Difference between revisions of "Derived statistics"
(Added a section on AP Regen) |
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*[[Random Boy]] (class perk) gains 5 AP Regen per point of [[Luck]] | *[[Random Boy]] (class perk) gains 5 AP Regen per point of [[Luck]] | ||
*[[Soldier]] (class perk) gets a +1 bonus to AP Regen | *[[Soldier]] (class perk) gets a +1 bonus to AP Regen | ||
| + | *T4 [[Danger Zone]] (Raider) boss's blessing grants +40 AP Regen | ||
In addition to AP Regen that occurs passively over time, there are several mechanics that allow a character to regain a portion of their APs instantly: | In addition to AP Regen that occurs passively over time, there are several mechanics that allow a character to regain a portion of their APs instantly: | ||
Revision as of 07:40, 30 May 2026
Derived statistics, also known as secondary statistics, are attributes based on the character's primary statistics (SPECIAL).
They cannot be modified directly, though some degree of alteration is possible via perks, traits, etc. For example, carry weight capacity is based on Strength and can be lowered by the Small Frame trait or increased by the Strong Back support perk, but you cannot directly add points to it like you would to a SPECIAL attribute during character creation.
Contents
Action points
Action points (AP/APs) are a resource that allows characters to do things. Every action, such as opening a door, firing a weapon, or reloading, costs a specific number of points to perform.
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Modifiers
- Agility ≥ 3 grants bonus action points equal to
Agility/3rounded to the nearest integer and capped at 7 - Agility ≥ 20 triggers the mastery bonus, which grants 5 additional action points
| Agility | 1-2 | 3-4 | 5-7 | 8-10 | 11-13 | 14-16 | 17-19 | 20-40 |
|---|---|---|---|---|---|---|---|---|
| AP bonus | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7+5 |
- Small Frame (trait) grants +2 action points
- Action Boy (level perk) grants +2 action points
- Raider Armor grants +2 action points
- Mordino family's blessing grants +3 action points for 24 hours
- Jet (drug) grants +2 action points
- When taken by Regulators with the Chem Reliant trait, Jet grants +3 action points
- Ear (cannibal drug) grants +2 action points
- When taken by Regulators with the Chem Reliant trait, Ear grants +6 action points
- Dragon Module (combat implant) grants +1 action point when installed a second time
- AP (T1 WE stat) grants +1 action point
- S.MOV (T2 WE stat) grants +1 action point
- Speedboy (perk synergy) increases your total action points by 25%
- Fast Trigger (weapon perk) grants up to +2 action points (or up to +3 action points if you're a Hubologist)
- Nader (perk synergy) allows you to drain 1 action point from any target you hit
- Speed Mechanism (armor perk) grants up to +3 action points (or up to +5 action points if you're a Hubologist)
- Soldier (class perk) receives +1 action point
- The Raider class has a large number of AP-related mechanics
- Random Boy can randomly gain 2 action points (lucky roll) or lose 1 action point (unlucky roll)
AP Regen
AP Regen is a value that governs the rate at which your spent action points passively recover in real time while you are not moving. Each point of AP Regen allows you to recover 0.0025 AP per tick (0.25 seconds).
The base value of AP Regen, 100, is the same for all characters; it allows one action point to be regenerated every second (in four ticks, each restoring 0.25 AP).
