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armor.html
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armor.html
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<html>
<head>
<title>Fallout 76 Armor Defense Calculator</title>
<style>
* {
font-family: sans-serif;
font-size: 20px;
}
td {
padding: 1px;
}
#table1 td:nth-child(2) {
padding-left: 15px;
}
#table2 td:nth-child(2) {
padding-left: 15px;
}
#enemytable td:nth-child(2) {
padding-left: 15px;
}
#bottom1 td {
padding-left: 3px;
padding-right: 3px;
}
#bottom2 td {
padding-left: 3px;
padding-right: 3px;
}
table.infoTable {
border: 1px solid black;
border-collapse: collapse;
}
table.infoTable td {
border: 1px solid black;
}
.halfopaque {
opacity: 0.3;
font-weight: bold;
font-size: 26px;
}
.results {
font-weight: bold;
font-size: 26px;
}
.ptr {
cursor: pointer;
}
.num6 {
width: 90px;
text-align: right;
}
.bold {
font-weight: bold;
}
.center {
text-align: center;
}
.topline {
border-top: 1px solid black;
}
.leftline {
border-left: 1px solid black;
}
.border {
border: 1px solid black;
}
.right {
text-align: right;
}
.footer {
position: fixed;
right: 0;
bottom: 0;
left: 0;
}
</style>
<meta name="keywords" content="Fallout,Fallout 76,Armor,Damage,Resistance,DR,ER,Reduction,Calculation,Comparison,Comparator">
</head>
<body style="height: 90%; overflow-y: scroll;">
<center>
<span style="font-size: 36px; font-weight: bold;">Fallout 76 Armor Defense Calculator (0.4.0)</span>
<br/>
<!-- <i>(Notification here)</i> -->
<br/>
<a href="#enemy">Jump to Enemy setup</a> | <a href="#comparison">Jump to Comparison</a>
<br/>
<br/>
<a name="top"></a>
<table id="parent" style='width: 100%;'>
<tr>
<td style='vertical-align: top;' width='46%' align='right'>
<table id="table1" style="border: 1px solid black;">
<tr>
<td class='bold'>Kind</td>
<td>
<label class='ptr'><input type="radio" id="NonPA1" name="PA1" value="0"/> Armor</label>
<label class='ptr'><input type="radio" id="PA1" name="PA1" value="1"/> Power Armor</label>
<label class='ptr'><input type="radio" id="Suit1" name="PA1" value="1"/> Suit</label>
</td>
</tr>
</table>
</td>
<td style="padding-left: 20px; padding-right:20px; text-align: center; vertical-align: top; width: 8%; white-space: nowrap;">
<button id="copyright" title="Copy Right">>></button>
<br/>
<button id="copyleft" title="Copy left"><<</button>
<br/>
<br/>
<br/>
<a id='linkleftleft' href="#" title='Link to the left armor' target='_blank'>< Link</a>
<br/>
<br/>
<a id='linkrightright' href="#" title='Link to the right armor' target='_blank'>Link ></a>
<br/>
<br/>
<a id='linkboth' href="#" title='Link to both armor' target='_blank'>< Link ></a>
<br/>
<br/>
<button id="clear" title="Clear" onclick='clearPage(); return false;'>Clear</button>
</td>
<td style='vertical-align: top;' width='46%' align='left'>
<table id="table2" style="border: 1px solid black;">
<tr>
<td class='bold'>Kind</td>
<td>
<label class='ptr'><input type="radio" id="NonPA2" name="PA2" value="0"/> Armor</label>
<label class='ptr'><input type="radio" id="PA2" name="PA2" value="1"/> Power Armor</label>
<label class='ptr'><input type="radio" id="Suit2" name="PA2" value="1"/> Suit</label>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td colspan="3" align='center'>
<br/>
<a name="enemy"></a>
<h2>Enemy <sup>(<a href="#top">Top</a>)</sup></h2>
<br/>
<table id='enemytable' style='border-collapse: collapse; border: 1px solid black;'>
<tr>
<td id='enemykindselect'>Kind</td>
<td><select id='enemykind'>
<option value="Any">Any</option>
<option value="Player">Player</option>
<option value="Human">Human</option>
