Difference between revisions of "Class perks"
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| + | == Paramedic == | ||
| + | |||
| + | {| class="wikitable" style="width:100%; border:none; background:none;" | ||
| + | | style="width:30%; vertical-align:top; border:none; padding-right:20px;" | | ||
| + | {| class="wikitable" style="width:100%;" | ||
| + | ! colspan="2" | Paramedic | ||
| + | |- | ||
| + | | Min. Level || 65 | ||
| + | |- | ||
| + | | Role || Tank | ||
| + | |- | ||
| + | | SPECIAL || +3 [[Intelligence]] | ||
| + | |- | ||
| + | | SPECIAL scaling || [[Intelligence]]: Revive cooldown reduction | ||
| + | |- | ||
| + | | Fury || -0.5% Movement Speed per stack | ||
| + | |- | ||
| + | | Rage || Cannot run for 10s | ||
| + | |- | ||
| + | | Drawbacks || <span style="color:#800080;"> | ||
| + | *Deal -50% damage; | ||
| + | *FA and Doctor give no XP; | ||
| + | *[[Perception]]: -3 to HP restored per heal</span> | ||
| + | |- | ||
| + | | PvE Ability || Doubled [[First Aid]] effect on NPCs | ||
| + | |- | ||
| + | | Favorite Weapon || [[Weapons#Fast Pistols|Fast Pistols]] (+25% more healing to target) | ||
| + | |- | ||
| + | | Crit Power || 0–30 | ||
| + | |- | ||
| + | | Acquisition || Salt Lake (40:3) ([[:File:Paramedic_NPC_Salt_Lake.gif|picture]]) | ||
| + | |} | ||
| + | | style="width:70%; vertical-align:top; border:none;" | | ||
| + | *'''Paramedic''' is a tank class focused on healing, with the ability to revive dead players. | ||
| + | *For base stats, see [[#Basic framework|the above table]]. | ||
| + | |||
| + | Being trained as a Paramedic has the following results: | ||
| + | *+100 [[Armor Class]], -10 to attackers' [[Ammo|AC mod]], and 10% character size reduction. | ||
| + | *+50% [[First Aid]] and [[Doctor]]; both skills have their cooldowns set to 3 seconds; Doctor has no cooldown on removing the [[Slow]] effect. | ||
| + | *Ability to revive dead players: | ||
| + | **Base cooldown is 600 seconds; each point of [[Intelligence]] ≤ 25 reduces it by 5 seconds; points beyond 25 only reduce the cooldown by 1s. | ||
| + | **The [[Medic]] level perk reduces the cooldown to 300 seconds, and increases the reduction from Intelligence ≤ 25 to 10 seconds. | ||
| + | **The cooldown is applied ''to the target''; players who are on cooldown and cannot be revived have a "+" in front of their overhead hit point display. | ||
| + | **Paramedic becomes immune to damage for 1 second after reviving someone; revived characters are immune for 8 seconds. | ||
| + | *Access to a special buff that grants +0.5% damage protection to your patients per stack; buff stacks received scale with your weapon's total perk ranks: | ||
| + | **0-17: +1-3 stacks from FA/Doc, +10 after being revived; | ||
| + | **18-33: +2-7 stacks from FA/Doc, +15 after being revived; | ||
| + | **34-49: +3-10 stacks from FA/Doc, +20 after being revived; | ||
| + | **50+: +4-15 stacks from FA/Doc, +25 after being revived. | ||
| + | **Your [[weapon perks]]' ranks have the following values for the purpose of this calculation: rank F = 1, E = 2, D = 3, C = 4, B = 5, A = 6, S = 7, S+ = 8. | ||
| + | *Characters with over 30 stacks of Paramedic's buff receive +100% healing from every source. | ||
|} | |} | ||
Revision as of 00:49, 19 January 2026
Class perks are FOnline 3's unique take on character classes.
Any given character can only have one class perk, but three of the classes (Alien, Cyborg, and Robot) have flexibility in the role they fulfil.
