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What effects does it give to followers and other NPC's?[]

Do action points affect NPC-combat at all?

No. Followers use only their weapons in accordance to their attack speed paired with the weapon attack speed. Some NPC's can attack faster with the same weapon than other NPC's. That goes for all Fallout games since FO3, only in Fallout 1 and 2 the NPC's had a AP pool so they couldn't infinitely attack the player character or move indefinetly. It also makes sense as the NPC's can't enter VATS or anything and they also do not target specific areas of the player like the PC does in VATS. They do target limbs, but not by expending points to do so.MadmanEnrico (talk) 04:39, June 17, 2016 (UTC)

What about NukaLurk meat?[]

"Action points can be temporarily raised to a staggering 230 by having 10 Agility taking Jet and Ultrajet wearing Ledoux's Hockey Mask having the Action Boy perk drinking Nuka-Cola Quantum and wearing Ranger battle armor"

Can you be under the effects of Nuka-Cola Quantum and Nukalurk meat at the same time? If so, your Action Points can be raised higher. Paul (Evil) 22:09, 31 December 2008 (UTC)

230? Math's wrong. 85base+25mask+25actionboy+30jet+40ultrajet = 205

Nuka-Cola Quantum+20, Mississippi Quantum pie+20, Nukalurk meat+10, Ranger battle armor+5 = 260 MAX

I think the current max AP estimate of 268 is still too low. One can temporarily offset the agility penalty of Tribal power armor by consuming Fire ant nectar and thereby raise AP two more points to 270. --ImmaculateKill 05:59, September 9, 2009 (UTC)

Alien biogel has the potential to give an extra 10 AP. Should that be included? 68.192.9.90 00:20, October 21, 2009 (UTC)

Weapons and Action Points[]

It seems that the smaller the weapon, the fewer action points are required to use VATS. I can get off several pistol shots, a couple of rifle shots, or one big gun shot with an above average number of action points. Is there any information available on the number of action points each weapon uses? 67.172.16.255 23:03, 26 March 2009 (UTC)

  • Check the tables on the Fallout 3 weapons page for each weapon's AP requirements. In general, yeah, the smaller and lighter and less powerful the weapon, the lower the number of Action Points needed to use it. --Theicla
  • I believe that I have solved the Fallout 4 Action Point weapon cost formula. It appears to be (weapon base AP cost) + (weapon mod value multiplier * mod step multiplier). Each weapon has a different base AP cost, and many have a different mod value which gets multiplied by a number (usually between -2 and +7) based on the type of mod. You can check my math and a more detailed explanation on my video found here: https://youtu.be/lTNgSdYxIVk. Feel free to incorporate and complete the formula and tables for the wiki (I have not solved for every weapon, but so far the formula has worked perfectly). 173.66.213.46 23:01, January 28, 2016 (UTC) RedMage

AP Regeneration Rate[]

Someone please add details about the observed Action Point regeneration rates. I'd like to see the in-game calculation (from the script in GECK) vs. the real-time regen rate. Don't know if the regen rate was originally slightly higher in version 1.4 updates or before.
In other words, what's the baseline regeneration supposed to be, especially since the Nerves of Steel perk appears to add only a paltry +1AP per 10 seconds? --Theicla 19:39, 26 June 2009 (UTC)

Tribal Power Armor[]

The item list doesnt' seem to include the Tribal Power Armor from the Pitt, which offers a +15 AP bonus. I'm not sure how to edit the table, so I'll have to leave it for someone else to do.

Added it. Neoptolemos

Number of attacks with specific weapons/armors[]

The number of attacks with 8 agility and Action Boy

Name Regular armor Power armor Ranger battle armor Tribal power armor
A3-21's plasma rifle / Lincoln's repeater 4 4 4 4
Xuanlong assault rifle 4 4 4 5
The Terrible Shotgun 3 3 4 4
Wazer Wifle / Metal Blaster 6 6 6 7
Sniper rifle / Gauss Rifle 2 2 2 3
Alien blaster / Firelance 5 5 5 5
Steel knuckles 7 7 7 8

The number of attacks with max agility and Action Boy:

Name Regular Armor Power armor Ranger battle armor Tribal power armor
A3-21's plasma rifle / Lincoln's repeater 4 4 4 4
Xuanlong assault rifle 4 4 5 5
The Terrible Shotgun 4 4 4 4
Wazer Wifle / Metal Blaster 6 6 6 7
Sniper rifle / Gauss Rifle 2 2 3 3
Alien blaster / Firelance 5 5 5 6
Steel knuckles 7 7 8 8

