Difference between revisions of "Sneak"

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== Modifiers ==
 
== Modifiers ==
Sneak is subject to many modifiers, its mechanics differ from those of Fallout1/2. These modifiers are constantly checked by the game:
+
The stealth parameter defines the bonus to a character's sneak ability, influenced by stats, perks, traits, equipment, and environmental conditions. Here’s a detailed explanation, including specific values for each contributing factor:
=== positive: ===
+
===Stealth positive: ===
  - +1 Stealth per 1 sneak skill
+
  - +1 for 6 sneak skill
  - +50 per [[Armor Perks|Sneaky]] armor perk
+
  - +16 for assassin battle timer
  - +100 for [[Perk Synergies|Ninja]] synergy
+
- +4 for [[Strength]] (deathclaw)
  - +50 for [[Drugs|Radiated Ear]]
+
- +20 for gain [[Strength]] (deathclaw)
  - +100 for [[Stealth Boy]]
+
- +4 for any leather armor including navy/stealth armors
  - +110 for [[Ghost]] Effect
+
- + (-2) to 14 [[Armor Perks|Sneaky]] perk
  - +25 for [[War Event]] Sequence and Stealth bonus
+
  - +10 to 80 [[Armor Perks|Sneaky]] perk(hubo)
  - +10 per [[Strength]] for [[Deathclaw Perk]]
+
- +15 [[Undetected]] perk
 +
- +20 [[Perk Synergies|Ninja]] and (+20 on [[Ghost]] effect)
 +
  - +4 [[War Event]] SQ
 +
  - +8 Super Regen
 +
- +4 Camo
 +
- +8 Military Camo
 +
- +16 Stealthboy (+4 on ghost effect)
 +
- +25 Stealthboy mk2 (+4 on [[Ghost]] effect)
 +
  - +33 Stealthboy mk3 (+8 on [[Ghost]] effect)
 +
  - +33 [[Shadow Veil Implant]] (+8 on [[Ghost]] effect)
 +
  - +8 Cannibal [[Drugs|Radiated Ear]](+24 chem reliant regualator)
 +
- +8 [[Ghost]] no move
 +
- +8 no move
  
=== negative: ===
+
===Stealth negative: ===
  - -50 stealth when wearing tier 1 robes
+
  - -1 for agility
  - -150 stealth when wearing tier 3 robes
+
- -1 for endurance(scout)
  - -10000 stealth when wearing combat/metal/power armors
+
  - -8 for robes(t1/t2/t3/t4)
  - -10 per opponent [[Perception]]
+
  - -100 for metal or combat armor(include power armors)
- -150 for wearing heavy weapon
+
- -4 for no armor
- -75 for wearing rifles
+
  - -16 running
- -100 while running
+
 
- -150 for active explosives
+
===Weapons Stealth Bonuses and Penalties:===
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Weapon Type
 +
! Stealth Bonus
 +
! Weapon
 +
! Stealth Bonus
 +
|-
 +
| Fast Pistols
 +
| 10
 +
| Signal Pistol
 +
| 0
 +
|-
 +
| Range Pistols
 +
| 5
 +
| Solar Scorcher
 +
| 0
 +
|-
 +
| Damage Pistols
 +
| 10
 +
| Fire Rifle
 +
| -25
 +
|-
 +
| Sniper Rifles
 +
| -25
 +
| Alien Blaster
 +
| 20
 +
|-
 +
| Shotguns
 +
| -10
 +
| Pyro Rifle
 +
| -10
 +
|-
 +
| Assault Rifles
 +
| -25
 +
| Heat Machine
 +
| -35
 +
|-
 +
| Explosive Small Guns
 +
| -10
 +
| Laser Pistol
 +
| 5
 +
|-
 +
| Support Rifles
 +
| -10
 +
| Magneto Pistol
 +
| 10
 +
|-
 +
| Small Machine Guns (SMG)
 +
| 0
 +
| Laser Rifle
 +
| -5
 +
|-
 +
| Flamers
 +
| -30
 +
| Gatling Laser
 +
| -35
 +
|-
 +
| Rocket Launchers
 +
| -25
 +
| Commisar Pistol
 +
| 10
 +
|-
 +
| Miniguns
 +
| -40
 +
| Turbolaser
 +
| 5
 +
|-
 +
| Heavy Sniper Rifles
 +
| 0
 +
| Plasma Pistol
 +
| 10
 +
|-
 +
| Machine Gun
 +
| -35
 +
| Plasma Pistol MK.II
 +
| 15
 +
|-
 +
| Clubes
 +
| 25
 +
| Plasma SMG
 +
| -10
 +
|-
 +
| Fast Knives
 +
| 30
 +
| Plasma Rifle
 +
| -5
 +
|-
 +
| Damage Knives
 +
| 35
 +
| Turbo Plasma Rifle
 +
| -5
 +
|-
 +
| Punch Weapons
 +
| 10
 +
| Plasma Gatling
 +
| -40
 +
|-
 +
| Hammers
 +
| 20
 +
| Electro Zipgun
 +
| 5
 +
|-
 +
| Spears
 +
| 15
 +
| Pulse Pistol
 +
| 10
 +
|-
 +
| rowspan="4" | Alien weapons<br /><br />
 +
| rowspan="4" | -20<br /><br />
 +
| ELECTRO Rocket Launcher
 +
| -25
 +
|-
 +
| Prototype 14
 +
| -10
 +
|-
 +
| ELECTRO CANNON
 +
| -25
 +
|-
 +
| Pulse Rifle
 +
| -10
 +
|}
 +
 
