Talk:Item condition

Items' Health / Durability
Anyone working on items' Durability values for the tables? In the Prima strat guide, Armors have a "HEALTH" value.(NOT to be confused with the Defense Rating, please...) This attribute seems to effect how quickly an item's Condition changes. For example, the regular Combat Armor lasts longer than Talon Armor, and Ranger armor lasts much long than either: it degrades very slowly. In the strat guide, they have these "Health" values: regular Combat Armor - 400 (DR 32) Talon Combat Armor - 300 (DR 28) Ranger Battle Armor - 1100 (DR 39) I offer these as an example because they all repair together.

My main interest here is to see the Weapons' HEALTH values (which the strat guide does not offer.) I imagine that would take some PC disc cracking... Seems like the hunting rifles last longer than the sniper rifles shot for shot, and I'd like to see by exactly how much.

I think adding a "Health" column to the tables would be useful. 24.14.31.254 06:24, 10 December 2008 (UTC)

Sometimes when a gun reloads it will show the player re-reloading making it take longer. I think that the percentage of health remaining effects this (if a gun is 75% damaged it has a 75% chance of doing the longer reloading animation.) Could someone check this out? CraZy-gAEmeR 14:51 28/08/2011

Degradation per Shot
I didn't see it anywhere, so I'll just say it here: weapons lose HP each time they shoot equal to 1/30th of the damage they do each shot. For example, the assault rifle (300 HP, 8 dmg/shot) lasts 300*30/8 = 1125 shots from fully-repaired to broken, and the 10mm pistol lasts 150*30/9 = 500 shots. PositronicSpleen 20:25, 2 July 2009 (UTC)

Weapon Damage Decay Formula
I'm a bit concerned about whether the weapon damage decay formula given in the article is correct. It says that the decay is linear and that damage at 0% condition is half of the full damage. However, in my testing with the Vengeance with 100 Big Guns and no perks, the in-game DMG stat went from a 176 (at 100%) to 95 (at 0%), which is not half. Which is correct?--Ehplee 01:34, November 3, 2009 (UTC)
 * Little late, but Vengeance = fully automatic = 54% minimum based on the formula on the page. 95/176 = 53.97%---Sigma1932 08:33, 25 May 2012 (UTC)

FNV multiplier meaning
When an ammo choice says "weapon condition X3" or something similar, does that mean it degrades the weapon 3 times as fast? Nathan Hale 19:56, November 16, 2010 (UTC)
 * Yes, and a decimal multiplier means it degrades slower than normal (ex: x0.8 = 20% slower degradation) ---Sigma1932 08:36, 25 May 2012 (UTC)

How does DT factor in an armor's condition for FNV?
I've noticed that attacks that do not exceed an armor's DT tend not to degrade it's item HP but i cannot confirm this since i only have a console version of Fallout: New Vegas and can't use the GECK to find out.

Item condition not at 100%
Items can still be repaired to 100% but due to the way values are calculated, they will always show up a few caps short (e.g. the light machine gun is worth 5200 caps but when fully repaired may show up as 5196). The only mod I'm aware of that fixes this is Unofficial Patch Plus (UPP). The JIP plugin for NV has something about using double precision floating point accuracy but I think that's only for scripting purposes, hence UPP is still required if fixing the value bug. --Edbods (talk) 13:03, 4 October 2018 (UTC)