Mojave Damage Bench
Mojave Damage Bench

Weapon

Enemy

ARMOR WORN

Situation

Readout

How the hit resolves

Engine order, one shot, no critical unless forced. Bars share one scale.

Damage vs. DT

Everything else held as set. The flat stretch is the 20% floor. The dashed line marks this enemy's total DT.

Ammo matchup

Damage per shot against this enemy. Select a row to load it.

Skill curve

No armor, no crit. The dot is your current skill.

Derived stats

The hit formula

hit      = (weapon dmg × skill mod × condition mod + STR/Unarmed bonus + crit bonus)
           × ammo damage mods × weapon-damage perks
DR       = min(target DR, 85) / 100                 (DR ≤ 0 counts as 0)
DT       = (natural DT + armor DT × armor condition) × ammo DT mods
           + block DT − attacker perks (Shotgun Surgeon 10, Piercing Strike 15)
DT       = DT > 0 ? DT × (1 − DR) : 0
damage   = hit × (1 − DR) − DT
           (automatic melee: hit × (1 − DR) × (1 − DT / weapon dmg), only if that factor > 0)
damage   = max(damage, 0.2 × hit before ammo and perk mods)
damage  ×= 1 − energy/fire resistance           (weapons with a damage type)
damage  ×= difficulty: VE 2 · E 1.5 · N 1 · H 0.75 · VH 0.5   (hits on anyone but the player)

crit bonus     = weapon crit dmg × crit-damage perks
crit chance    = ((LCK + Finesse 5 + Built to Destroy 3) × weapon crit mult + perk adds) × perk mults + 5 in VATS
skill          = 2 + 2 × SPECIAL + ⌈LCK/2⌉ + 15 tagged + points  (max 100)
skill mod      = 0.5 + 0.5 × skill / 100
condition mod  = condition ≥ 75% ? 1 : 1 − (0.75 − condition) × 0.67
armor DT       × (condition ≥ 50% ? 1 : 1 − (0.5 − condition))
skill points   = 10 + INT/2 per level-up (half points carry) + 2 with Educated
perks          = one every 2 levels · traits ≤ 2 · tags 3 (+1 with Tag!) · level cap 50 with all DLC (30 with Logan's Loophole)

Evidence ledger

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