 +
 
 +
 
 +
Capped at 166 when you are not scout
  
 
== Actions that make you visible again ==
 
== Actions that make you visible again ==
 
The following actions may remove your sneak, and make you visible again to your enemies' eyes.
 
The following actions may remove your sneak, and make you visible again to your enemies' eyes.
  
  - Attacking.
+
  - Attacking
  - Running (If you haven't taken the [[Silent Running]] perk).
+
  - Running (If you haven't taken the [[Silent Running]] perk)
  - Wearing a powered armor, as said above ([[Power Armor|PA]], [[Advanced Power Armor|APA]], etc).
+
  - Wearing a powered armor, as said above ([[Power Armor|PA]], [[Advanced Power Armor|APA]], etc)
  - Looting containers and bodies by "take all".
+
  - Looting containers and bodies by "take all"
  - Looting bodies while sneaked has 50% chance of desneaking.
+
  - Looting bodies while sneaked has 50% chance of desneaking
  - Picking up items from the ground while sneaked demands successful steal test. The weight is checked.
+
  - Picking up items from the ground while sneaked demands successful steal test. The weight is checked
  - When using Pickup All hotkey.
+
  - When using Pickup All hotkey
  - [[Mines|Mining]] or chopping [[wood]].
+
  - [[Mines|Mining]] or chopping [[wood]
  - [[Dismantling]] items.
+
  - [[Dismantling]] items
  - Active [[Motion Sensor]] reveals all critters in 15 hexes radius (whether behind a wall or not). It consumes Small Energy Cells and Micro Fusion Cells. Use Science on it to see remaining charges.
+
  - Active [[Motion Sensor]] reveals all critters in 15 hexes radius (whether behind a wall or not). It consumes Small Energy Cells and Micro Fusion Cells. Use Science on it to see remaining charges
 +
 
 +
=== Noiseless ===
 +
 
 +
The '''Noiseless''' effect allows you to remain in Sneak mode despite performing an action that otherwise would've de-sneaked you.
 +
 
 +
There are only three ways to gain the ability to perform "noiseless" actions:
 +
 
 +
*Being an [[Assassin]] and having a 60% chance of avoiding losing the Sneak status no matter what you do by default
 +
*Wearing [[armor]] with the [[Armor perks#Veil|Veil]] armor perk for a chance of up to 8% to avoid de-sneaking (or up to 40% if you're a [[Hubologist]])
 +
*Using a [[weapon]] with the [[Weapon perks#Silencer|Silencer]] weapon perk for a chance of up to 30% to avoid de-sneaking (or up to 70% if you're a [[Hubologist]]).
  
