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JaxFirehart
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Energy and Physical resistance/damage

While the team was watching and rewatching the footage from Bethesda's E3 Fallout 4 segment, we came to the conclusion that weapons would be split into "Energy" and "Physical".

Check out these screen caps:


Notice how damage resist has two separate values, a shield and a lightning bolt?

Three values this time, a shield, a lightning bolt, and a biohazard symbol (radiation resistance?).

Notice the crosshair sign next to damage.

The crosshair sign next to damage has been replaced by a lightning bolt.

My conclusion: instead of having Damage Resistance and Damage Threshold, we will have Damage Resistance and Energy Resistance, which I think is an acceptable tradeoff. Anything is better than JUST DR.

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Edited by: thermador on 11/09/2015 - 09:37
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@JaxFirehart actually the 3rd

@JaxFirehart actually the 3rd symbol is the civil defense symbol for "Fallout Shelters" which represents "safety" as opposed to the actual Radiation warning symbol which represents a "hazard."

https://www.orau.org/ptp/articlesstories/radwarnsymbstory.htm

So the 3rd symbol should be for radiation resistance in game.

JaxFirehart
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Huh, I did not notice that.

Huh, I did not notice that. Good catch.

So yeah, I don't know if we will get three damage types (Energy, Physical and Radiation) or just two (Energy, Physical) and Bethesda just decided to include Radiation Resistance in the DMG Resist box.

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Or we might even get more

Or we might even get more damage types that those armors do not help protect against... like fire and stuff (older fallout games had a lot of damage types, Normal, Fire, Electric, EMP and Pulse, Laser, Plasma and I think that was all).

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It's worth mentioning that

It's worth mentioning that FO3 and FNV DID have Fire and Poison damage and resistance, off the top of my head. They just weren't common or widespread or given a UI position (they were only mentioned in the Effects text).

So I guess I should say: the two primary damage/armor types will probably be Physical and Energy. I think I remember seeing a flamer fly by during the weapon crafting clip and there being a flamer... guess not that I found.

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I hope Fallout 4 adopts a

I hope Fallout 4 adopts a more complex resistance system similar to STALKER or After War Nevada.

http://stalker.wikia.com/wiki/Berill-5M_armoured_suit

Notice the "impact/rupture/chemical" and other resistances? I thought it was a great way to differentiate different types of armor, you could either have armor that provided a maximum amount of protection from bullets and explosions, or one that would prioritize enviromental resistances, but you couldn't have both on the same piece of armor in extreme combinations.

It essentially forced you to choose between the two types of protection, and in STALKER the enviromental hazards were really quite dangerous, so it was always a tough choice deciding between the two.

After War Nevada, an overhaul mod for New Vegas, also adds in a more complex resistances system, and it's extremely well done. For anyone that hasn't tried out that mod yet, DO IT RIGHT NAOW! It's incompatible with a lot of mods out there, but it overhauls everything meaning you don't really need mods like PN/FOOK etc anyways.

http://www.nexusmods.com/newvegas/mods/55455/?

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@JaxFirehart 

@JaxFirehart 

I did notice that when attacked by various mutated creatures like the mole rats and a Mirelurk Queen, the PC took damage to health AND radiation from the hits.

Derp

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Huh, I did not notice that,

Huh, I did not notice that, can you link the video and time, so I can check it out easily?

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Dunno which video you're

Dunno which video you're watching; these times are from the full beth e3 conference

 

JaxFirehart
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Well that's pretty damn coo

Well that's pretty damn coo

NPI
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Look closely at those

Look closely at those screenshots and you'll notice something: The rads the player picks up lead to the growth of the red portion on the right end of the health bar, indicating that rads will limit the player's health pool until removed.

Suddenly rads and rad resistance matter a hell of a lot more now than they did before(at least for the early and middle parts of the game). This, IMO, is almost as cool as the crafting and layered armor systems, if only for making radiation scary instead of mildly annoying.

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NPI wrote:

NPI wrote:

Look closely at those screenshots and you'll notice something

That is really damned interesting.

Looking at the trailer (again) it looks like you're right; in fact, it might even be the case that rad level always reduces player health rather than only when just being irradiated.

Comparing these two screens, one can see the red portion of the player's health bar increase when picking up more rads:

Not currently being irradiated, and then...

Notice the slight increase.

We also know that we have a rad level outside of combat, from the option to use Radaway when viewing the player's status screen in the pipboy:

So I'm hoping that the effect of accumulating greater rads is to reduce the players health, always. That would make radiation, like, matter. Honestly, it never really has in any Fallout game thus far, at least without making it more deadly. It was more of an annoyance in the classic games.

Still, when Howard is battling the burrowing radscorpions in the trailer we can see that he's gaining rads at a rate <1 but we can't see his health bar. It could be it's just hidden when not taking damage for a while.

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Seems like the rad thing is

Seems like the rad thing is identical to how radiation works in Fallout Shelter then.