Damage



Damage is the abstraction of harm to a given target, expressed as a deduction of hit points.

The computation formula of the final damage is described on the Combat page.

Damage factors
Weapons all have base damage values. The final damage delivered to the target, however, is modified by:
 * Critical Hits
 * Condition of the weapon and of the target's armor
 * Damage Modifier of the ammunition
 * Damage Resistance of the target's armor
 * Damage Resistance Modifier of the ammunition
 * Damage Threshold of the target's armor

Damage types
There are different types of damage, depending on the weapon of attack:
 * Normal Damage - The vast majority of damage from all weapons in Fallout 3 and Fallout: New Vegas, and from small guns, melee, and unarmed in Fallout, Fallout 2, and Van Buren.
 * Laser Damage - The damage from laser-based weapons in Fallout and Fallout 2.
 * Fire Damage - The damage from fire-based weapons in Fallout and Fallout 2, as well as the residual effects of fire-based weapons in Fallout 3 and Fallout: New Vegas. In addition, all plasma-based damage in Fallout Tactics is recategorized as Fire Damage.
 * Plasma Damage - The damage from plasma-based weapons in Fallout and Fallout 2.
 * Explode Damage - The damage from explosive weapons in Fallout and Fallout 2.
 * EMP Damage - The damage from electromagnetic weapons in Fallout, Fallout 2, and Van Buren.
 * Electrical Damage - A hidden value, Electrical Damage is only caused by the alien blaster, YK32 pulse pistol, and YK42B pulse rifle. Fallout Tactics merges Electrical Damage with EMP Damage, while Van Buren maintained it.
 * Energy Damage - The damage caused by energy weapons in both Fallout 3 and Fallout: New Vegas, though it's only shown in New Vegas. Energy damage is actually affected by both normal damage resistance and energy resistance. In addition, all laser-based damage in Fallout Tactics is recategorized as Energy Damage.


 * Gas Damage


 * Ballistic
 * Bio
 * Heat