With the exception of the three "flex" classes, all class perks assign the character that picked them a specific role.
There are six roles available: tank, semi-tank, utility, DPS, sniper, and sneaker.
Each of the six roles gives you a different baseline, influencing the number of action points you start with, your initial health pool, how much damage you output, and more; see the table below for details.
Contents
Basic framework
| Classes | Parameter | Base Value | Conditional DR Adjustments | ||
|---|---|---|---|---|---|
| Current DR | DR modifier | DR Penetration Protection | |||
| Tanks | |||||
| Base AP | 2 | <25% | +10 | +2 | |
| Base HP | 200 | 25% to 49% | +15 | +5 | |
| Base DMG multi | 50% | 50% to 89% | +20 | +10 | |
| DR cap | 95% | 90% to 99% | +25 | +10 | |
| DT cap | +5 | 100% | +30 | +10 | |
| Semi-tanks | |||||
| Base AP | 3 | <25% | 0 | 0 | |
| Base HP | 150 | 25% to 49% | +5 | +1 | |
| Base DMG multi | 75% | 50 to 89% | +10 | +2 | |
| DR cap | 90% | 90% to 99% | +15 | +5 | |
| DT cap | +2 | 100% | 0 | 0 | |
| Utility | |||||
| Base AP | 4 | <25% | -5 | 0 | |
| Base HP | 75 | 25% to 49% | -7 | 0 | |
| Base DMG multi | 100% | 50 to 89% | -10 | 0 | |
| DR cap | 80% | 90% to 99% | 0 | 0 | |
| DT cap | -1 | 100% | 0 | 0 | |
| DPS | |||||
| Base AP | 5 | <25% | -10 | 0 | |
| Base HP | 50 | 25% to 49% | -15 | 0 | |
| Base DMG multi | 110% | 50 to 89% | -20 | 0 | |
| DR cap | 70% | 90% to 99% | 0 | 0 | |
| DT cap | -2 | 100% | 0 | 0 | |
| Snipers | |||||
| Base AP | 7 | <25% | -15 | -5 | |
| Base HP | 30 | 25% to 49% | -30 | -5 | |
| Base DMG multi | 125% | 50 to 89% | 0 | 0 | |
| DR cap | 50% | 90% to 99% | 0 | 0 | |
| DT cap | -4 | 100% | 0 | 0 | |
| Sneakers | |||||
| Base AP | 8 | <25% | 0 | -10 | |
| Base HP | 20 | 25% to 49% | 0 | 0 | |
| Base DMG multi | 150% | 50 to 89% | 0 | 0 | |
| DR cap | 0% | 90% to 99% | 0 | 0 | |
| DT cap | -6 | 100% | 0 | 0 | |
Class roles
- Tanks survive to support the team, whether through buffs (Leader), healing (Priest), or simply being a huge bullet sponge holding the front line (Super Mutant). They have great defensive capabilities but their damage is significantly reduced and they constantly find themselves out of action points.
- Semi-tanks are versatile front-line fighters with both a significant health pool and decent damage. They all have a unique ace up their sleeve, be it a couple extra perks (Chosen One), sheer luck (Randomboy), or an evil twin (Clone).
- Utility classes focus on taking full advantage of their unique ability to take a specific combat mechanic to a level unachievable by any other class; they may have access to nearly limitless action points (Raider), superpowered traits (Regulator), or the ability to rapidly close distance with their opponent (Combat Master).
- DPS classes have one purpose: providing a high sustained damage output. They start with a high damage multiplier (1.1x) and gain deadly abilities, such as doubled lethal damage (Wrecker) or improved item perks (Hubologist), at the cost of their already limited defensive capabilities.
- Snipers are the glass cannons of FOnline 3, deadly at long range but completely helpless otherwise. Their unique abilities, such as heavy sniper rifles never missing (Sniper) or significantly increased critical power (Robobrain) are focused on long-range combat and nothing else.
- Sneakers are fragile but lethal ambush predators. They may be able to attack without de-sneaking (Assassin) or deal massive additional damage to characters low on health (Scout) but stand little chance in open combat.