The number of attacks with max agility, Action Boy and Ledoux's hockey mask

Name Regular Armor Power armor Ranger battle armor Tribal power armor
A3-21's plasma rifle / Lincoln's repeater 5 5 5 5
Xuanlong assault rifle 5 5 6 6
The Terrible Shotgun 5 4 5 5
Wazer Wifle / Metal Blaster 7 7 8 8
Sniper rifle / Gauss Rifle 3 3 3 3
Alien blaster / Firelance 6 6 7 7
Steel knuckles 9 9 10 10

Made these for my own convenience, maybe they could be used somewhere. Did them a little quick so there might be some errors. These are the weapons I use most, feel free to add/ask for some if you miss something. Neoptolemos

Toy Knife[]

The Toy Knife is the lowest costing weapon in the game at 10 action points. With a maximum of 280 action points it produces 28 hits in V.A.T.S mode.

NO "CAP"[]

The article says there is a "cap" of 95 (New Vegas). This is misleading.

There isn't any kind of "cap". 95 AP is simply the maximum you can have from 10 AGI.

65 + 30 (10 AGI x3) = 95.

Perks, worn items, drugs and food and other consumables will all increase it above 95.

69.104.3.215 18:50, November 8, 2010 (UTC)

Regen rate[]

I did a good deal of investigation both through the GECK and in game testing to see exactly how AP regeneration works in New Vegas, as it seems relevant both strategically and to understand perks that modify AP (such as Math Wrath). I have carefully timed gameplay clips demonstrating everything I posted, if someone is disputing this let me know and I can try to show exactly how I came up with this explanation. Vryheid 07:17, November 12, 2010 (UTC)

So am I understanding this correctly?
Regardless of base value AP: (Full AP Regenerated) = 16.66sec ... So to calculate the rate at which AP regenerates, per second: (65+(3*AGL)) * [AP Regen per second] = 16.66sec
This would mean that as AGL increases, not only does the total AP available increase, but this also increases the AP regeneration rate? With an AGL of 5, the regen rate would be 4.8 AP/sec (in order to satisfy the full regen in 16.66sec), while an AGL of 9 would regen 5.52 AP/sec, or about 0.72 more AP per second?
If so, it appears that AP Regeneration is actually somewhat of a derived stat, seeing how it is a dependent variable of Agility.. isn't it?
--SmithsonianDSP 16:20, December 3, 2010 (UTC)

Action Point bug[]

Either the AP value for certain weapons in NV is wrong is or I'm missing something

According to the wiki the Chainsaw costs 70 AP to use, and 5 more for a special. On my character with 83 AP it does not allow to use the special, only one 'normal' attack.

Same goes for the Oh Baby which takes 35 AP to use and I can only use one non-special attack. Keep in mind that I have max melee and 6 strength (/w weapon handling) +6 agility).

Is the Wiki wrong or?

--Chaosmast 13:54, April 8, 2011 (UTC)

Quantum in Vegas[]

You can find a single Quantum in Lonesome Road, shouldn't it be added to the list of AP boosting items in Vegas?--76.177.0.183 17:57, December 9, 2014 (UTC)

Fair point, I'll fix it.- Greets Peace'n Hugs (talk) (blog) 02:19, December 8, 2014 (UTC)

Thanks, did not expect it to be fixed that fast --76.177.0.183 17:57, December 9, 2014 (UTC)

FO4: Action points regen in combat[]

I just found out that a nasty habit was carried over from TES5 - Skyrim, which is the "reduced regen during combat" mechanic. In Fallout 4 it is called "fCombatActionPointsRegenRateMult" and has a value of "0.7500". I assume that means the regen rate is reduced by 25%. But it certainly feels much more during combat, even with jet fuel for example it feels like the regen takes about 3x as long. I'm really puzzled about this.

In Skyrim it used to be the Stamina and Magicka regen that was reduced TO 33% (or maybe all regeneration), so I assume the multiplier works "inversely" and the regen rate is reduced TO 25%, so the original rate MINUS 75% (1.0 - 0.75). It most certainly feels like that. Since in Fallout 4, Stamina and Action points are the same thing, this is quite a hefty penalty for players, as in Skyrim Stamina, Magicka and Health were 3 different values, but in FO4 you only have 2 values, Stamina = Actionpoints (or Skyrims Magicka).

I think this is quite noteworthy.MadmanEnrico (talk) 04:34, June 17, 2016 (UTC)

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