Several Gameplay Questions Concerning Fallout 1

Xssassin

First time out of the vault
[Fallout 1] [v1.1]

I've played through this game a ton but there still exist elements that I am unclear about. For example:

One-Hander
"You excel with one-handed weapons--"
Excel how? Accuracy? Damage? Both? Any specifics?

Heavy-Handed
"You rarely cause a good critical--"
Meaning ... ? It doesn't affect the percent chance so it must affect how damaging they are? In what way, or by how much? The skill also raises your melee damage by 4. Has anyone derived a melee damage formula? From what I've heard X amount of melee damage adds an 1-X points of damage, but it wouldn't surprise me if it were more complicated.

First Aid / Doctor
Doctor can restore crippled limbs. Yep. Other than that the difference is ... ? I've heard First Aid contributes to how much health Stims restore but haven't been able to corroborate.

Sequence
Does sequence work how it sounds like it should, by creating a list of all combatants in order from high to low sequence and moving down it, restarting afterwards? Or does getting sequence to a certain point allow you to take multiple actions in the same time it takes other to perform one? Has anyone determined the minimum that is needed to always go first? (This would be pretty helpful for melee characters.)
 
Sequence works exactly like that. The better the sequence, the earlier your turn. Note however that the first turn in the first round of combat is always the aggressor's -- that's why some pawns seem to get two turns in a row (but only once!).

Melee Damage is a bonus applied to the maximum damage your melee attacks can cause, if I remember correctly. Also, I believe that Heavy Handed reduces the amount of bonus damage you can cause with a critical hit.

Not sure about First Aid, but I think StimPaks only ever recover a fixed ranged of hit points (the exact amount is randomly chosen within that range), no matter your First Aid skill.
 
One-Hander affects accuracy: +20% for one-handed weapons, -20% for two-handed. I think it affects melee weapons as well.

I believe Heavy-Handed has the opposite effect of the More Criticals perk, penalizing rolls on the critical hit table, so it's hard to get the better criticals.

Doctor heals more than First Aid does. First Aid heals about [1..6] hp, while Doctor heals about [4..10]. (those numbers are approximate, not the actual range) Stimpacks always heal [10..20] hp.

Some dogs and 'floating eye'-type robots seem to have a Sequence greater than 20. Deathclaws and floaters (and wanamingos) also have a high Sequence.
 
Also, to get the skill bonus for lockpicks, tools, etc, do you have to specifically use them for the check or do they just add their bonus for being in your inventory?
 
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Concerning skills. Is there any reason to put a non-combative skill above 100%? Is there any reason to put a combat skill above 150%? What exactly is the difference between Unarmed at 125% and at 150%? Do combat skills only affect accuracy?

Swing / Thrust. What's the difference? The one that costs more AP deals more damage on average?

The trait Finesse. It says your attacks deal less damage. Which? All of them? Or just those that do not critical hit? How much less do they deal? Is this trait worth it? If I understand it correctly it seems pretty decent, critical hits are the best way to deal damage.

On the subject of criticals, have any of the critical hit tables been derived? I read earlier that Better Criticals adds 20 to your roll of 1-100 on the table, but after many, many play-throughs, today was the first time I'd seen a critical hit that did not do enough damage to kill a Radscorpion or Human but outright killed them because of the nature of the critical hit. Out of curiosity, what weapon would deal the most damage with a critical? Yesterday I had a minigun go berserk on a deathclaw for 907 damage! Perhaps Gatling Laser might be even more effective?
 
Skill checks often have penalties, so raising skills over 100% is often useful. Same with combat skills; long-range aimed shots in the dark have substantial penalties, and bringing Small Guns up to 200% isn't unreasonable. The special Unarmed attacks have minimum skill requirements, but other than that combat skills only affect accuracy.

There does not appear to be any difference between swing and thrust attacks.

Finesse adds a +30% DR modifier to all of your attacks. This is ignored by armor-bypassing criticals.

I don't think any critical hit tables have been derived. It would be nice if they could be extracted from game data files. If not, they'd have to be determined experimentally. I've been meaning to do this when I get some free time, actually.
 
One of the Bibles has critical hits tables for brahmin. They're different for each creature type.
 
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