<option value="SuperMutant">Super Mutant</option>
<option value="Animal">Animal</option>
<option value="Ghoul">Ghoul</option>
<option value="Robot">Robot</option>
<option value="Insect">Insect</option>
<option value="Mirelurk">Mirelurk</option>
<option value="Scorched">Scorched</option>
</select></td>
</tr>
<tr>
<td>Damage amount</td>
<td>
<table style='padding-left: 20px;'>
<tr>
<td>Ballistic</td>
<td><input type="number" class='num6' min='0' maxlength='6' value='100' id='dmgBallistic'></td>
<td>Energy</td>
<td><input type="number" class='num6' min='0' maxlength='6' value='0' id='dmgEnergy'></td>
<td>Radiation</td>
<td><input type="number" class='num6' min='0' maxlength='6' value='0' id='dmgRadiation'></td>
</tr>
<tr>
<td>Fire</td>
<td><input type="number" class='num6' min='0' maxlength='6' value='0' id='dmgFire'></td>
<td>Cryo</td>
<td><input type="number" class='num6' min='0' maxlength='6' value='0' id='dmgCryo'></td>
<td>Poison</td>
<td><input type="number" class='num6' min='0' maxlength='6' value='0' id='dmgPoison'></td>
</tr>
<tr>
<td>Explosive</td>
<td><input type="number" class='num6' min='0' maxlength='6' value='0' id='dmgExplosive'></td>
</tr>
</table>
</td>
</tr>
<!--
<tr>
<td>Hit rate</td>
<td>
<input type="number" class='num6' min='0' maxlength='6' value='1' id='hitsPerSecond'> per second
</td>
</tr>
-->
<tr>
<td>Armor ignore</td>
<td>
<input type="number" class='num6' min='0' maxlength='6' value='0' id='armorIgnore'> %
</td>
</tr>
<tr>
<td id='damagetypemelee'>Damage mode</td>
<td>
<label class='ptr'><input type='radio' name='dmgType' value='melee' id='dmgTypeMelee'> Melee</label>
<label class='ptr'><input type='radio' name='dmgType' value='ranged' id='dmgTypeRanged' checked> Ranged</label>
</td>
</tr>
<tr>
<td id="energytypeplasma">Energy damage type</td>
<td>
<label class='ptr'><input type='radio' name='energyType' value='laser' id='energyTypeLaser' checked> Laser</label>
<label class='ptr'><input type='radio' name='energyType' value='plasma' id='energyTypePlasma'> Plasma</label>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td colspan="3" align='center'>
<br/>
<a name="comparison"></a>
<h2>Comparison <sup>(<a href="#top">Top</a>)</sup></h2>
<br/>
<table id='comparisonTable' class='border' style='border-collapse: collapse;'>
<tr>
<td class='bold border' colspan='3'>Left</td>
<td style='width: 30px;'> </td>
<td class='bold border' colspan="3">Right</td>
</tr>
<tr>
<td class='bold border' >Damage type</td>
<td class='bold border' >Amount</td>
<td class='bold border' >Compare Right</td>
<td style='width: 30px;'> </td>
<td class='bold border' >Damage type</td>
<td class='bold border' >Amount</td>
<td class='bold border' >Compare Left</td>
</tr>
</table>
</td>
</tr>
</table>
</center>
<div style='height: 100px;'> </div>
<div class='footer' style='background-color: #F8F8F8;'>
<table style='width: 100%'>
<tr>
<td width='50%' align='center' style='vertical-align: bottom;'>
<br>
<table id='bottom1' style='width: 80%; border-collapse: collapse; border: 1px solid black; background-color: #EFEFEF;'>
<tr class='bold'>
<td rowspan='2'>⌖</td>
<td id='dr1' class='right'>0</td>
<td rowspan='2' class='leftline'>↯</td>
<td id='er1' class='right'>0</td>
<td rowspan='2' class='leftline'>☢</td>
<td id='rr1' class='right'>0</td>
<td rowspan='2' class='leftline'>🔥</td>
<td id='fr1' class='right'>0</td>
<td rowspan='2' class='leftline'>❄</td>
<td id='cr1' class='right'>0</td>
<td rowspan='2' class='leftline'>💧</td>
<td id='pr1' class='right'>0</td>
<td rowspan='2' class='leftline'>💥</td>
<td id='xr1' class='right'>0</td>
