You fire your shotgun at Former Sergeant #1. You catch him in the blast for 11 damage! Former Sergeant #1 perishes without a second thought. You catch #2 in the blast for 2 damage!
Former Sergeant #2 fires at you. He hits for 11 damage!
You fire your shotgun at Former Sergeant #2. You score a critical hit for a whopping 46 damage! Former Sergeant #2's armor is obliterated! Former Sergeant #2 is no more.INVENTORY:
95 HP
Armor Rating 1
34 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
7 Shells
81 Experience Points
50.5 Rage Points
36 Over Points
EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4
Enemy | HP | Armor | To-Hit | Weapon/Attack | In Inventory |
Former Sergeant #1 | Dead | 19% | +/-0 | Shotgun | Shell (10) |
Former Sergeant #2 | Gibbed | 0% | +/-0 | Shotgun | Shell (9) |
A note on experience, over, and rage points; you get the enemy's hp loss in exp for each kill (so since you did 11 damage to FS#1, who had 10 HP and Armor 1, you got 10 exp from that), and any damage you deal above and beyond what's necessary to kill the enemy gets added to both exp and over points - so since you did 48 damage to FS#2 across two attacks, and he had Armor 1 for both attacks, you get 48-2=46 experience AND 36 over points. In case you don't feel like digging through the thread again to find this tidbit of information, Over Points are automatically added to the HP you recover from using recovery items, though this does completely deplete your Over Points.
This does not apply to certain artifacts. Rage points are usually spent for the application of special shots, though not always, and you gain 1 rage point for every 2 HP of damage you take.
This is now all calculated after armor is taken into account, so if I was doing it differently before, that's been patched to work differently.