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    Zustand: Unterschied zwischen den Versionen

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    '''Zustand''' kann sich auf zwei Dinge beziehen — entweder der Zustand der Person oder (in ''[[Fallout 3]]'' und ''[[Fallout: New Vegas]])'' der Zustand seiner Ausrüstung.
    '''Zustand''' kann sich auf zwei Dinge beziehen — entweder der Zustand der Person oder (in ''[[Fallout 3]]'' und ''[[Fallout: New Vegas]])'' der Zustand seiner Ausrüstung.


    __TOC__
    __TOC__


    {{Stub}}
    ==Personal condition==<br />There are many things that can alter your condition. There are different kinds of [[poison]], [[chems]], [[drug]]s, wounds that all influence your condition.
     
    Your character can be:<br />{{Columns|3|<br />* [[Addiction|Addicted]]<br />* [[Bandaged]]<br />* [[Blind]]<br />* [[Concussed]]<br />* [[Drunk]]<br />* [[Encumbered]]<br />* [[Overdose]]<br />* [[Poisoned]]<br />* [[Radiated]]<br />* [[Unconcious|Unconscious]]<br />* [[Winded]]<br />* [[Withdrawal]]<br />}}
     
    Or can have [[cripple]]d limbs like:<br />{{Columns|3|<br />* [[Crippled Arm]]<br />* [[Eye Damage|Crippled Eye]]<br />* [[Crippled Leg]]<br />}}
     
    If you suffer from multiple [[cripple]]d limbs you can even become [[Immobile]].
     
    ==Equipment condition in ''Fallout 3'' and ''Fallout: New Vegas''==<br />Note that any equations are not to be taken as literal representations of what happens in-game, but as accurate, general representations of the logic.
     
    The condition of your [[fallout 3 weapons|weapon]] or [[fallout 3 armor and clothing|armor]] directly affects its [[value]] and [[damage]] for weapon or [[Damage Threshold]] for armor, respectively.
     
    If the condition of an item degrades all the way to 0%, the item is broken and cannot be used until repaired. In the case of equipped armor and clothing, bonuses to skills or attributes will still apply even if the item is broken, but once removed it will have to be repaired before it can be re-equipped.
     
    Another consequence of poor condition when using weapons is the reload animation. The lower the condition of a weapon, the more likely it is to jam, causing the player to adjust the magazine, thus taking longer to complete the animation. A weapon at 100% condition will never jam, while weapons in a poor state of repair will jam quite frequently.
     
    ===Value===<br />The value of an item is calculated by<ref>[http://geck.bethsoft.com/index.php/Item_Condition_And_Value Item Condition And Value - GECK wiki]</ref>:<br />:<math>\text{Value} = \text{Base value} \times \text{Condition} ^ {1.5}</math><br />*'''Condition''' is a number ranging from 0 to 1.
     
    Also, knowing the current value of an item it is possible to find the condition:<br />:<math>\text{Condition} = \left(\frac{\text{Value}}{\text{Base value}}\right)^\frac{2}{3}</math>
     
    For example, the [[N99 10mm pistol|10mm pistol]] has a maximum value of 225 Caps when in perfect condition. At 50% (or 0.5) condition, the pistol's value is 225 * (0.5 ^ 1.5) = 225 * 0.3535, or 35.3% of its base value (225): 79 Caps.
     
    ===Fallout 3===<br />====Damage====<br />As condition degrades, non-melee weapon damage will scale linearly from full damage at 100% condition to roughly two-thirds damage at 0% condition for single-shot ranged weapons and roughly half damage for fully-automatic ranged weapons and melee weapons.<ref name="Weapon Damage Formula - GECK wiki">[http://geck.bethsoft.com/index.php/Weapon_Damage_Formula Weapon Damage Formula - GECK wiki]</ref><br />:<math><br />\text{Dam}_{\text{Skill}=100}=<br />\text{Base} \times (\text{Minimum} + \text{Condition} \times (1 - \text{Minimum}))<br /></math><br />*'''Condition''' is a number ranging from 0 to 1.<br />*'''Minimum''' is .66 for single-shot weapons, .54 for fully-automatic weapons, .5 for melee weapons.
     