</tr>
<tr class='bold'>
<td id='dred1' class='right'>0.00%</td>
<td id='ered1' class='right'>0.00%</td>
<td id='rred1' class='right'>0.00%</td>
<td id='fred1' class='right'>0.00%</td>
<td id='cred1' class='right'>0.00%</td>
<td id='pred1' class='right'>0.00%</td>
<td id='xred1' class='right'>0.00%</td>
</tr>
</table>
</td>
<td width='50%' align='center' style='vertical-align: bottom;'>
<br>
<table id='bottom2' style='width: 80%; border-collapse: collapse; border: 1px solid black; background-color: #EFEFEF;'>
<tr class='bold'>
<td rowspan='2'>⌖</td>
<td id='dr2' class='right'>0</td>
<td rowspan='2' class='leftline'>↯</td>
<td id='er2' class='right'>0</td>
<td rowspan='2' class='leftline'>☢</td>
<td id='rr2' class='right'>0</td>
<td rowspan='2' class='leftline'>🔥</td>
<td id='fr2' class='right'>0</td>
<td rowspan='2' class='leftline'>❄</td>
<td id='cr2' class='right'>0</td>
<td rowspan='2' class='leftline'>💧</td>
<td id='pr2' class='right'>0</td>
<td rowspan='2' class='leftline'>💥</td>
<td id='xr2' class='right'>0</td>
</tr>
<tr class='bold'>
<td id='dred2' class='right'>0.00%</td>
<td id='ered2' class='right'>0.00%</td>
<td id='rred2' class='right'>0.00%</td>
<td id='fred2' class='right'>0.00%</td>
<td id='cred2' class='right'>0.00%</td>
<td id='pred2' class='right'>0.00%</td>
<td id='xred2' class='right'>0.00%</td>
</tr>
</table>
</td>
</tr>
</table>
</div>
<script>
var infoMap = new Map();
infoMap.set("suppressorweapon",
"Reduce the enemy damage output by 25% for 3 seconds after you attack."
+ "<br>Enable this if the enemy was hit by a weapon having the legendary Suppressor's prefix.");
infoMap.set("suppressor",
"Reduce the enemy damage output by 10%, 20% or 30% for 2 seconds after you attack."
);
infoMap.set("health",
"Affects the following:"
+ "<ul>"
+ "<li>Bolstering (Legendary mod): more resistances the lower</li>"
+ "<li>Vanguard (Legendary mod): more resistances the higher</li>"
+ "<li>Serendipity (Perk): chance to avoid damage below 30% (Non PA)</li>"
+ "<li>Nerd Rage (Perk): more ballistic resistance below 20%</li>"
+ "</ul>"
);
infoMap.set("caps",
"Affects the following:"
+ "<ul>"
+ "<li>Aristocrats's (Legendary mod): more resistances the higher</li>"
+ "</ul>"
);
infoMap.set("food",
"Affects the following:"
+ "<ul>"
+ "<li>Overeater's (Legendary mod): more damage reduction the higher</li>"
+ "</ul>"
);
infoMap.set("carry",
"Affects the following:"
+ "<ul>"
+ "<li>Heavyweight (Legendary mod): more resistances the higher</li>"
+ "</ul>"
);
infoMap.set("teammates",
"Affects the following:"
+ "<ul>"
+ "<li>Strange In Numbers (Perk): mutations are 50% stronger if any teammate is also has the same mutation</li>"
+ "<li>Bodyguards (Perk): more resistances the more teammates there are</li>"
+ "<li>Lone Wanderer (Perk): more damage reduction without teammates</li>"
+ "<li>Blood Sacrifice (Perk): more resistances if a teammate has it and dies</li>"
+ "<li>Empath (Mutation): received damage buff or reduction depending on who is mutated in a team</li>"
+ "<li>Live & Love #6 (Magazine): bonus ballistic resistance in team</li>"
+ "</ul>"
);
infoMap.set("teamdeaths",
"Affects the following:"
+ "<ul>"
+ "<li>Blood Sacrifice (Perk): more resistances if a teammate has it and dies</li>"
+ "</ul>"
);
infoMap.set("strength",
"Non Power Armor only. Affects the following:"
+ "<ul>"
+ "<li>Barbarian (Perk): more resistances the more strength</li>"
+ "</ul>"
);
infoMap.set("guardians",
"If nearby allies are equipped with Guardian's legendary armor (4th star),<br>"
+ "each piece grants +10 to Fire, Cold and Poison resistances on you."
