Damage

Damage is a measurement of how harmful an attack is to a character. When a character takes Damage, it is subtracted from their Hit Points. Damage will cause death when a character's Hit Points reach 0.
==Influences==
Weapons all have base damage values. The final damage delivered to the target, can be possibly modified by various factors, depending on the game: 
Mechanic 	Fallout/2/Tactics	Fallout 3	Fallout: New Vegas	Fallout 4	Fallout 76	Fallout: The Roleplaying Game
Critical Hit 	 	 	 	 	 	
Condition 	 	 	 	 	 	
Damage cap 	 	 	 	 	 	
Damage evasion 	 	 	 	 	 	
Damage Modifier 	 	 	 	 	 	
Damage Resistance 	 	 	 	 	 	
Armor penetration 	 	 	 	 	 	
Damage reduction 	 	 	 	 	 	
Damage Threshold 	 	 	 	 	 	
V.A.T.S. multiplier	 	 	 	 	 	
 Fallout: New Vegas features a few weapons that completely ignore DR, even if few enemies actually have DR.
 Damage done to the player in V.A.T.S. is reduced by 90%.
 Damage done to the player in V.A.T.S. is reduced by 25%. Base melee/unarmed damage done by the player is doubled.
 Damage done to the player in V.A.T.S. is reduced.
 Weapons cannot be equipped when their durability reaches 0.
 Chance to avoid 100% of incoming damage. Fallout 1/2/Tactics does this via AC, Fallout 4 does this via the Unstoppable perk, Fallout 76 via the Serendipity perk.
 Incoming damage is reduced by a percentage (i.e. mitigation is linear). In Fallout 1/2/Tactics/3/New Vegas, "Damage Resistance" is this; in 4/76, it occurs after Damage Resistance.
 Reduces the target's Damage Resistance value, and calculates damage based off of that lowered value.
 Only used in Fallout 76 PVP. An end-of-calculation limit on how much maximum damage can be dealt per hit marker to another player. This value is 110.
 In Fallout 1/2/Tactics/3/New Vegas, "Damage Resistance" is "Damage Reduction" in this table; in 4/76, it refers to a non-linear multiplier applied before any linear multiplier.
 In Fallout 2d20, weapons can be destroyed, but there is no strict weapon condition in the base rules. The only pieces of equipment with a condition value are pieces of Power Armor that can be destroyed after taking too much damage.
==Types==
There are different types of damage, depending on the weapon of attack: 
Icon	Type 	Description 	Fallout/2/Tactics	Fallout 3	Fallout: New Vegas	Fallout 4	Fallout 76	Fallout: The Roleplaying Game
 	Normal 	The vast majority of damage from all weapons. 	 	 	 	 	 	
 	Energy 	Damage dealt by lasers, fire, electricity, cold and a variety of other sources, including weapons which inflict more than one damage type, such as plasma.	 	 	 	 	 	
 	Radiation 	Damage dealt through radioactive sources such as certain weapons or environments. 	 	 	 	 	 	
 	Fire 	Damage from flame-based weapons and explosives, occasionally residual. 	 	 	 	 	 	
 	Cryo 	Damage dealt by cryogenic weapons. 	 	 	 	 	 	
 	Poison 	Damage dealt primarily by toxins, typically from a bug, but also including some exotic weaponry. 	 	 	 	 	 	
 	Laser 	Damage specific to laser weapons. 	 	 	 	 	 	
 	Plasma 	Damage specific to plasma-based weapons. 	 	 	 	 	 	
 	EMP/Pulse 	Damage from electromagnetic weapons, generally good against robots. 	 	 	 	 	 	
 	Electrical	Hidden and used by very few weapons. 	 	/ 	/ 	 	 	
 	Explosive 	Damage from otherwise unspecial explosives. 	 	 	 	 	 	
 	Bleed 	Damage-over-time from certain weapon mods. 	 	 	 	 	 	
 	Pure 	A new damage type implemented in Fallout 76, used exclusively for the wendigo colossus 	 	 	 	 	 	
===Special exceptions===
* 
* 
==See also==
* Combat
The computation formula of the final damage for each game is described in more detail in this article.
* Damage (Fallout 76)
Category:Combat
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