    For example, the 10mm pistol has a [[10mm pistol (Fallout: New Vegas)|base damage of 9]]. At 25% condition and 100 [[Guns]], the pistol's damage would be:<br />:<math>\text{Dam}_{\text{Guns}=100}=9 \times (.66 + .25 \times .34) = 6.705 \approx 7</math>
     
    In another example example, the assault rifle has a [[R91 assault rifle|base damage of 38]]. At 25% condition and 100 [[Guns]], the assault rifle's displayed damage would be:<br />:<math>\text{Dam}_{\text{Guns}=100}=38 \times (.54 + .25 \times .46) = 24.89 \approx 25</math>
     
    ====Armor protection====<br />Armor's [[damage resistance]] and [[Damage Threshold]] are similarly affected, though skill is not necessary and the value for '''Minimum''' is .62:<br />:<math>\text{DR or DT}=\text{Base} \times (.62 + \text{Condition} \times .38)</math>
     
    ====Equipment degradation====<br />All equipable items in [[Fallout 3]] and [[Fallout: New Vegas]] have ''item health'', which helps determine how quickly an item condition degrades from use and from being hit in combat. At full item health, an item is in 100% condition. Similarly, at close to 0 item health, an item is about to break.<br />
    In Fallout 3, item health decreases per use by a percentage of the base damage of the weapon.<br />*[[Small Guns]] degrade at 3% of base weapon damage per shot.<br />*[[Energy Weapons]] degrade at 4% of base weapon damage per shot.<br />*[[Unarmed]] and [[Melee Weapons]] degrade at 5% of base weapon damage per attack.<br />*[[Big Guns]] degrade at 6% of base weapon damage per shot.
     
    For example, the [[Plasma rifle (Fallout 3)|Plasma rifle]] has a base damage of 45 and an item health of 900. Each shot will decay the health by 1.8 health, which means that it takes 500 shots to take this plasma rifle from full condition to broken.
     
    ===''Fallout: New Vegas''===<br />====Damage====<br />As condition degrades, weapon damage will scale linearly from full damage at 75% condition to half the damage at 0% condition.<br />:<math><br />\text{Dam}_{\text{Skill}=100}=<br />\text{Base} \times<br />\left(<br />0.5 + \min<br />\left(<br />\frac{0.5\times \text{Condition}}{0.75}, 0.5<br />\right)<br />\right)<br /></math>
     
    ====Armor protection====<br />As condition degrades, armor protection will scale linearly from full protection at 50% condition to about 2/3 of full protection at 0% condition.<br />:<math><br />\text{DR or DT}=\text{Base} \times<br />\left(<br />0.66 + \min \left(<br />\frac{0.34\times \text{Condition}}{0.5}, 0.34<br />\right)<br />\right)<br /></math>
     
    ====Equipment degradation====<br />Weapon condition degrades at a flat rate of 0.2 item health per shot. V.A.T.S. does not impose an additional penalty, but various types of [[Fallout: New Vegas ammunition|ammunition]] can increase or decrease the degradation rate (indicated by a "CND x 1.5" or similar in the [[Pip-Boy 3000]], which means a 1.5 multiplier for decay). Having [[Raul Tejada]] as your companion can make a weapon degrade slower (a .5 multiplier for [[Regular Maintenance]], a .25 multiplier for [[Full Maintenance]]).
     
    Armor condition degrades if an incoming attack power exceeds [[DT]] of the armor.
     
    ==References==<br />{{References}}
     
    {{Navbox conditions}}
     
     
    [[ru:Состояние]]
    [[Category:Combat]]
    [[Kategorie:Kampf]]
    [[Kategorie:Kampf]]

    Version vom 16. Mai 2015, 18:06 Uhr

    Vorlage:Games

    Zustand kann sich auf zwei Dinge beziehen — entweder der Zustand der Person oder (in Fallout 3 und Fallout: New Vegas) der Zustand seiner Ausrüstung.


    ==Personal condition==
    There are many things that can alter your condition. There are different kinds of poison, chems, drugs, wounds that all influence your condition.

    Your character can be:

    Or can have crippled limbs like:

    If you suffer from multiple crippled limbs you can even become Immobile.

    ==Equipment condition in Fallout 3 and Fallout: New Vegas==
    Note that any equations are not to be taken as literal representations of what happens in-game, but as accurate, general representations of the logic.

    The condition of your weapon or armor directly affects its value and damage for weapon or Damage Threshold for armor, respectively.