);
infoMap.set("agility",
"Non Power Armor only. Affects the following:"
+ "<ul>"
+ "<li>Evasive (Perk): more resistances the more agility</li>"
+ "</ul>"
);
infoMap.set("junkamount",
"Non Power Armor only. Affects the following:"
+ "<ul>"
+ "<li>Junk Shield (Perk): more resistances the more pieces of junk</li>"
+ "</ul>"
);
infoMap.set("night",
"Affects the following:"
+ "<ul>"
+ "<li>Nocturnal (Legendary mod): more resistances at night</li>"
+ "<li>Guns and Bullets #6 (Magazine): more ballistic resistsance at night"
+ "</ul>"
);
infoMap.set("blocking",
"Affects the following:"
+ "<ul>"
+ "<li>Braced (Misc Mod): more damage reduction when blocking</li>"
+ "<li>-15% DMG while blocking (Legendary Mod)</li>"
+ "</ul>"
);
infoMap.set("fireheavy",
"Affects the following:"
+ "<ul>"
+ "<li>Bullet Shield (Perk): more damage resistance when firing a heavy gun</li>"
+ "</ul>"
);
infoMap.set("sneak",
"Affects the following:"
+ "<ul>"
+ "<li>U.S. Covert Ops #1 (Magazine): more ballistic resistance when sneaking</li>"
+ "</ul>"
);
infoMap.set("stance",
"Affects the following:"
+ "<ul>"
+ "<li>-15% DMG while sprinting (Legendary Mod); 75% chance</li>"
+ "<li>-15% DMG while standing still (Legendary Mod); 75% chance</li>"
+ "<li>Moving Target (Perk): more resistances when sprinting"
+ "</ul>"
);
infoMap.set("junkshield",
"Non Power Armor only. More resistances the more pieces of junk is carried and the higher the rank:"
+ "<ul>"
+ "<li>1..5 pieces: +1/+2/+3 DR and ER</li>"
+ "<li>6..10 pieces: +2/+4/+6 DR and ER</li>"
+ "<li>11..15 pieces: +3/+6/+9 DR and ER</li>"
+ "<li>16..20 pieces: +4/+8/+12 DR and ER</li>"
+ "<li>21..15 pieces: +5/+10/+15 DR and ER</li>"
+ "<li>26..30 pieces: +6/+12/+18 DR and ER</li>"
+ "<li>31..35 pieces: +7/+14/+21 DR and ER</li>"
+ "<li>36..40 pieces: +8/+16/+24 DR and ER</li>"
+ "<li>41..45 pieces: +9/+18/+27 DR and ER</li>"
+ "<li>46 or more pieces: +10/+20/+30 DR and ER</li>"
+ "</ul>"
);
infoMap.set("barbarian",
"Non Power Armor only. Each point in strength gives +2/+3/+4 DR up to a maximum of +40/+60/+80 (based on rank)"
);
infoMap.set("weaponmode",
"Certain legendary weapon mods grant resistances under their activation condition:"
+ "<ul>"
+ "<li>+50 DR while aiming</li>"
+ "<li>+250 DR while reloading</li>"
+ "<li>-40% damage while power attacking</li>"
+ "</ul>"
);
infoMap.set("evasive",
"Non Power Armor only. Each point in agility gives +1/+2/+3 DR and ER up to a maximum of +15/+30/+45 (based on rank)"
);
infoMap.set("ironclad",
"Non Power Armor only. Adds +10/+20/+30/+40/+50 DR (based on rank)"
);
infoMap.set("movingtarget",
"Non Power Armor only. Adds +15/+30/+45 DR and ER while sprinting (based on rank)"
);
infoMap.set("serendipity",
"Non Power Armor only. Below 30% health, 15%/30%/45% chance to avoid damage (based on rank)"
);
infoMap.set("blocker",
"Take 15%/30%/45% less damage from melee attacks (based on rank)."
);
infoMap.set("bodyguards",
"The more teammates (not counting you) the more resistances:"
+ "<ul>"
+ "<li>0 teammates: no bonus</li>"
+ "<li>1 teammate: +6/+8/+10/+12 DR and ER (based on rank)</li>"
+ "<li>2 teammates: +12/+16/+20/+24 DR and ER (based on rank)</li>"
+ "<li>3 teammates: +18/+24/+30/+36 DR and ER (based on rank)</li>"
+ "</ul>"
);
infoMap.set("bulletshield",
"Gain +20/+40/+60 ballistic resistance while firing a heavy gun (based on rank)"
);
infoMap.set("refractor",
"Gain +10/+20/+30/+40 energy resistance (based on rank)"
);
infoMap.set("dodgy",
"Avoid 10%/20%/30% of damage at the cost of 30 Action Points (based on rank)."
);
infoMap.set("nerdrage",
"Below 20% health, gain +20/+30/+40 ballistic resistance (based on rank)"
);
infoMap.set("suppressor",
"Reduce the damage output of the enemy you attacked by 10%/20%/30% for some amount of time (based on rank)."
