Difference between revisions of "Attack"

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(Merged Attack, Strike and Aimed Attack; standardized formatting and clarified calculation steps)
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Any action intended to harm the person subjected to it such as punching, kicking, or sending a bullet through one's head.
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An '''attack''' is any action intended to cause harm to its target; popular choices include punching, kicking, or shooting them in the head.
  
==Types of Attacks==
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There are two main types of attacks: unaimed attacks and aimed attacks.
  
*Normal attacks
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== Unaimed attack ==
*[[Aimed Attack]]s
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Unaimed attacks, a.k.a. normal/basic attacks, that do not target any specific body part. They use your base hit chance and critical chance values, and will always land on the target's torso.
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To perform an attack, you must select a valid target.
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In FOnline, same as in Fallout 1 and 2, target selection is separate from ''aiming'', however, the latter referring specifically to a deliberate attempt to hit a particular body part (see below).
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== Aimed attack ==
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An aimed attack is a deliberate attempt to hit a specific part of your target's body.
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Aiming imposes a [[hit chance]] penalty on the attack, doubles its [[attack delay]], and increases its [[AP]] cost, but in return grants bonus [[critical chance]] that scales with [[Luck]].
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The table below shows the hit chance penalties, [[AP]] cost increases, and base [[critical chance]] values associated with the body part being aimed at.
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{| class="wikitable"
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! Body part
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! Hit chance
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! Base critical chance
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! Additional [[AP]] cost
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|-
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| Eyes
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| -60%
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| 60%
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| +2 AP
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|-
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| Head
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| -40%
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| 40%
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| +2 AP
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|-
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| Groin
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| -30%
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| 30%
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| +2 AP
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|-
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| Arms
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| -30%
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| 30%
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| +1 AP
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|-
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| Legs
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| -20%
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| 20%
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| +1 AP
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|-
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| Torso
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| -0%
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| 0%
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| +1 AP
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|}
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For most characters, aiming for the torso makes no sense as it activates the AP cost and attack delay penalties with the only "benefit" being the attack type changing from unaimed to aimed.
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All aimed attacks have their base critical chance multiplied by 20% and a Luck-scaling critical chance bonus with the base value of 4%. This base value can be increased by the [[Marksman]] [[perk synergy]] and the [[More Critical]] [[level perk]].
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The final bonus critical chance granted by aiming an attack is calculated as:
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<code>Final Bonus Critical Chance = Base Critical Chance x {20% + [(4% + Marksman bonus + More Critical bonus) x Luck]}</code>
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=== Examples ===
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The following examples demonstrate how the bonus critical chance from aimed attacks is calculated under various conditions:
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*If a character has Luck = 20 and aims for the eyes (60% base critical chance):<br>60% × {20% + [(4%) × 20]} = 60% × {20% + 80%} = 60% × 100% = 60% bonus critical chance.
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*If a character has Luck = 20 and the [[Marksman]] perk synergy (+3%) and aims for the eyes:<br>60% × {20% + [(4% + 3%) × 20]} = 60% × {20% + [7% × 20]} = 60% × {20% + 140%} = 60% × 160% = 96% bonus critical chance.
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*If a character has Luck = 20, the [[Marksman]] perk synergy (+3%), and the [[More Critical]] level perk (+1%) and aims for the eyes:<br>60% × {20% + [(4% + 3% + 1%) × 20]} = 60% × {20% + [8% × 20]} = 60% × {20% + 160%} = 60% × 180% = 108% bonus critical chance.
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*If a character has Luck = 1 and aims for the legs (20% base critical chance):<br>20% × {20% + [(4%) × 1]} = 20% × {20% + 4%} = 20% × 24% = 4.8% bonus critical chance, rounded up to 5%
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== Strike ==
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The attack that starts your battle timer ("'''Strike'''") may benefit from an extra effect depending on your [[class]].
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Most classes have no special ability associated with initiating combat but those that do often rely on it heavily; for example, [[Combat Master]]'s strikes allow the class to teleport right to the target from up to 40 hexes away to deliver a powerful surprise attack.
  
 
[[Category:Combat-related mechanics]]
 
[[Category:Combat-related mechanics]]

Revision as of 00:43, 10 March 2026

An attack is any action intended to cause harm to its target; popular choices include punching, kicking, or shooting them in the head.

There are two main types of attacks: unaimed attacks and aimed attacks.

Unaimed attack

Unaimed attacks, a.k.a. normal/basic attacks, that do not target any specific body part. They use your base hit chance and critical chance values, and will always land on the target's torso.

To perform an attack, you must select a valid target.

In FOnline, same as in Fallout 1 and 2, target selection is separate from aiming, however, the latter referring specifically to a deliberate attempt to hit a particular body part (see below).

Aimed attack

An aimed attack is a deliberate attempt to hit a specific part of your target's body.

Aiming imposes a hit chance penalty on the attack, doubles its attack delay, and increases its AP cost, but in return grants bonus critical chance that scales with Luck.

The table below shows the hit chance penalties, AP cost increases, and base critical chance values associated with the body part being aimed at.

Body part Hit chance Base critical chance Additional AP cost
Eyes -60% 60% +2 AP
Head -40% 40% +2 AP
Groin -30% 30% +2 AP
Arms -30% 30% +1 AP
Legs -20% 20% +1 AP
Torso -0% 0% +1 AP

For most characters, aiming for the torso makes no sense as it activates the AP cost and attack delay penalties with the only "benefit" being the attack type changing from unaimed to aimed.

All aimed attacks have their base critical chance multiplied by 20% and a Luck-scaling critical chance bonus with the base value of 4%. This base value can be increased by the Marksman perk synergy and the More Critical level perk.

The final bonus critical chance granted by aiming an attack is calculated as:

Final Bonus Critical Chance = Base Critical Chance x {20% + [(4% + Marksman bonus + More Critical bonus) x Luck]}

Examples

The following examples demonstrate how the bonus critical chance from aimed attacks is calculated under various conditions:

  • If a character has Luck = 20 and aims for the eyes (60% base critical chance):
    60% × {20% + [(4%) × 20]} = 60% × {20% + 80%} = 60% × 100% = 60% bonus critical chance.
  • If a character has Luck = 20 and the Marksman perk synergy (+3%) and aims for the eyes:
    60% × {20% + [(4% + 3%) × 20]} = 60% × {20% + [7% × 20]} = 60% × {20% + 140%} = 60% × 160% = 96% bonus critical chance.
  • If a character has Luck = 20, the Marksman perk synergy (+3%), and the More Critical level perk (+1%) and aims for the eyes:
    60% × {20% + [(4% + 3% + 1%) × 20]} = 60% × {20% + [8% × 20]} = 60% × {20% + 160%} = 60% × 180% = 108% bonus critical chance.
  • If a character has Luck = 1 and aims for the legs (20% base critical chance):
    20% × {20% + [(4%) × 1]} = 20% × {20% + 4%} = 20% × 24% = 4.8% bonus critical chance, rounded up to 5%

Strike

The attack that starts your battle timer ("Strike") may benefit from an extra effect depending on your class.

Most classes have no special ability associated with initiating combat but those that do often rely on it heavily; for example, Combat Master's strikes allow the class to teleport right to the target from up to 40 hexes away to deliver a powerful surprise attack.