    If the condition of an item degrades all the way to 0%, the item is broken and cannot be used until repaired. In the case of equipped armor and clothing, bonuses to skills or attributes will still apply even if the item is broken, but once removed it will have to be repaired before it can be re-equipped.

    Another consequence of poor condition when using weapons is the reload animation. The lower the condition of a weapon, the more likely it is to jam, causing the player to adjust the magazine, thus taking longer to complete the animation. A weapon at 100% condition will never jam, while weapons in a poor state of repair will jam quite frequently.

    ===Value===
    The value of an item is calculated by[1]:
    :Value=Base value×Condition1.5
    *Condition is a number ranging from 0 to 1.

    Also, knowing the current value of an item it is possible to find the condition:
    :Condition=(ValueBase value)23

    For example, the 10mm pistol has a maximum value of 225 Caps when in perfect condition. At 50% (or 0.5) condition, the pistol's value is 225 * (0.5 ^ 1.5) = 225 * 0.3535, or 35.3% of its base value (225): 79 Caps.

    ===Fallout 3===
    ====Damage====
    As condition degrades, non-melee weapon damage will scale linearly from full damage at 100% condition to roughly two-thirds damage at 0% condition for single-shot ranged weapons and roughly half damage for fully-automatic ranged weapons and melee weapons.[2]
    :<br/>DamSkill=100=<br/>Base×(Minimum+Condition×(1Minimum))<br/>
    *Condition is a number ranging from 0 to 1.
    *Minimum is .66 for single-shot weapons, .54 for fully-automatic weapons, .5 for melee weapons.

    For example, the 10mm pistol has a base damage of 9. At 25% condition and 100 Guns, the pistol's damage would be:
    :DamGuns=100=9×(.66+.25×.34)=6.7057

    In another example example, the assault rifle has a base damage of 38. At 25% condition and 100 Guns, the assault rifle's displayed damage would be:
    :DamGuns=100=38×(.54+.25×.46)=24.8925

    ====Armor protection====
    Armor's damage resistance and Damage Threshold are similarly affected, though skill is not necessary and the value for Minimum is .62:
    :DR or DT=Base×(.62+Condition×.38)

    ====Equipment degradation====
    All equipable items in Fallout 3 and Fallout: New Vegas have item health, which helps determine how quickly an item condition degrades from use and from being hit in combat. At full item health, an item is in 100% condition. Similarly, at close to 0 item health, an item is about to break.
    In Fallout 3, item health decreases per use by a percentage of the base damage of the weapon.
    *Small Guns degrade at 3% of base weapon damage per shot.
    *Energy Weapons degrade at 4% of base weapon damage per shot.
    *Unarmed and Melee Weapons degrade at 5% of base weapon damage per attack.
    *Big Guns degrade at 6% of base weapon damage per shot.

    For example, the Plasma rifle has a base damage of 45 and an item health of 900. Each shot will decay the health by 1.8 health, which means that it takes 500 shots to take this plasma rifle from full condition to broken.

    ===Fallout: New Vegas===
    ====Damage====
    As condition degrades, weapon damage will scale linearly from full damage at 75% condition to half the damage at 0% condition.
    :<br/>DamSkill=100=<br/>Base×<br/>(<br/>0.5+min<br/>(<br/>0.5×Condition0.75,0.5<br/>)<br/>)<br/>

    ====Armor protection====
    As condition degrades, armor protection will scale linearly from full protection at 50% condition to about 2/3 of full protection at 0% condition.
    :<br/>DR or DT=Base×<br/>(<br/>0.66+min(<br/>0.34×Condition0.5,0.34<br/>)<br/>)<br/>

    ====Equipment degradation====
    Weapon condition degrades at a flat rate of 0.2 item health per shot. V.A.T.S. does not impose an additional penalty, but various types of ammunition can increase or decrease the degradation rate (indicated by a "CND x 1.5" or similar in the Pip-Boy 3000, which means a 1.5 multiplier for decay). Having Raul Tejada as your companion can make a weapon degrade slower (a .5 multiplier for Regular Maintenance, a .25 multiplier for Full Maintenance).

    Armor condition degrades if an incoming attack power exceeds DT of the armor.

    ==References==

    Vorlage:Navbox conditions


    ru:Состояние