Modifiers
- Agility grants +5 AP Regen per point
- Sequence grants +1 AP Regen per point
- Action Boy (level perk) grants +50 AP Regen
- Bonus AP Regen (level perk) increases your AP Regen by 20%
- Cowboy (level perk) grants +50 AP Regen if you have a one-handed weapon equipped
- Bonus HtH Rapid (perk synergy) grants +100 AP Regen if you have a melee weapon equipped
- Buffout (drug) reduces AP Regen by 25
- When taken by Regulators with the Chem Reliant trait, Buffout reduces AP regen by 100
- Radiated Brain (cannibal drug) boosts AP Regen by 20
- When taken by Regulators with the Chem Reliant trait, Radiated Brain boosts AP Regen by 50
- Regeneration (armor perk) grants up to +35 AP Regen (or up to +80 if you're a Hubologist)
- Fast Trigger (weapon perk) grants up to +25 AP Regen (or up to +40 if you're a Hubologist)
- APR (T1 WE stat) grants +12 AP Regen
- S.REG (T2 WE stat) grants +12 AP Regen and a stacking (up to 10 stacks) 10-second +5 AP Regen bonus triggered by NPC kills
- Claw Module (combat implant) grants +25 AP Regen per tier (or +38 for characters with the Warlord Enhancement relic implant)
- Tier 3 Tactical Module (combat implant, Cyborg-exclusive) reduces your AP Regen by 25 for every 5 points of Charisma
- Swiftstrike Augmentation (relic implant) increases your AP Regen by 20%
- Leader (class perk)'s Mobility flag grants a bonus to AP Regen equal to the Leader's Charisma
- Chosen One (class perk) loses 4 AP Regen per point of Luck
- Deathclaw (class perk) gets an AP Regen bonus that scales with its melee damage
- Killer (class perk) gains 25 AP Regen when the battle timer is active
- Random Boy (class perk) gains 5 AP Regen per point of Luck
- Soldier (class perk) gets a +1 bonus to AP Regen
- T4 Danger Zone (Raider) boss's blessing grants +40 AP Regen
In addition to AP Regen that occurs passively over time, there are several mechanics that allow a character to regain a portion of their APs instantly:
- Bloody Mess (trait) allows you to recover 25% of your maximum action points on kill
- Voodoo (drug) allows you to recover 20% of your maximum action points on kill
- Killing Spree (weapon perk) restores 20% of your maximum action points on kill in PvP only (ranks E-B) or in PvP and PvE (ranks A-S+)
- Killer (class perk) recovers all action points on killing a player and one third of that on killing an NPC
Sequence
Sequence is a measure of how quickly a character can act.
In turn-based combat, it governs the order in which characters take their turns (higher Sequence = earlier position in the queue).
In real-time combat, it grants a +1 bonus to AP Regen.
Modifiers
- Each point of Perception increases your Sequence by 2
- Earlier Sequence (level perk) grants +30 Sequence
- SQ (T1 WE stat) grants +25 Sequence
- S.REG (T2 WE stat) grants +25 Sequence
- Radiation (181 rads or more) reduces your sequence by 5
- Soldier (class perk) gets a +1 bonus to Sequence
- Taking Mentats (drug) grants +10 Sequence
- When taken by Regulators with the Chem Reliant trait, Mentats grant +40 Sequence
- Random Boy's rolls can result in either a +75 bonus to Sequence (lucky roll) or a -25 penalty to Sequence (unlucky roll)
- Wrecker loses 2 points of Sequence per point of Agility
Character size
Character size is a percentage value based on how big a character is relative to the baseline. The baseline (100%) is a character with 300 hit points, no traits, and no perks.
Your base character size depends on your role:
| Role | No role | Tank | Semi-tank | Specialist | Damage Dealer | Shooter | Sneaker |
|---|---|---|---|---|---|---|---|
| Base character size |
Modifiers
- Character size scales with hit points at a rate of +0.1% per 1 HP, capped at +60% (600 HP)
- The Bruiser trait increases your character size by 20%
- Infantry (class perk) receives a 30% boost to character size
- Adrenaline Rush (level perk) grants +0.2% character size for every 1% of max HP that you have lost
- Pyro! (perk synergy) increases your character size by +40%
- Small Frame (trait) reduces character size by 15%
- Regulator's version of the Small Frame trait reduces character size by 20%
- Livewire (level perk) reduces character size by 5%
- Armor King (perk synergy) reduces character size by 15%
- Paramedic (class perk) suffers a 10% reduction to character size
Interactions
- Cybernetic Eye (level perk) grants 1% more damage per 1% of size difference against targets bigger than you (aimed attacks only)
- Pyromaniac (level perk) grants 2% more fire damage per 1% of size difference if the target is smaller than you
- Bonus HtH Speed (perk synergy) grants 0.3% more movement speed for every 1% of character size above 100%
- Quick Fingers (perk synergy) adds 20% to your damage multiplier if you are smaller than your target
- Tank (perk synergy) adds 10% to your damage multiplier if the target is smaller than you