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Muppet

Up to date as of February 02, 2010

From Muppet Wiki

DR is the abbreviation for Danish Radio (Danmarks Radio), the first broadcast company in Denmark. Founded in 1925 as a public service organization, DR is an independent, license-financed public institution. Currently, they have three nationwide radio stations (P1, P2 and P3) and two television stations (DR1 and DR2). They have shown quite a few Henson productions over the years.

Broadcasted Productions

External links

  • DR

This article uses material from the "DR" article on the Muppet wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010
(Redirected to Damage Resistance article)

From The Vault

For the Lionheart perk, see Damage Resistance (perk).
Damage Resistance
Fallout, Fallout 2, Fallout Tactics
modifies: Reduces Damage taken from attacks
modified by: None
initial level: 0%
related perks: Toughness, Dermal Impact Armor, Dermal Impact Assault Enhancement, Phoenix Armor Implants, Phoenix Assault Enhancement
Fallout 3
modifies: Reduces Damage taken from attacks
modified by: None
initial level: 0%
related perks: Toughness, Cyborg, Barkskin, Survival Expert, Pitt Fighter
Van Buren
modifies: Any damage taken is reduced by this amount.
initial level: 0%
related perks:  ?
related traits:  ?

Damage Resistance (DR) is a derived statistic in the SPECIAL character system.

Any damage taken is reduced by this percentage (that is to say, a piece of armor with 10 DR will reduce damage taken by 10%). Damage Resistance can be increased by wearing armor, or by taking certain perks.

Contents

Fallout, Fallout 2, Fallout Tactics

Note, however, the difference from Armor Class, which helps dodge the attack, and Damage Threshold, which reduces damage before the damage resistance. Damage Resistance is capped at 90%.

Initial level: 0

Fallout 3

The maximum Damage Resistance is 85%, regardless whether this value is obtained by armor, perks, drugs or a combination of these. This makes the effects of Nerd Rage and Med-X somewhat questionable, as even without chems, the Lone Wanderer can permanently gain up to 94% Damage Resistance through equipment and perks (with The Pitt additional content). The T-51b power armor and the Enclave Hellfire power armor plus their respective helmets have a max DR of 60. Combined with the five permanent perks (34%) gives the maximum DR without drugs or having less than 20 percent of your hitpoints. Without the additional content you would still be able to obtain a maximum DR of 91% with power armor. Note that these numbers assume a fully repaired suit of armor, which is impossible if the T-51b armor is actually being worn by the player. There is only one copy of this armor and it can only be repaired by NPCs. Crazy Wolfgang can repair the armor to a maximum of 88% (91% with Point Lookout DLC), which yields a DR of 46 on the T-51b, but only after boosting his repair skill. Enclave Hellfire armor can be found, but it is rare (only obtainable with Broken Steel loaded). For players who prefer non-power armor, you can still obtain a permanent DR of 82% (79% without The Pitt DLC) with Ranger Battle Armor, Ghoul Mask, the Ranger Battle Helmet and the perks listed below.

Permanently increasing Damage Resistance

  • The Cyborg perk gives +10% damage resistance.
  • The Toughness perk gives +10% damage resistance.
  • The Barkskin perk gives +5% damage resistance.
  • The Survival Expert perk gives up to +6% damage resistance.
  • The Pitt Fighter perk gives +3% damage resistance.

Temporarily increasing Damage Resistance

  • The Superior Defender perk gives +10% damage resistance, but only when standing still.
  • The Nerd Rage perk gives +50% Damage resistance, but only if your Health is below 20%.
  • The Med-X drug gives +25% Damage resistance, and it is possible to double up the effect by wearing the Prototype Medic Power Armor and also manually administrating the drug.
Derived statistics

This article uses material from the "Damage Resistance" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010
(Redirected to Dynastic Reckoning article)

From GuildWiki

Whenever Elona’s scholars write about history, they use their own conventions for writing about time. Different countries use different systems: Tyrians use the Mouvelian Calendar, while Canthans have their own Canthan Calendar. When dealing with outsiders, Elonians have little difficulty converting their dates to one of these other calendars. On the continent of Tyria, all history is relative to the year the gods left the world, an event known as the Exodus of the Gods. Elonians begin their calendar two hundred years earlier, when the first of the Primeval Kings began their rule over Elona. All years in Elonian history include the letters “DR,” measuring years after the Dynastic Reckoning.

Months and Seasons

Like the Mouvelian calendar, the Elonians divide a 360-day year into four seasons aligned with the elements. Each season is ninety days long.

Season of the... Guardian Deity
Zephyr (Air aligned) days 1—90, spring Dwayna and Lyssa
Phoenix (Fire aligned) days 91—180, summer Balthazar
Scion (Earth aligned) days 181—270, fall Melandru
Colossus (Water aligned) days 271—360, winter Grenth

Priests proclaim that each season is sacred to a different god or goddess. Merchants have their own names for the seasons, passed on from the Tyrians with whom they trade. Mages believe each season corresponds to an element.

Some Elonian festivals mark the passage of one season to another with tributes to the gods.

  • Dwayna, the Goddess of Air, is featured in many spring rituals, since that season is Air-aligned.
  • Lyssa also features prominently in many spring rituals, particularly events dealing with courtship and matrimony.
  • Many of the greatest sacrifices to Balthazar occur during the summer, since it is typically the best time of the year for raiding.
  • Practical Elonians know that fall is the best time for harvests. They thank Melandru for her bounty with Earth-aligned rituals at that time of year. Tyrians, on the other hand, think of fall as a Water-aligned season, perhaps because of the many ships that set sail at that time of year.
  • Elonians speak of winter as the season of water, the element associated with cold. Though their country does not have ice or snow, priests perform their most elaborate rituals to Grenth during the coolest and darkest time of the year.

This article uses material from the "Dynastic Reckoning" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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