 
== Formula ==
 
== Formula ==
The opponent is invisible whenever its distance from the observer increased by final Sneak/6 is larger than observer's FRONT sight range (regardless of the actual direction).
+
 
 +
FoV - (Sneak - Sneak Detection) = Distance when you start see sneaker
 +
 
 +
=== To count sight: ===
 +
 
 +
- 20 as base
 +
- +3 per [[Perception]](capped at 20 [[Perception]])
 +
- +6 for [[Sharpshooter]]
 +
- +11 for Tacticals combat implant
 +
- +10 for WE FoV/Super Range
 +
- +1 for critical chance(Bounty Hunter)
 +
- +2 to +16 for [[Armor Perks|Bonus Perception]]
 +
- +12 to +26 for [[Armor Perks|Bonus Perception]](Hubo)
 +
- +5 Rad Eye cannibal drugs
 +
- +20 Navy Armor trait
 +
- +25 Stealth Armor trait
 +
- +33 Stealth Armor MKII trait
 +
- +15 Mordino Armor trait
 +
- +5/-5 for randomboy roll
 +
- -2 for confusion
 +
- -50% for leader
 +
 
 +
 
 +
Remember that sight is limited how person look
 +
 
 +
- 100% on front
 +
- 80% on sidefront
 +
- 50% on sideback
 +
- 20% on back
 +
 
 +
=== To count sneak detection: ===
 +
 
 +
- +4 for WE FoV
 +
- +8 for Super Range
 +
- +1 for charisma(cyborg Tactical 3)
 +
- +5 for gain charisma(cyborg Tactical 3)
 +
- -1 for INT
 +
- +1 for PE if wearing binoculars
 +
- +35 RobCo Sensor(not working vs [[Shadow Veil Implant]])
 +
- +25 for Awareness perk
 +
- -33% if target have [[Undetected]] perk
 +
 
 +
== Example ==
 +
 
 +
306 sneak = 51
 +
 
 +
ghost standing stealthboy = 44
 +
 
 +
S+ sneaky perk = 14
 +
 
 +
WE perks = 24
 +
 
 +
cannibal = 8
 +
 
 +
ninja = 8
 +
 
 +
 
 +
on battle timer u would have 166 = cap
 +
 
 +
 
 +
vs bh max sight with robco sensor
 +
 
 +
 
 +
FoV: 198
 +
 
 +
Sneak Detection: 80
 +
 
 +
166 - 80 - 86
 +
 
 +
198 - 86 = 112
 +
 
 +
 
 +
you can see best non-scout sneak for 112 hexes
  
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 18:40, 2 April 2026

Skill
Sneak
Sneak.gif
Modifies Chance of being detected while sneaking
Initial level 5% + 3 x Agility
Related perks Silent Running, Ghost, Thief, Ninja, Assassin, Scout
Related traits Small Frame

"Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time, unless you take Silent Running perk."

Sneak allows a player to become totally invisible, unless he performs an attack. If he has the Silent Running perk, he can even run while being sneaked, which allows him to infiltrate enemy lines, for example. However, players can see you if you get too close to them, depending on many things (See the Modifiers section for more information).

Note: You can enter Turn-Based combat sneaked, but if you are not Assassin you can't enter sneak once Turn-Based combat has started.

Modifiers

The stealth parameter defines the bonus to a character's sneak ability, influenced by stats, perks, traits, equipment, and environmental conditions. Here’s a detailed explanation, including specific values for each contributing factor:

Stealth positive:

- +1 for 6 sneak skill
- +16 for assassin battle timer
- +4 for Strength (deathclaw)
- +20 for gain Strength (deathclaw)
- +4 for any leather armor including navy/stealth armors
- + (-2) to 14 Sneaky perk
- +10 to 80 Sneaky perk(hubo)
- +15 Undetected perk
- +20 Ninja and (+20 on Ghost effect)
- +4 War Event SQ
- +8 Super Regen
- +4 Camo
- +8 Military Camo
- +16 Stealthboy (+4 on ghost effect)
- +25 Stealthboy mk2 (+4 on Ghost effect)
- +33 Stealthboy mk3 (+8 on Ghost effect)
- +33 Shadow Veil Implant (+8 on Ghost effect)
- +8 Cannibal Radiated Ear(+24 chem reliant regualator)
- +8 Ghost no move
- +8 no move

Stealth negative:

- -1 for agility
- -1 for endurance(scout)
- -8 for robes(t1/t2/t3/t4)
- -100 for metal or combat armor(include power armors)
- -4 for no armor
- -16 running

