Fallout 76 Calculator
Fallout 76 rewards planning: perk cards, mutations and legendary effects stack on top of each other, and small choices compound into big damage differences. This page packs three quick estimators into one tabbed tool: a damage calculator with DPS, critical hits and an enemy reduction estimate, a caps per hour planner, and an XP to level planner built on the game’s published XP curve. It does arithmetic, not character planning. For S.P.E.C.I.A.L. points and perk card loadouts, use a dedicated build planner, then bring the build’s numbers here to test them.
Quick Answer
The pre-filled Damage tab runs a Bloodied rifle at base damage 100 with a 60% perk bonus, the 80% Bloodied preset and a 2x sneak attack: 480 damage per hit, 960 on a critical, and 2,400 DPS at 5 attacks per second. The other tabs measure a farming run in caps per hour and total the XP between any two levels on the published curve, 7,720 XP for level 49 to 50.
Key takeaways
- Damage here is an estimator with a stated formula, not the game's resistance simulation. It compares builds fairly; it does not predict an exact number on a specific enemy.
- Bloodied at 80% is a health point, not a maximum: it is the bonus at 20% health on a scale that tops out at 95%.
- The XP curve is exact and published: 160 x Level - 120 per level, capped at 159,880 XP per level from level 1000.
- There is no weapon type or farming method selector: damage runs on the base damage number alone and caps runs on caps and minutes alone. Decorative selectors the maths never read have been removed, so every field on the page feeds a result.
- Quick Answer
- How to use the three tabs
- The damage formula, and what it leaves out
- Worked example: a Bloodied rifle at 480 per hit
- XP planning: the curve, the buffs and the cap
- Caps per hour: measure the method, not the myth
- Fallout 76 planning is not Fallout 4 planning
- What competing calculators miss
- Frequently asked questions
- Add This Calculator to Your Website
- References
How to use the three tabs
Pick a tab, enter that tab's numbers, then click Calculate. Each tab keeps its own inputs, and results stay hidden until you calculate.
- Damage: enter the base damage from your Pip-Boy, your perk card bonus as a single percentage, the Bloodied preset if you run one, and a sneak multiplier. Attacks per second unlocks the DPS row; the critical multiplier and enemy reduction fields refine the extra rows. Blank optional fields count as zero, a 1x sneak or the default 2x critical, so the tab still answers with only a base damage entered.
- Caps per hour: time one real farming run, then enter the caps it produced and the minutes it took. There is no farming method selector: the rate comes only from the caps and minutes you enter.
- XP planner: enter current and target levels and the buff preset closest to what you run. The headline is the true curve total; the buffed row underneath divides it, showing the unbuffed earning you would need to generate while the buffs do the rest.
The damage formula, and what it leaves out
Damage per hit = Base Damage × (1 + (Perk Bonus + Bloodied Bonus) ÷ 100) × Sneak Multiplier. DPS multiplies that by attacks per second, and the after reduction row applies the flat percentage you enter.
Critical hit = Damage per hit × Critical multiplier
After reduction = Damage per hit × (1 − Reduction % ÷ 100)
Two honest limits matter here. First, the percentage bonuses add together inside one bracket in this tool, which is how the Pip-Boy paper damage on most builds behaves closely enough for comparisons, but the full game separates some bonuses into their own multipliers. Second, enemy resistance in the real game is not a flat percentage at all. According to the Fallout Wiki's Fallout 76 damage page, outgoing damage is scaled by a resistance multiplier built from your damage against the target's resistance for that damage type, then by separate damage reduction effects that stack multiplicatively. Community calculation references put the resistance curve at min(0.99, 0.5 × (Damage ÷ Resistance)0.366), which is why a 15 damage automatic weapon tickles a high resistance boss that a 300 damage rifle still wounds. No flat percentage reproduces that curve, so use the reduction field to stress test a build, and use the per hit and DPS figures to rank two builds against each other. Players who like their combat maths explicit will recognise the same approach in tabletop tools like a D&D combat calculator, where the stated formula matters more than a black box answer.
The Bloodied scale behind the preset
Bloodied is a sliding scale, not a switch. The Fallout Wiki's Bloodied legendary mod table runs in 5% health steps:
| Health remaining | Bloodied bonus | Reading |
|---|---|---|
| 95% | +5% | Barely scratched |
| 80% | +20% | First real fight damage |
| 50% | +50% | Half health, half the scale |
| 20% | +80% | The preset in this tool, where most Bloodied builds sit |
| 5% | +95% | The maximum, one hit from death |
Sneak multipliers deserve the same care. The 2.5x Covert Operative preset matches that card at rank 3 for ranged sneak attacks, per the Fallout Wiki Covert Operative page, which lists 2.15x, 2.3x and 2.5x across its three ranks. The melee sneak preset follows the Ninja card: 2.3x, 2.6x and 3.0x across its three ranks, and the preset uses the rank 3 value of 3.0x. Perk cards get reworked between patches, so check the card text in game before you build a comparison around any single preset.
