DR, the game would just take what ever normal damage is inflicted onto you and divide it by 100, and then multiply it by 15. So you're only ever taking 15% of the damage at any time.

But if its fire or poison damage, the armour's DR doesnt protect you from that at all. If you get hit by a flamer at 85% DR you'll be protected from the base 120 damage, and therefore you'll only take 18 damage. But the actaul fire "effect" (2 damage every second for the next five seconds?) will damage you the same as it would if you were at 0% DR.

The only way to protection you can get against fire and poison are things like the 25% fire resistance you get from the ant perks, and the 6% poison resistance you get from the survival perks. Those are the only two example i can think of, there may be more. Basicly fire and poison resistances are more like character attributes than armour bonuses in this game. But they're not exactly a threat anyway, even for a low level character.-- 02:38, 27 April 2009 (UTC)

You forgot the Cyborg perk.--DreadZer0 22:54, December 8, 2009 (UTC)

"Max" DR discussion neglects to include helmets?[edit source]

The theory section behind maximum DR is quite thorough, but it seems to completely ignore the effect of helmets on the equation. Is this intentional or an oversight?

Agreed, I noticed this too, I've added a bit at the end of the article about this, I'm new to editing though, so it may need a little tidying up.

Ghoul Mask + Ranger Battle Helmet = 9 DR (more than Boogeyman's Hood). Shouldn't that be noted? 19:59, November 1, 2009 (UTC)

The Max "Naked" DR is wrong.[edit source]

You can take three levels of toughness, giving 30% total, Cyborg, giving 10%, Survival, giving up to 6&, and Barkskin, giving 5% giving a total of 51% in the original game. Am I missing something?

Wasteland justicar 04:21, 18 June 2009 (UTC)

As a matter of fact what I was missing was that you can only take multiple levels of Toughness in Fallout 1&2.

Wasteland justicar 02:13, 22 June 2009 (UTC)

85 DR possible in FO3 w/o DLC's? YES!!![edit source]

Correct me if I'm wrong:

10% - Toughness perk

10% - Cyborg perk

5% - Barkskin

6% - Survival Expert (Tough)

???% - T15b Power armor at 88% CND (Wolfgang w/ RobCo jumpsuit)

???% - T15b Helmet at 88% CND (again Wolfgang)

NOTE: according to this wiki(condition page): "Armor's Damage Resistance is similarly affected - follows a Linear Regression fit to the following formula: DR = 11.62 + .38 * (Condition%)"

How would you calculate the DR from the 88% repaired T15b? Would it be enough to get to 85% DR? (Minimum 54 w/ armor and helmet required)

EDIT: Tesla fully repaired has a total of 52 DR w/ helmet, allowing for a base 83 DR (soooooo clooose...)

EDIT: Test results, Wolfgang after investment, no repair jumpsuit (couldn't get him to wear it):

T-51b Armor at 85% CND = 45 DR
T-15b Helmet at 85% CND = 9 DR (100% CND Tesla helmet has 9 DR and is repairable by the player)
Toughness = 10 DR
Cyborg = 10 DR
Barkskin = 5 DR
Survival Expert (Tough) = 6 DR
Total = 85 DR!!! (How convenient...)


You can achieve 85 DR, but at the cost of degrading the fabled T-51b, or replace it with Tesla armor for 2 less DR and give the T-51b to a follower of your choice.

Superior Defender[edit source]

Shouldn't Superior Defender be put in here since it adds 10% resistance when standing still? I'm not sure if that would be considered temporary or permanent though... 02:57, October 13, 2009 (UTC)

No, not really. It is considered temporary, because if you're moving then it has no effect. Unless somehow you play the enitre game without moving (movetoqt, you know what I mean XD) - Luis 20:43, July 28th, 2010 (GMT)

DR in Pip Boy Never Changes[edit source]

In the apparel screen of my Pip Boy my DR is set at 65 (or is it 85...?) and never changes from this, even when I equip different armor, etc. Is this just a base stat which does not include equipped items? —Preceding unsigned comment added by (talkcontribs). Please sign your posts with ~~~~!

Usually it does change. However, there's a cap at 85% so if you have a lot of base DR from perks, it's possible it never changes. It's been a while since I last played, but I think with my chars I would've had to equip an armor worse than Lag-Bolt's Combat Armor to have it drop below 85%. -- Porter21 (talk) 13:46, February 3, 2010 (UTC)

I'll have to double check but I think it didn't change even when I unequipped all armor, then re-equipped. If it is capped at 85% and you have reached this with perks is there even any point in wearing armour (other than rad reduction). I may as well run around in my undercacks. —Preceding unsigned comment added by (talkcontribs). Please sign your posts with ~~~~!

You can't reach 85 with perks alone - see the article for a list, the max you can get from perks is around 47 if you include all DLC perks. -- Porter21 (talk) 15:39, February 3, 2010 (UTC)

T-51b repair[edit source]

You can quite easily get a T-51b up to 100% if you have Point Lookout. Just exploit Haley's glitch to get his repair skill up to 100%, bring a ton of caps and there ya go. I think the article should be amended to mention this. TestECull 01:57, August 3, 2010 (UTC)

DR in New Vegas[edit source]

Can I get some sort of confirmation of the bug in the New Vegas section of the main article and a little clarification of what it means? As far as I can tell, the bug states that if you equip the Rebreather or take Med-X it will render your DT useless as if it's not there. However, I've been running around in full Combat armor, reinforced mark 2 and the Rebreather, and I haven't noticed my armor being ineffective. What's the deal here? Orra 20:45, November 7, 2010 (UTC)

I removed it - both DT and DR are fully supported by the engine, even if DR is rarely used in FNV. Ausir(talk) 10:48, November 10, 2010 (UTC)

Better permanent DR in Fallout 3[edit source]

It says on the page that the best permanent DR in Fallout 3 with the DLC's is 73% but I can figure it out to be about 83% if not more. Instead of the Hockey mask or Poplar's hood/Ghoul mask combo why not have the Winterized T-51b power helmet? That gives a permanent 10% plus has high health. Also the Winterized T-51b Power Armor has 45%. So in theory:

  • Toughness perk: 10%
  • Winterized T-51b Power Helmet: 10%
  • Winterized T-51b Power Armor: 45
  • Cyborg perk: 10%
  • Barkskin perk: 5%
  • Pitt Fighter perk: 3%
  • Survival Expert perk: 6%

With these numbers we have at least 85% permanent. I think the page should be updated with these combos.--Alpha Lycos 12:43, January 23, 2011 (UTC)

Inconsistency[edit source]

DR article says DR applies before DT reduction. DT article presents formula where DR is applied after DT reduction. Side note: In FO1/2 DT reduction is applied first. —16:38, August 14, 2011 (UTC)

De-cap?[edit source]

Should this be de-capped?--Ant2242 (talk) 20:48, 25 August 2013 (UTC)

From what I've seen, most, if not all, game mechanics are capped on this wiki, like Action Points, Carry Weight, all SPECIAL stats, skills, and resistances. --Kastera (talk) 21:10, 25 August 2013 (UTC)