Difference between revisions of "War Event Stats"

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<noinclude>==Tier 1 [[War Event]] Stats==</noinclude>
 
<noinclude>==Tier 1 [[War Event]] Stats==</noinclude>
<includeonly>'''Tier 1 War Event Stats:'''<br></includeonly>
+
<includeonly>'''Tier 1 [[War Event Stats]]:'''<br></includeonly>
 
*extra 100 [[Carry Weight]], 25 [[Rad Resistance]] and 25 [[Poison Resistance]] and 25% more currency/caps on events
 
*extra 100 [[Carry Weight]], 25 [[Rad Resistance]] and 25 [[Poison Resistance]] and 25% more currency/caps on events
 
*extra 5% [[Movement Speed]] and 2 action points for movement in turn based.
 
*extra 5% [[Movement Speed]] and 2 action points for movement in turn based.
*extra 40 [[Accuracy]] and 1 damage per bullet.
+
*extra 40 [[Accuracy]], +1 damage per bullet and 4% max [[chance to hit]].
 
*extra 10 [[Lethal Damage]]
 
*extra 10 [[Lethal Damage]]
 
*extra 10 [[Sight]] Range, 50 [[Sneak]] Detect
 
*extra 10 [[Sight]] Range, 50 [[Sneak]] Detect
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<noinclude>==Tier 2 [[War Event]] Stats==</noinclude>
 
<noinclude>==Tier 2 [[War Event]] Stats==</noinclude>
<includeonly>'''Tier 2 War Event Stats:'''<br></includeonly>
+
<includeonly>'''Tier 2 [[War Event Stats]]:'''<br></includeonly>
 
You can install only one Tier 2 stat, and you have a 30% chance to get it after having installed 10 or 11 Tier 1 stats.
 
You can install only one Tier 2 stat, and you have a 30% chance to get it after having installed 10 or 11 Tier 1 stats.
  
 
*Super Utility: Offers bonuses such as 300 [[Carry Weight]], a cap of 10 [[Rad Resistance]], a cap of 5 [[Poison Resistance]], 50% more [[currency|currency/caps]] on events, 100 [[Accuracy]], and 2 additional damage per bullet. [[Melee Damage]] taken is reduced by 40%, and there's a +4 bonus to defensive rolls.
 
*Super Utility: Offers bonuses such as 300 [[Carry Weight]], a cap of 10 [[Rad Resistance]], a cap of 5 [[Poison Resistance]], 50% more [[currency|currency/caps]] on events, 100 [[Accuracy]], and 2 additional damage per bullet. [[Melee Damage]] taken is reduced by 40%, and there's a +4 bonus to defensive rolls.
*Super Movement: Provides a 10% [[Movement Speed]] increase, 5 additional [[Action Points]] for movement in turn-based mode, an extra 4 [[Action Points]], 60 [[Armor Class]], and a 20% reduction in time to attack.
+
*Super Movement: Provides a 10% [[Movement Speed]] increase, 5 additional [[Action Points]] for movement in turn-based mode, an extra 4 [[Action Points]], 60 [[Armor Class]], 8% max [[chance to hit]], and a 20% reduction in time to attack.
 
*Super Damage: Grants 20 additional [[Lethal Damage]], 20 more [[Melee Damage]], a 60% increase in [[Critical Power]] for melee attacks, a +20% Damage multiplier, and 20 additional minutes of drug effects (4 minutes for Cannibal). The duration is halved by [[Fast Metabolism]].
 
*Super Damage: Grants 20 additional [[Lethal Damage]], 20 more [[Melee Damage]], a 60% increase in [[Critical Power]] for melee attacks, a +20% Damage multiplier, and 20 additional minutes of drug effects (4 minutes for Cannibal). The duration is halved by [[Fast Metabolism]].
 
*Super Criticals: Boosts [[Critical Power]] by 80%, [[Critical Roll]] by 60, and [[Critical Chance]] by 20%.
 
*Super Criticals: Boosts [[Critical Power]] by 80%, [[Critical Roll]] by 60, and [[Critical Chance]] by 20%.

Revision as of 01:46, 19 November 2023

Tier 1 War Event Stats

Tier 2 War Event Stats

You can install only one Tier 2 stat, and you have a 30% chance to get it after having installed 10 or 11 Tier 1 stats.

NOTE: If you already have a Tier 2 stat installed, you won't receive another Tier 2 stat. To acquire an additional one, play without it and possess 10 or 11 Tier 1 stats.