Worked example: a Bloodied rifle at 480 per hit
The Damage tab is pre-filled with this build, so clicking Calculate reproduces every number below:
| Check run | Per hit | Critical | After reduction | DPS |
|---|---|---|---|---|
| Base 50, no bonuses, no sneak, no rate | 50 | 100 | 50 | No row |
| Base 100, no bonuses, 25% reduction | 100 | 200 | 75 | No row |
| Base 80, +20% perk, crit 3x, 10% reduction, 2/sec | 96 | 288 | 86 | 192 |
Note the third row's rounding: the after reduction figure is worked out from the unrounded 96 per hit at 10% reduction, 86.4, and shown as 86. Whole numbers throughout are rounded for display, which is why a hand check on the displayed figures can land a point out.
XP planning: the curve, the buffs and the cap
The XP curve is the most exact thing here. According to the Fallout Wiki's Fallout 76 S.P.E.C.I.A.L. page, XP to the next level = 160 x Level - 120, and the planner sums that step by step from your current level to your target.
| At level | XP to next level | Note |
|---|---|---|
| 2 | 200 | The curve's first full step; the wiki table lists the level 1 step as 0, and the tool matches it |
| 10 | 1,480 | Still cheap; levels come fast in the Forest |
| 25 | 3,880 | Halfway to the S.P.E.C.I.A.L. cap in levels, not in XP |
| 49 | 7,720 | The pre-filled run: one step to level 50 |
| 100 | 15,880 | Legendary perk slots are all open by here |
| 1000 and beyond | 159,880 | Capped: the curve stops rising, and this tool applies the cap |
A planning example with rounder stakes: level 40 to 50 totals exactly 70,000 XP on the curve, which is why the last ten levels before the S.P.E.C.I.A.L. cap feel slower than the first forty combined did at the time. An earlier version of this tool kept adding 160 XP per level forever, so a target past level 1000 came back too high; the planner now caps each level at 159,880 XP, the figure the published curve stops at. On buffs, be clear about what the divided row means: your character still needs the full curve total counted in game. Buffs multiply what you earn, so the buffed row shows how much raw, unbuffed earning you need to generate while they are active. Stacking a high Intelligence build, team bonuses, food and lunchboxes is how dedicated levellers shrink that raw figure in practice.
Caps per hour: measure the method, not the myth
Caps advice online is mostly vibes, because nobody times their runs. This tab turns any method into a rate you can defend: caps earned divided by minutes, times 60.
The pre-filled run, 2,000 caps in 60 minutes, returns 2,000 caps per hour and an 8,000 cap four hour projection. A faster check: 1,400 caps in 30 minutes returns 2,800 per hour and 11,200 per four hours. Run each method you actually use for one honest half hour, including travel and selling time, and the better rate wins on evidence rather than forum confidence. Two limits keep the figure honest. Vendor based rates hit a wall when the daily vendor caps reset cycle runs dry, so a vendor hopping rate is a sprint figure, not a day rate. And player trading rates depend on what other players want this week, which no calculator can know. What the tab gives you is your own baseline, which beats anyone else's headline. It is the same discipline as checking a D&D average damage calculator result instead of trusting a build post's promised damage: measured numbers settle arguments.
Fallout 76 planning is not Fallout 4 planning
This page deliberately does no S.P.E.C.I.A.L. planning, because Fallout 76's progression would not fit the Fallout 4 mould. In 76 every stat starts at 1, one point arrives per level to a 56 point total at level 50, each stat caps at 15, and points buy room for ranked perk cards you can swap freely, per the Fallout Wiki's progression summary. Fallout 4 instead hands you 28 points at creation against a perk chart, which the Fallout 4 build calculator checks, complete with that game's very different derived stats: carry weight there is 200 + 10 per Strength, while in 76 it is 150 + 5 per Strength, and 76 Hit Points sit at a flat 250 + 5 per Endurance with no per level growth at all. Same seven letters, different games.
