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Poison, cryo, electric, physical and fire damage.


ekRapid

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We all know the good old energy, armor rating and rad protection. But what about the five I mentioned above. Do they always bypass normal protection? And what about explosives?

 

 

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I know that asbestos lining in Combat Armor eliminates fire damage, lead lining on Combat armor reduces rad Damage, and Dense lining in Combat Armor reduces blast damage.

 

Virtually all armor reduces physical damage (Ballistic and Melee) and some can be improved with various mods.

 

I do not think I have ever seen a mod that reduces Poison, Cryo or Electric damage.

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  • 1 month later...

Cryo and fire damage are not used in the game instead all weapons that would use said damage do energy damage instead. Gulper jerky gives poison resistance.

Cryolator freezes. Flamer burns. Molotov cocktails burn. Cryo mines freeze. There is even a legendary mod that sets targets alight. Are you sure you are in the correct game.

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Anything which reduces your HP is causing damage. Bullets, lasers, being blown up, being set alight, being frozen, being electrocuted, being poisoned or being irradiated all reduce HP. It matters not if the HP reduction is BASE, Energy or effect.

 

With that said, I think I have figured out what you and @blackninja50 are trying to say. Fire and ice and shock and poison and radiation are all energy damage, so armor mods that reduce energy damage should reduce the damage caused by these effects. If that is indeed what you are hinting at, it would have been easier on everyone if you had just said that in the first place. If that is not what you are hinting at, stop hinting and speak plainly.

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Its ironic this is posted, I have been planning a total damage overhaul mod that is super simple, just is tedious and time consuming... a mod that splits damage apart from one another.

 

For example:

 

Fire is fire.. not energy, shock is shock, not energy, ice is ice, not energy, you can be poisoned, and irradiated... etc etc, these are common flaws in FO4, see none of these are even things except a few rare cases.

 

But the main thing that will make my mod unique is that weapons like the sledgehammer and revolutionary sword obviously have different uses, leather armor is obviously not as resistant to lets say.. a hammer... as it might be to a sword yknow? Hit with a hammer, an extra layer of skin won't do s#*! except maybe compress your flat lung from it. My mod will split up the damages and certain armors or weapons will do different amounts, so a super sledge might not be the best thing to use vs a power armored raider, but maybe an electric chinese sword might be a good choice, get my drift? A 10mm pistol won't do s#*! to some power armor, but a shotgun sure will, and a flamer especially. I wanna change the damage system to something more logical.

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Its ironic this is posted, I have been planning a total damage overhaul mod that is super simple, just is tedious and time consuming... a mod that splits damage apart from one another.

 

For example:

 

Fire is fire.. not energy, shock is shock, not energy, ice is ice, not energy, you can be poisoned, and irradiated... etc etc, these are common flaws in FO4, see none of these are even things except a few rare cases.

 

But the main thing that will make my mod unique is that weapons like the sledgehammer and revolutionary sword obviously have different uses, leather armor is obviously not as resistant to lets say.. a hammer... as it might be to a sword yknow? Hit with a hammer, an extra layer of skin won't do s*** except maybe compress your flat lung from it. My mod will split up the damages and certain armors or weapons will do different amounts, so a super sledge might not be the best thing to use vs a power armored raider, but maybe an electric chinese sword might be a good choice, get my drift? A 10mm pistol won't do s*** to some power armor, but a shotgun sure will, and a flamer especially. I wanna change the damage system to something more logical.

I've been sketching out a melee rehaul that would use blunt, piercing, and slashing dmg types myself.

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Its ironic this is posted, I have been planning a total damage overhaul mod that is super simple, just is tedious and time consuming... a mod that splits damage apart from one another.

 

For example:

 

Fire is fire.. not energy, shock is shock, not energy, ice is ice, not energy, you can be poisoned, and irradiated... etc etc, these are common flaws in FO4, see none of these are even things except a few rare cases.

 

But the main thing that will make my mod unique is that weapons like the sledgehammer and revolutionary sword obviously have different uses, leather armor is obviously not as resistant to lets say.. a hammer... as it might be to a sword yknow? Hit with a hammer, an extra layer of skin won't do s*** except maybe compress your flat lung from it. My mod will split up the damages and certain armors or weapons will do different amounts, so a super sledge might not be the best thing to use vs a power armored raider, but maybe an electric chinese sword might be a good choice, get my drift? A 10mm pistol won't do s*** to some power armor, but a shotgun sure will, and a flamer especially. I wanna change the damage system to something more logical.

 

Minor critique, take with grain o salt.

 

in the examples you posted, I actually think a super sledge or power fist would quasi-realistically actually be moderately useful vs something like a PA, though not necessarily for damaging the human in the suit, but for wrecking the parts of suit. Something like a sword would be less useful since by their nature, they are meant to cut flesh. Most other melee weapons though, would likely be easily shrugged off. 100% agreed on shock damage being effective vs PA tho.

 

Also unless the shotgun was using slugs of some type, it would probably fare worse than a 10mm pistol, as shotgun pellets are well known for not being very good at piercing hard things.

 

As far as flamers go... On one hand, if you are encased in armor, technically you should be able to walk through a fire without much more than a scorched paintjob. However on the other, a fire that engulfs your suit, would start to cook you, and you shouldn't be immune to that. To that end, i think it would make sense to have PA be highly resistant to "light fire", but to give weapons like Flamers the "furious" property for free, so that the escalating damage can quickly overpower the resistance

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