# Talk:Weapon Damage Formula

### From GECK

## Contents

## Melee formula possibly incomplete

The fVATSAutomaticMeleeDamageMult game setting probably impacts melee damage dealt when in VATS mode, but it isn't so easy to determine how much damage is done when hitting things in VATS, especially because the target actor damage resist values are taken into account. If anyone experiments with fVATSAutomaticMeleeDamageMult to see what it does, and shows that it does impact melee damage in vats, can you please update the formula with what you learn. --SnakeChomp 05:19, 20 December 2008 (UTC)

## Unarmed formula

I don't know how to make the UI tell me how much unarmed damage my character would do, so I can't effectively tweak the unarmed settings to come up with a formula for unarmed damage. If anyone knows a way to get the UI to display the calculated unarmed damage value like it will for weapons, please share. --SnakeChomp 05:19, 20 December 2008 (UTC)

## Sneak damage

If anyone knows how sneak damage is calculated, please share. See the sneak damage section of the page for some comments.--SnakeChomp 21:37, 24 December 2008 (UTC)

## Formula was incorrect. but updated now

The formula was found to be incorrect, but the discussion about it is currently contained on the Talk:Gun Spread Formula page. It should be moved here so it can be easily found in the future. In the mean time this page has been corrected with the new formula.

--SnakeChomp 07:45, 29 December 2008 (UTC)

- Here I go again...
- From what I know, the fAVDMeleeDamageStrengthMult is not directly applied to weapon damage, but is actually applied to the MeleeDamage AND UnarmedDamage actor values (see Stats_List#Derived_Statistics. This is something you can easily test in game, by simply typing:

player.getavinfo MeleeDamage player.getavinfo UnarmedDamage player.modav strength 1 player.getavinfo MeleeDamage player.getavinfo UnarmedDamage

- Then, simply set fAVDMeleeDamageStrengthMult to something like 2, and repeat. The theoretical formula, which I will test later if you don't test it first, would be:

(BaseWeaponDmg * DmgMult * ConditionFACTOR * SkillFACTOR) + MeleeDamageAV

- And then stick that inside the PerkModifiers() and add the critical damage bonus.
- In the case of Unarmed combat, MeleeDamageAV is actually UnarmedDamageAV
- Remember that many things can modify the Melee/UnarmedDamageAV besides just the strength bonus, such as chems,perks,armor,whatever. Also, the formula for how strength affects both AVs is:

AV + fAVDMeleeDamageStrengthOffset + (ActorStrengthValue * fAVDMeleeDamageStrengthMult)

- Your formula listed under StrengthBonus multiplies the StrengthValue by the Offset, which isn't correct (and that much I have tested).
- --Quetzilla 08:06, 29 December 2008 (UTC)