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DERIVED STATISTICS
Fallout

DERIVED STATISTICS

Understand Fallout derived statistics like Hit Points, Armor Class, Action Points, and more. Learn their formulas and average values.

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Understand Fallout derived statistics like Hit Points, Armor Class, Action Points, and more. Learn their formulas and average values.

Hit Points: This represents your character's life force. Reaching zero HP results in death. Formula: HP = 15 + (2 x EN) + ST. The average HP is 30.

Armor Class: A higher Armor Class (AC) makes it more difficult for enemies to hit you. Formula: AC = AG + Armor worn. The average AC is 5.

Action Points: These determine your available actions during combat, visually represented by green lights on the (heads-up display) HUD (heads-up display — the on-screen icons showing health, ammo and the minimap). Formula: AP = 0.5 x AG + 5. The average AP is 7.

Carry Weight: This stat dictates the maximum mass (in pounds) of equipment you can carry. You can barter for more equipment than you can carry. Formula: 25 + (25 x ST). The average carry weight is 150 pounds.

Melee Damage: This adds extra damage to your melee or unarmed attacks. Formula: ST - 5, with a minimum of 1. The average melee damage is 1.

Damage Threshold: This indicates how much damage your armor can absorb when you are hit. Formula: DR = 0 + Armor. For example, Combat Armor has a 40% Damage Resistance (DR).

Damage Resistance: This stat measures how much damage your armor can resist. The value on the character screen applies to normal attacks, while the inventory screen shows resistance to various attack types, including explosive, fire, laser, and plasma. Formula: DR = 0% + Armor.

Poison Resistance: This determines how much poison damage you can resist. Poison is measured in units, and it's advisable to keep your rem count below 25. Formula: PR = 5 x EN. The average poison resistance is 25%.

Radiation Resistance: This indicates how much radiation damage you can resist. Radiation can affect any character, and using RadX is the only way to achieve maximum resistance. Being 'raidiated' means having a rem count of 75, with 300 or above being critical. A rem count of 5 or higher causes nausea symptoms. Formula: RR = 2 x EN + Armor Resistance. Combat Armor provides 30% Resistance. The average radiation resistance is 10%.

Sequence: This determines the order of attacks in combat; a higher Sequence (SQ) is better. Formula: SQ = 2 x PE. The average sequence is 10.

Healing Rate: This indicates how much health you regenerate during three hours of rest. Formula: HR = 0.5 x EN, with a minimum of 1. The average healing rate is 1.

Critical Chance: This is the probability of scoring a critical hit. It's believed to increase up to 4 times with a hit to the eyes. Formula: CC = LK. The average critical chance is 5%.

Note on Radiation: A rem count of 75 is considered serious, while 300 or higher is fatal. The message 'Radiation' will appear on the screen if your radiation level requires attention.

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