);
infoMap.set("lonewanderer",
"Gain 10%/15%/20% damage reduction when not in a team (based on rank)"
);
infoMap.set("radresistant",
"Gain +10/+20/+30/+40 radiation resistance (based on rank)"
);
infoMap.set("fireproof",
"Reduce fire and explosion damage by 15%/30%/45% (based on rank)"
);
infoMap.set("colanut",
"Consuming Nuka products are twice or three times as beneficial (based on rank)"
);
infoMap.set("partyperson",
"Aka Party Boy/Girl. Consuming Alcohol is twice or three times as beneficial (based on rank)"
);
infoMap.set("strangeinnumbers",
"Positive effects of mutations are 25% stronger if any teammate also has the same mutation:"
+ "<ul>"
+ "<li>Empath: more or less damage reduction depending on who is mutated in a team</li>"
+ "<li>Carnivore (i.e., Food-related): meat-based foods are 2.5 times more beneficial</li>"
+ "<li>Herbivore (i.e., Food-related): plant-based foods are 2.5 times more beneficial</li>"
+ "<li>Grounded: +125 DR and ER</li>"
+ "<li>Scaly skin: +62 DR and ER</li>"
+ "</ul>"
);
infoMap.set("classfreak",
"Negative effects of mutations are reduced by 25%/50%/75% percent (based on rank). Affects the following mutation:"
+ "<ul>"
+ "<li>Empath: receive about 25%/16%/8% more damage in exchange for teammates to receive less damage</li>"
+ "</ul>"
);
infoMap.set("empath",
"Receive more or less damage depending on who has the mutation in a team:"
+ "<ul>"
+ "<li>Only you: receive 33% more damage (25%/16%/%8 with Class Freak)</li>"
+ "<li>A teammate: receive 25% less damage.</li>"
+ "<li>Both you and a teammate: receive 8% more damage (receive 0%/9%/17% less damage with Class Freak)"
+ "</ul>"
);
infoMap.set("bloodsacrifice",
"Gain +25/+30/+35/+40 ballistic resistance when a teammate dies (based on rank)"
);
infoMap.set("funkyduds",
"Gain +50/+100/+150/+200 poison resistance when wearing a matching set of 5 Armor or 6 Power Armor Pieces (based on rank). Does not work for Suits. A matching set only considers the base make of the armor but not if it's light or heavy. <br>Some headpieces count as full set by themselves, which is most likely a bug and ignored here."
);
infoMap.set("sizzlingstyle",
"Gain +50/+100/+150/+200 fire resistance when wearing a matching set of 5 Armor or 6 Power Armor Pieces (based on rank). Does not work for Suits. A matching set only considers the base make of the armor but not if it's light or heavy. <br>Some headpieces count as full set by themselves, which is most likely a bug and ignored here."
);
infoMap.set("whatrads",
"Gain +50/+75/+100/+300 radiation resistance when wearing a matching set of 5 Armor or 6 Power Armor Pieces (based on rank). Does not work for Suits. A matching set only considers the base make of the armor but not if it's light or heavy. <br>Some headpieces count as full set by themselves, which is most likely a bug and ignored here."
);
infoMap.set("foodrelated",
"Select one of the mutually exlcusive mutations:"
+ "<ul>"
+ "<li>Carnivore: meat-based foods are 2 times as beneficial (2.5 times with Strange In Numbers perk)</li>"
+ "<li>Herbivore: plant-based foods are 2 times as beneficial (2.5 times with Strange In Numbers perk)</li>"
+ "</ul>"
);
infoMap.set("grounded",
"Gain 100 energy resistance (125 with Strange In Numbers perk)."
