Difference between revisions of "Deterioration"

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(Created page with "Deterioration is a statistic that modifies weapons and armors efficiency. When they are used, weapons deteriorate, and when you wear an armor and you are shot, your armor det...")
 
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Deterioration is a statistic that modifies weapons and armors efficiency.
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#REDIRECT [[Condition#Deterioration]]
 
 
When they are used, weapons deteriorate, and when you wear an armor and you are shot, your armor deteriorates too! When a weapon is deteriorated, it had more chance to cause critical failure.
 
 
 
 
 
== Basic Information ==
 
=== Causing deterioration ===
 
* [[Armors]] deteriorate when person wearing them is hit.
 
* [[Weapon]] deterioration is caused by shooting with the weapon. Any weapon that can stack does not deteriorate. This includes all [[Throwing]] weapons and most low-tier [[Unarmed]] and [[Melee]] weapons.
 
 
 
=== Formula ===
 
The deterioration formula uses ''deterioration points'', invisible in-game. 1% of deterioration is 300 ''deterioration points'' (so 100% would be 30000).
 
* Each shot with a weapon gives ''(300-skill)*(1+brokenCount/3)/2'' deterioration points. For example, with 200 in concerned skill, each shot is 50 points for weapon with 0-2 breakdowns, 100 with 3-5, 150 with 6-8, 200 with 9. A weapon that has broken down 9 times will be usable 150 times before it reaches 0% deterioration.
 
 
 
=== Deterioration Effects ===
 
Deterioration is showed in percents, up to 100. The lower number means more deteriorated weapon or armor.
 
* The more an [[armor]] is deteriorated, the more chance the wearer has a chance to receive "partial bypass" on critical as well as non-critical hits. Chance to be bypassed for each bullet applies when [[condition]] goes under 50% and is calculated by formula (50-condition)*2%. (e.g. 0% bypass chance at 50% condition, 50% chance at 25% condition, 100% chance at 0% condition). "Partial bypass" has no effect on traditional critical hit bypass. Deterioration of armor does not change its [[DT]] or [[DR]].
 
 
 
* The more a [[weapon]] is deteriorated, the more it has chance to score critical failures when shooting. There is 1% chance per 5% deterioration for a miss to be upgraded to a [[critical miss]] : A weapon with 20% deterioration has 16% chance to score a critical miss (Weapon explodes, falls on the ground, etc.) when missing. 95% deterioration means 1 in 100 shots is critical failure (And 1 in 20 is a miss, 1 in 5 is critical miss).
 
* The more an item is deteriorated, the less it's worth to sell to [[NPC]] traders.
 
 
 
== Broken Items ==
 
An item that reaches 0% deterioration is broken. Once it is broken, you can't use it, but with a high [[repair]] [[skill]] you can repair it, and make it back to 100% deterioration, and usable again.
 
 
 
A victim's armor or weapon may also break when a burst from a gun kills the victim.
 
 
 
When NPCs have another weapon in their inventory, and the one in their hands breaks down, they change automatically and use the new one.
 
 
 
=== Broken Count ===
 
Weapons you get from [[random encounters]] are initially broken 6-8 times already. '''An item can break down 10 times, then it's useless''' - neither usable nor repairable. An NPC trader will lower the value of an item with a higher breakdown count.
 
 
 
== Repairing ==
 
You can decrease the deterioration by performing a [[repair]] attempt on the weapon. You can try to repair the weapon even when it's not broken down, with -50 repair modifier, and some additional secret modifiers depending on weapon breakdown count. You can repair already broken weapon with -50, -100 or -150 modifiers, depending on breakdown count (in weapon description : "small number of breakages" is -50, etc.).
 
 
 
Failing in fixing will make weapon deterioration higher.
 
 
 
==See Also==
 
*[[Armors]]
 
*[[Condition]]
 
*[[Weapons]]
 
 
 
[[Category:Combat]]
 

Latest revision as of 17:27, 11 February 2026