Class perks
Class perk selection defines your character's core identity and their place in the six-role system.
Each class perk grants a unique set of abilities, limitations, bonuses, and penalties that fundamentally change your gameplay experience.
As of Patch 6.4.1, twenty-three unique class perks are available.
Alien
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Alien receives several powerful bonuses:
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Assassin
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There are many unique advantages to being an Assassin:
Note: The extra critical chance equal to the distance to your target (in hexes) from Assassin's favorite weapon bonus can push your critical chance above 100% and is not reduced by the target's critical chance resistance. | ||||||||||||||||||||
Bounty Hunter
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Being a Bounty Hunter has many benefits.
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Chosen One
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Class bonuses:
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Clone
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The clone-summoning ability works as follows:
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Combat Master
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Combat Master has many advantages in close combat:
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Cyborg
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Deathclaw
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Deathclaws receive a wide range of melee-focused bonuses:
Deathclaws don't wear body armor. They get their resistances from Natural Armor, which scales with their stats and the tier of the helmet they wear. If the helmet is tier 1, base Natural Armor values get multiplied by 33%; if it's tier 2: 66%; tier 3: 100%; tier 4: 115%; tier 5: 125%; tier 6: 133%.
Deathclaws gain access to armor perks based on the tier and specific perks of their weapon. The number of armor perks that a Deathclaw can have is equal to the tier of their weapon. For example, a T3 weapon will give you 3 armor perks. The specific armor perks that get unlocked depend on what perks your weapon has, see the table below for details. Note: Heavy Handed protection effects, such as those granted by Thwart Block, Mutie, or Jinxed will counter Slow Aura. | |||||||||||||||||||||||||||||||||||||||||||||||
Hubologist
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Donating all of your level perks to the Church of Hubology has the following effects:
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Infantry
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Enlisting as an infantryman comes with several benefits:
Note: In practical terms, Infantry's favorite weapon bonus adds | ||||||||||||||||||||||||
Killer
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Choosing the Killer life grants several powerful advantages:
Note: Installing two Tactical Module implants reduces Killer's replication cooldown from 300 to 225 seconds. | ||||||||||||||||||||||||
Leader
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Leadership gives you several advantages:
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Paramedic
|
Being trained as a Paramedic has the following results:
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All the other classes
| Name | Req. level |
Effect | Notes | Fav. Weapon | Base Critical Power |
|---|---|---|---|---|---|
| Leader | 65 |
|
|
Gains 1 HP per 1% of Critical Chance Resistance while using Flamers | 0-35 |
| Paramedic | 65 |
|
|
Fast Pistols +25% more healing to target | 0-30 |
| Priest | 70 |
|
|
Machine Gun +10% Carry Weight | 0-20 |
| Random Boy | 100 |
Roll 1 extra stat which effect is scaling with Luck:
|
Stats what Randomboy can roll:
|
Assault Rifle get random damage per bullet from -3 to +3 | 0-100 |
| Raider | 95 |
|
|
Fire Weapons |
5-25 |
| Regulator | 25 |
|
|
Damage Pistols -1 AP Cost | 10-40 |
| Scout | 85 |
|
|
Penetrate 25% of Critical Chance, roll, and power Resistance while using Sniper Rifles | 0-105 |
| Sniper | 140 |
|
|
Heavy Sniper Rifles never miss | 0-85 |
| Soldier | 110 |
|
Damage caps:
|
Support Rifles -10% Attack Delay, +100% exp gain | 0-70 |
| Super Mutant | 50 |
|
|
Rocket Launchers +1 Radius, ignore Damage Threshold. | 0-25 |
| Wrecker | 75 |
|
|
Grenade Launchers +15 Lethal Damage and 25% Lethal Penetration | 0-40 |
| Robot | 170 |
Transform 1: Sentry Bot
Transform 2: Mr. Handy
Transform 3: Robobrain
Transform 4: Eyebot
|
|
Depends on transformation | Depends on transformation (See table) |