Weapons Stealth Bonuses and Penalties:

Weapon Type Stealth Bonus Weapon Stealth Bonus
Fast Pistols 10 Signal Pistol 0
Range Pistols 5 Solar Scorcher 0
Damage Pistols 10 Fire Rifle -25
Sniper Rifles -25 Alien Blaster 20
Shotguns -10 Pyro Rifle -10
Assault Rifles -25 Heat Machine -35
Explosive Small Guns -10 Laser Pistol 5
Support Rifles -10 Magneto Pistol 10
Small Machine Guns (SMG) 0 Laser Rifle -5
Flamers -30 Gatling Laser -35
Rocket Launchers -25 Commisar Pistol 10
Miniguns -40 Turbolaser 5
Heavy Sniper Rifles 0 Plasma Pistol 10
Machine Gun -35 Plasma Pistol MK.II 15
Clubes 25 Plasma SMG -10
Fast Knives 30 Plasma Rifle -5
Damage Knives 35 Turbo Plasma Rifle -5
Punch Weapons 10 Plasma Gatling -40
Hammers 20 Electro Zipgun 5
Spears 15 Pulse Pistol 10
Alien weapons

-20

ELECTRO Rocket Launcher -25
Prototype 14 -10
ELECTRO CANNON -25
Pulse Rifle -10


Capped at 166 when you are not scout

Actions that make you visible again

The following actions may remove your sneak, and make you visible again to your enemies' eyes.

- Attacking
- Running (If you haven't taken the Silent Running perk)
- Wearing a powered armor, as said above (PA, APA, etc)
- Looting containers and bodies by "take all"
- Looting bodies while sneaked has 50% chance of desneaking
- Picking up items from the ground while sneaked demands successful steal test. The weight is checked
- When using Pickup All hotkey
- Mining or chopping [[wood]
- Dismantling items
- Active Motion Sensor reveals all critters in 15 hexes radius (whether behind a wall or not). It consumes Small Energy Cells and Micro Fusion Cells. Use Science on it to see remaining charges

Noiseless

The Noiseless effect allows you to remain in Sneak mode despite performing an action that otherwise would've de-sneaked you.

There are only three ways to gain the ability to perform "noiseless" actions:

  • Being an Assassin and having a 60% chance of avoiding losing the Sneak status no matter what you do by default
  • Wearing armor with the Veil armor perk for a chance of up to 8% to avoid de-sneaking (or up to 40% if you're a Hubologist)
  • Using a weapon with the Silencer weapon perk for a chance of up to 30% to avoid de-sneaking (or up to 70% if you're a Hubologist).

Formula

FoV - (Sneak - Sneak Detection) = Distance when you start see sneaker

To count sight:

- 20 as base
- +3 per Perception(capped at 20 Perception)
- +6 for Sharpshooter
- +11 for Tacticals combat implant
- +10 for WE FoV/Super Range
- +1 for critical chance(Bounty Hunter)
- +2 to +16 for Bonus Perception
- +12 to +26 for Bonus Perception(Hubo)
- +5 Rad Eye cannibal drugs
- +20 Navy Armor trait
- +25 Stealth Armor trait
- +33 Stealth Armor MKII trait
- +15 Mordino Armor trait
- +5/-5 for randomboy roll
- -2 for confusion
- -50% for leader


Remember that sight is limited how person look

- 100% on front
- 80% on sidefront
- 50% on sideback
- 20% on back

To count sneak detection:

- +4 for WE FoV
- +8 for Super Range
- +1 for charisma(cyborg Tactical 3)
- +5 for gain charisma(cyborg Tactical 3)
- -1 for INT
- +1 for PE if wearing binoculars
- +35 RobCo Sensor(not working vs Shadow Veil Implant)
- +25 for Awareness perk
- -33% if target have Undetected perk

Example

306 sneak = 51

ghost standing stealthboy = 44

S+ sneaky perk = 14

WE perks = 24

cannibal = 8

ninja = 8


on battle timer u would have 166 = cap


vs bh max sight with robco sensor


FoV: 198

Sneak Detection: 80

166 - 80 - 86

198 - 86 = 112


you can see best non-scout sneak for 112 hexes