);
infoMap.set("scalyskin",
"Gain 50 DR and ER (62 with Strange In Numbers perk)"
);
infoMap.set("enemykind",
"Certain armor mods and consumables grant benefits based on the kind enemy:"
+ "<ul>"
+ "<li>Player: Assassin's (Legendary mod), certain Magazines</li>"
+ "<li>Human: Assassin's (Legendary mod)</li>"
+ "<li>Super Mutant: Mutant Slayer's (Legendary mod)</li>"
+ "<li>Animal: Hunter's (Legendary mod), certain Magazines</li>"
+ "<li>Ghoul: Ghoul Slayer's (Legendary mod)</li>"
+ "<li>Robot: Troubleshooter's (Legendary mod), certain Magazines</li>"
+ "<li>Insect: Exterminator's (Legendary mod), Insect Repellent chem, Scout's Life #6 Magazine</li>"
+ "<li>Mirelurk: Exterminator's (Legendary mod)</li>"
+ "<li>Scorched: Zealot's (Legendary mod), certain Drinks, certain Magazines</li>"
+ "</ul>"
);
infoMap.set("damagetypemelee",
"Affects the following:"
+ "<ul>"
+ "<li>Braced (Misc mod): +15% damage reduction from melee attacks</li>"
+ "<li>Blocker (Perk): +15%/+30%/+45% damage reduction from melee attacks</li>"
+ "<li>Unstoppables #4 (Magazine): 30% chance to avoid melee damage</li>"
+ "</ul>"
);
infoMap.set("energytypeplasma",
"Affects the following:"
+ "<ul>"
+ "<li>Tesla Science #2 (Magazine): 20% less damage from plasma attacks</li>"
+ "</ul>"
);
// add HTML explanation marker
function info(name) {
return " <sup><a href='#' style='font-size: 14; font-weight: bold;' onclick='showinfo(this, \"" + name + "\"); return false;'>?</a></sup>";
}
// popup for explanation
function showinfo(target, name) {
var div = document.getElementById("InfoDiv" + name);
if (div == null) {
var div = document.createElement("div");
div.style.border = "1px solid black";
div.style.padding = "3px";
div.style.position = "absolute";
div.style.backgroundColor = "#FFFFD0";
div.style.zIndex = 99;
div.id = "InfoDiv" + name;
var txt = infoMap.get(name);
if (txt == null) {
txt = "??? " + name + " ???";
}
txt += "<hr><font style='font-size: 14px'>Click to close.</font>";
div.innerHTML = txt;
target.parentElement.appendChild(div);
div.onclick = function() {
target.parentElement.removeChild(div);
}
} else {
target.parentElement.removeChild(div);
}
}
function createBasePA(drs, ers, rrs, ballRed, enerRed, radRed) {
return (state, idx) => {
state.dr += drs[idx];
state.er += ers[idx];
state.rr += rrs[idx];
var rs = getOrCreateReductionSlot(state, "base");
rs.ballisticReduction += ballRed;
rs.energyReduction += enerRed;
rs.radiationReduction += radRed;
};
}
function createBaseNonPA(drs, ers, rrs, frs, crs, prs) {
return (state, idx) => {
state.dr += drs[idx];
state.er += ers[idx];
state.rr += rrs[idx];
if (frs) {
state.fr += frs[idx];
}
if (crs) {
state.cr += crs[idx];
}
if (prs) {
state.pr += prs[idx];
}
};
}
var paTorsoEmergencyProtocol = {
name: "Emergency protocols",
order: 2,
func: (state, index) => {
if (state.player.hp <= 20) {
var rs = getOrCreateReductionSlot(state, "emergency");
rs.ballisticReduction += 50;
rs.energyReduction += 50;
}
}
};
var standardMiscAsbestos = {
name: "Asbestos Lining",
order: 1,
func: (state) => state.er += 15
};
var standardMiscDense = {
name: "Dense",
order: 1,
func: (state) => {
var rs = getOrCreateReductionSlot(state, "Dense");
rs.explosiveReduction += 50;
}
};
var standardMiscLeaded = {
name: "Lead Lined",
order: 1,
func: (state) => state.rr += 10
};
var standardMiscPadded = {
name: "Padded",
order: 1,
func: (state) => {
var rs = getOrCreateReductionSlot(state, "Padded");
rs.explosiveReduction += 25;
}
};
var standardMiscBraced = {
name: "Braced",
order: 2,
func: (state) => {
if (state.player.blocking && state.enemy.damageType === "melee") {