What competing calculators miss
- Full build planners (Nukes & Dragons, FalloutBuilds): excellent at assigning S.P.E.C.I.A.L. points and perk cards, and the right tool for planning a character. They do not give you a quick damage, caps or XP estimate without building the whole character first, which is overkill before a respec or a farming session.
- Deep damage simulators (the akarnokd damage versus resistance work): the most faithful modelling of the resistance curve, and the reference this page points you to for exact numbers. The cost is complexity: resistance values per enemy, per damage type, before you get any answer at all.
- Single purpose calculators and guide tables: an XP table here, a caps guide there, each on its own page with its own assumptions, and guide prose that quotes Bloodied as a flat 80% without the health scale behind it.
- The gap this page fills: the three estimates players actually run side by side, behind one set of tabs, with the formulas stated, the XP cap applied, the Bloodied scale printed, and no decorative selectors: every field on the page feeds the maths.
Frequently asked questions
Damage per hit = Base Damage x (1 + (Perk Bonus + Bloodied Bonus) / 100) x Sneak Multiplier. The tool then shows a critical hit at your critical multiplier, an after reduction figure at the enemy reduction percentage you enter, and DPS at your attacks per second. It is a clean estimator for comparing options, not the game's full resistance simulation.
Bloodied weapons gain damage as your health falls: on the Fallout Wiki's Bloodied table the bonus rises by 5% for every 5% of health lost, reaching 80% at 20% health and a maximum of 95% at 5% health. The preset uses 80% because that is the point most low health builds play at. It is not the maximum, so a build played below 20% health should add the difference to the perk bonus field.
No, and there is no weapon type selector to set. The calculator never used one, so the decorative weapon type and farming method selectors have been removed. Your base damage number already reflects your weapon, its mods and its level, so enter the damage from your Pip-Boy.
You enter a flat percentage and the tool applies it directly: at 25% reduction, a 100 damage hit lands for 75. The game itself does something subtler, reducing damage through a curve based on your damage versus the target's resistance, so high resistance hurts low damage weapons disproportionately. Treat this field as a planning estimate for comparing builds against the same enemy, not as a prediction of an exact in game number.
It grows by 160 XP per level on the published curve: XP to the next level = 160 x Level - 120, so level 49 to 50 takes 7,720 XP and level 50 to 51 takes 7,880 XP. The curve stops rising at level 1000, where one level costs 159,880 XP, and stays there. The XP planner sums the curve from your current level to your target and can divide the total by a buff preset.
They divide the XP total. With the All buffs preset at 1.5x, the 7,720 XP from level 49 to 50 shows as 5,147 XP of unbuffed earning to generate. The preset names are the tool's simplified shorthand: in the game, Inspirational scales with Charisma and team play, Well Rested is a timed bonus from sleeping, and lunchboxes stack. Pick the preset closest to the multiplier you are really running.
Caps per hour = (Caps earned / Minutes spent) x 60, with a four hour session projection alongside it. It measures your own farming, so it compares methods honestly: run vendor hopping for 30 minutes, enter the result, then run an event for 30 minutes and compare rates. Vendor caps reset daily, so a vendor based rate cannot be sustained all day even when the hourly figure looks strong.
Both, for different jobs. A build planner assigns your 56 S.P.E.C.I.A.L. points and perk cards. This calculator does the arithmetic around the build: what a weapon hits for, what a farming method pays per hour, and what a level target costs in XP. Plan the character in the planner, then test its numbers here before you spend perk coins or modules on it.
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References
- The Fallout Wiki. Fallout 76 S.P.E.C.I.A.L.: progression to 56 points at level 50, the 15 point stat cap, and the XP curve table, XP = 160(Level) - 120, capped at 159,880. Accessed October 21, 2026.
- The Fallout Wiki. Damage (Fallout 76): the outgoing damage, resistance multiplier and damage reduction structure the flat estimator here simplifies. Accessed October 21, 2026.
- Fallout Wiki (Fandom). Bloodied Legendary mod (Fallout 76): the health by health bonus table, +80% at 20% health to +95% at 5% health. Accessed October 21, 2026.
- Fallout Wiki (Fandom). Fallout 76 legendary weapon effects: the Bloodied steps in the combined legendary effects listing. Accessed October 21, 2026.
- The Fallout Wiki. Covert Operative (Fallout 76): ranged sneak attacks at 2.15x, 2.3x and 2.5x across the card's three ranks. Accessed October 21, 2026.
- akarnokd. Fallout 76 calculations: damage vs damage resistance: the resistance curve formula, min(0.99, 0.5 x (damage / DR) ^ 0.366), and how anti armor effects stack. Accessed October 21, 2026.
