Engine order, one shot, no critical unless forced. Bars share one scale.
Everything else held as set. The flat stretch is the 20% floor. The dashed line marks this enemy's total DT.
Damage per shot against this enemy. Select a row to load it.
No armor, no crit. The dot is your current skill.
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)