var rs = getOrCreateReductionSlot(state, "Braced");
rs.ballisticReduction += 15;
rs.energyReduction += 15;
}
}
};
var standardEnclaveTorso = {
name: "Chest Piece",
order: 1,
func: createBaseNonPA([50,60], [33,40], [0,0]),
mods: {
"Main": {
"Standard": {
name: "Standard",
default: true,
},
"Reinforced": {
name: "Reinforced",
order: 1,
func: createBaseNonPA([12, 15], [5, 7], [0, 0])
},
"Shadowed": {
name: "Shadowed",
order: 1,
func: createBaseNonPA([13, 15], [5, 7], [0, 0])
},
"Fiberglass": {
name: "Fiberglass",
order: 1,
func: createBaseNonPA([17, 20], [8, 10], [0, 0])
},
"Polymer": {
name: "Polymer",
order: 1,
func: createBaseNonPA([21, 25], [12, 15], [0, 0])
},
},
"Misc": {
"None": {
name: "None",
default: true
},
"Asbestos": standardMiscAsbestos,
"Dense": standardMiscDense,
"Leaded": standardMiscLeaded,
"Padded": standardMiscPadded,
}
}
};
var standardEnclaveArm = {
name: "Left Arm",
order: 1,
func: createBaseNonPA([21,25], [17,20], [0,0]),
mods: {
"Main": {
"Standard": {
name: "Standard",
default: true,
},
"Reinforced": {
name: "Reinforced",
order: 1,
func: createBaseNonPA([10, 12], [4, 5], [0, 0])
},
"Shadowed": {
name: "Shadowed",
order: 1,
func: createBaseNonPA([10, 12], [4, 5], [0, 0])
},
"Fiberglass": {
name: "Fiberglass",
order: 1,
func: createBaseNonPA([13, 16], [6, 8], [0, 0])
},
"Polymer": {
name: "Polymer",
order: 1,
func: createBaseNonPA([16, 20], [8, 10], [0, 0])
},
},
"Misc": {
"None": {
name: "None",
default: true
},
"Braced": standardMiscBraced,
"Leaded": standardMiscLeaded,
}
}
};
var standardEnclaveLeg = {
name: "Left Leg",
order: 1,
func: createBaseNonPA([21,25], [17,20], [0, 0]),
mods: {
"Main": {
"Standard": {
name: "Standard",
default: true,
},
"Reinforced": {
name: "Reinforced",
order: 1,
func: createBaseNonPA([10, 12], [4, 5], [0, 0])
},
"Shadowed": {
name: "Shadowed",
order: 1,
func: createBaseNonPA([10, 12], [4, 5], [0, 0])
},
"Fiberglass": {
name: "Fiberglass",
order: 1,
func: createBaseNonPA([13, 16], [6, 8], [0, 0])
},
"Polymer": {
name: "Polymer",
order: 1,
func: createBaseNonPA([16, 20], [8, 10], [0, 0])
},
},
"Misc": {
"None": {
name: "None",
default: true
},
"Leaded": standardMiscLeaded,
}
}
};
var leatherLevels = [1, 5, 10, 20, 30, 40, 50];
function curveLinear(xstart, ystart, xend, yend, xs) {
var result = [];
for (var x of xs) {
if (x <= xstart) {
result.push(ystart);
}
else if (x >= xend) {
result.push(yend);
} else {
var dx = xend - xstart;
var dy = yend - ystart;
var y = ystart + dy * (x - xstart) / dx;
result.push(Math.floor(y));
}
}
return result;
}
// === Leather Common Mods ===
var leatherTorsoBoiled = {
name: "Boiled",
order: 1,
func: createBaseNonPA(curveLinear(1, 1, 50, 5, leatherLevels), curveLinear(1, 1, 50, 15, leatherLevels), [0,0,0,0,0,0,0])
};
var leatherTorsoGirded = {
name: "Girded",
order: 1,
func: createBaseNonPA(curveLinear(1, 1, 50, 10, leatherLevels), curveLinear(1, 2, 50, 20, leatherLevels), [0,0,0,0,0,0,0])
};
var leatherTorsoTreated = {
name: "Treated",
order: 1,
func: createBaseNonPA(curveLinear(1, 1, 50, 15, leatherLevels), curveLinear(1, 3, 50, 21, leatherLevels), [0,0,0,0,0,0,0])
};
var leatherTorsoStudded = {
name: "Studded",
order: 1,
func: createBaseNonPA(curveLinear(1, 1, 50, 20, leatherLevels), curveLinear(1, 4, 50, 30, leatherLevels), [0,0,0,0,0,0,0])
};
var leatherTorsoShadowed = {
name: "Shadowed",
order: 1,
func: createBaseNonPA(curveLinear(1, 1, 50, 5, leatherLevels), curveLinear(1, 1, 50, 15, leatherLevels), [0,0,0,0,0,0,0])
};
var leatherLimbBoiled = {
name: "Boiled",
order: 1,
func: createBaseNonPA([1,1,1,1,1,1,1], curveLinear(1, 1, 50, 10, leatherLevels), [0,0,0,0,0,0,0])
};
var leatherLimbGirded = {
name: "Girded",
order: 1,
func: createBaseNonPA(curveLinear(1, 1, 50, 5, leatherLevels), curveLinear(1, 2, 50, 13, leatherLevels), [0,0,0,0,0,0,0])
};
var leatherLimbTreated = {
name: "Treated",
order: 1,
func: createBaseNonPA(curveLinear(1, 1, 50, 8, leatherLevels), curveLinear(1, 3, 50, 16, leatherLevels), [0,0,0,0,0,0,0])
};
var leatherLimbStudded = {
name: "Studded",
order: 1,
func: createBaseNonPA(curveLinear(1, 1, 50, 10, leatherLevels), curveLinear(1, 4, 50, 30, leatherLevels), [0,0,0,0,0,0,0])
};
var leatherLimbShadowed = {
name: "Shadowed",
order: 1,
func: createBaseNonPA([1,1,1,1,1,1,1], curveLinear(1, 1, 50, 10, leatherLevels), [0,0,0,0,0,0,0])
};
// === Raider Common Mods ===
var raiderTorsoWelded = {
name: "Welded",
order: 1,
func: createBaseNonPA([3,5,7,9,11],[1,2,3,4,5],[0,0,0,0,0])
};
var raiderTorsoTempered = {
name: "Tempered",
order: 1,
func: createBaseNonPA([4,7,9,12,14],[3,5,8,11,13],[0,0,0,0,0])
};
var raiderTorsoHardened = {
name: "Hardened",
order: 1,
func: createBaseNonPA([6,9,12,15,18],[3,5,6,7,9],[0,0,0,0,0])
};
var raiderTorsoButtressed = {
name: "Buttressed",
order: 1,
func: createBaseNonPA([7,11,15,19,23],[4,6,7,9,11],[0,0,0,0,0])
};
var raiderLimbWelded = {
name: "Welded",
order: 1,
func: createBaseNonPA([1,3,5,7,9],[1,2,2,3,4],[0,0,0,0,0])
};
var raiderLimbTempered = {
name: "Tempered",
order: 1,
func: createBaseNonPA([2,4,6,8,10],[2,3,3,4,5],[0,0,0,0,0])
};
var raiderLimbHardened = {
name: "Hardened",
order: 1,
func: createBaseNonPA([3,5,7,9,11],[3,4,4,5,6],[0,0,0,0,0])
};
var raiderLimbButtressed = {
name: "Buttressed",
order: 1,
func: createBaseNonPA([4,6,8,10,12],[4,5,5,6,7],[0,0,0,0,0])
};
// === Robot Common Mods ===
var robotLevels = [10,20,30,40,50];
var robotTorsoPainted = {
name: "Painted",
order: 1,
func: createBaseNonPA(curveLinear(1,3,50,13, robotLevels),curveLinear(1,1,50,6, robotLevels),
[0,0,0,0,0])
};
var robotTorsoEnameled = {
name: "Enameled",
order: 1,
func: createBaseNonPA(curveLinear(1,2,50,12, robotLevels),curveLinear(1,2,50,12, robotLevels),
curveLinear(1,1,50,6, robotLevels))
};
var robotTorsoAlloyed = {
name: "Alloyed",
order: 1,
func: createBaseNonPA(curveLinear(1,3,50,13, robotLevels),curveLinear(1,3,50,13, robotLevels),
curveLinear(1,1,50,7, robotLevels))
};
var robotTorsoPolished = {
name: "Polished",
order: 1,
func: createBaseNonPA(curveLinear(1,4,50,14, robotLevels),curveLinear(1,4,50,14, robotLevels),
curveLinear(1,1,50,8, robotLevels))
};
var robotTorsoShadowed = {
name: "Shadowed",
order: 1,
func: createBaseNonPA(curveLinear(1,1,50,10, robotLevels),curveLinear(1,1,50,10, robotLevels),
curveLinear(1,1,50,5, robotLevels))
};
var robotLimbPainted = {
name: "Painted",
order: 1,
func: createBaseNonPA(curveLinear(1,1,50,10, robotLevels),curveLinear(1,1,50,10, robotLevels),
curveLinear(1,1,50,5, robotLevels))
};
var robotLimbEnameled = {
name: "Enameled",
order: 1,
func: createBaseNonPA(curveLinear(1,1,50,12, robotLevels),curveLinear(1,1,50,12, robotLevels),
curveLinear(1,1,50,6, robotLevels))
};
var robotLimbAlloyed = {
name: "Alloyed",
order: 1,
func: createBaseNonPA(curveLinear(1,3,50,13, robotLevels),curveLinear(1,3,50,13, robotLevels),
curveLinear(1,1,50,7, robotLevels))
};
var robotLimbPolished = {
name: "Polished",
order: 1,
func: createBaseNonPA(curveLinear(1,4,50,14, robotLevels),curveLinear(1,4,50,14, robotLevels),
curveLinear(1,1,50,8, robotLevels))
};
var robotLimbShadowed = {
name: "Shadowed",
order: 1,
func: createBaseNonPA(curveLinear(1,1,50,10, robotLevels),curveLinear(1,1,50,10, robotLevels),
curveLinear(1,1,50,5, robotLevels))