Difference between revisions of "Class perks"
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| + | == Deathclaw == | ||
| + | |||
| + | {| 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" | Deathclaw | ||
| + | |- | ||
| + | | Min. Level || 40 | ||
| + | |- | ||
| + | | Role || Tank | ||
| + | |- | ||
| + | | SPECIAL || +3 [[Strength]] | ||
| + | |- | ||
| + | | SPECIAL scaling || | ||
| + | *[[Strength]]: +4 Stealth; +1% crit chance resistance; +1% Plasma DR | ||
| + | *[[Perception]]:+1% laser DR; +1 electro DT | ||
| + | *[[Endurance]]: +1% crit chance; +1% Explode DR | ||
| + | *[[Charisma]]: +1 laser DT | ||
| + | *[[Intelligence]]: +1% crit chance; normal DT +1 | ||
| + | *[[Agility]]: +1% crit chance; +1 explode DT | ||
| + | *[[Luck]]: +5% movement speed; +1 Plasma DT | ||
| + | |- | ||
| + | | Fury || +5 melee damage per stack | ||
| + | |- | ||
| + | | Rage || Receive a random injury; [[taunt]] everyone on the map except your faction for 3s | ||
| + | |- | ||
| + | | Drawbacks || <span style="color:#800080;"> | ||
| + | *Can't use guns; | ||
| + | *Can't use body armor; | ||
| + | *[[Intelligence]] reduces melee damage by 3 per point</span> | ||
| + | |- | ||
| + | | PvE Ability || +10 melee damage against NPCs | ||
| + | |- | ||
| + | | Favorite Weapon || [[Weapons#Punch Weapons|Punch Weapons]] (15-hex PvP Slow aura scaling with [[Heavy Handed]] that replaces its normal effect) | ||
| + | |- | ||
| + | | Crit Power || 0–55 | ||
| + | |- | ||
| + | | Acquisition || [[Modoc]] (20:5) ([[:File:Deathclaw NPC Modoc.gif|picture]]) | ||
| + | |} | ||
| + | | style="width:70%; vertical-align:top; border:none;" | | ||
| + | *'''Deathclaw''' is a melee tank with complex SPECIAL scaling. | ||
| + | *For base stats, see [[#Basic framework|the above table]]. | ||
| + | Deathclaws receive a wide range of melee-focused bonuses: | ||
| + | *+1 attack range | ||
| + | *+10% [[Movement Speed]] | ||
| + | *Immunity to Slow | ||
| + | *Bonus hit points equal to 3 x '''base''' [[Lethal Damage]] | ||
| + | *+0.01 [[AP Regen]] per point of melee damage | ||
| + | *+1% [[Damage Protection]] per 1% of the attacker's slow level | ||
| + | *[[Lifesteal]] equal to 1% of target's current life (up to the normal cap) | ||
| + | *+1 [[AC]] per point of [[Sneak]] | ||
| + | *+5% Critical Chance Resistance | ||
| + | *+15% +[[Action Points]] Critical Power Resistance (while moving) | ||
| + | |||
| + | 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%. | ||
| + | {| class="mw-collapsible mw-collapsed wikitable" | ||
| + | | '''Natural Armor breakdown''' | ||
| + | |- | ||
| + | | | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! Damage | ||
| + | ! DT | ||
| + | ! DR | ||
| + | |- | ||
| + | | Normal | ||
| + | | 6 + [[Intelligence]] | ||
| + | | 45 + [[Critical Chance]] | ||
| + | |- | ||
| + | | Laser | ||
| + | | 7 + [[Charisma]] | ||
| + | | 10 + [[Perception]] | ||
| + | |- | ||
| + | | Fire | ||
| + | | 4 + [[Sequence]] | ||
| + | | 50 + [[Healing Rate]] | ||
| + | |- | ||
| + | | Plasma | ||
| + | | 5 + [[Luck]] | ||
| + | | 40 + [[Strength]] | ||
| + | |- | ||
| + | | Explode | ||
| + | | 6 + [[Agility]] | ||
| + | | 50 + [[Endurance]] | ||
| + | |- | ||
| + | | Electro | ||
| + | | 3 + [[Perception]] | ||
| + | | 30 + [[Action Points]] | ||
| + | |} | ||
| + | |} | ||
| + | |||
| + | 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. | ||
| + | |||
| + | {| class="mw-collapsible mw-collapsed wikitable" | ||
| + | | '''Weapon perk to armor perk mapping''' | ||
| + | |- | ||
| + | | | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! Weapon Perk | ||
| + | ! Armor Perk | ||
| + | |- | ||
| + | | [[Ammo Upgrade]] | ||
| + | | [[Iron Skin]] | ||
| + | |- | ||
| + | | [[Destroyer]] | ||
| + | | [[Bonus Charisma]] | ||
| + | |- | ||
| + | | [[Bloody]] | ||
| + | | [[Cured]] | ||
| + | |- | ||
| + | | [[Bonus Critical Power]] | ||
| + | | [[Integrated Gloves]] | ||
| + | |- | ||
| + | | [[Damage per Bullet]] | ||
| + | | [[Explosive Belt]] | ||
| + | |- | ||
| + | | [[Bonus Max Damage]] | ||
| + | | [[Bonus Strength]] | ||
| + | |- | ||
| + | | [[Bonus Min Damage]] | ||
| + | | [[Sneaky]] | ||
| + | |- | ||
| + | | [[Bonus Attack Speed]] | ||
| + | | [[Armor perks#Utility|Utility]] | ||
| + | |- | ||
| + | | [[Less AP Cost]] | ||
| + | | [[Bonus Movement]] | ||
| + | |- | ||
| + | | [[Chip Shot]] | ||
| + | | [[Special Force Bonus]] | ||
| + | |- | ||
| + | | [[Fast Trigger]] | ||
| + | | [[Regeneration]] | ||
| + | |- | ||
| + | | [[Frozen Queen]] | ||
| + | | [[Penetration Protection]] | ||
| + | |- | ||
| + | | [[Killing Spree]] | ||
| + | | [[Mirror System]] | ||
| + | |- | ||
| + | | [[Knockback]] | ||
| + | | [[Thwart Block]] | ||
| + | |- | ||
| + | | [[Life Steal]] | ||
| + | | [[Speed Mechanism]] | ||
| + | |- | ||
| + | | [[Long Range]] | ||
| + | | [[Survivalist]] | ||
| + | |- | ||
| + | | [[Bonus Critical Chance]] | ||
| + | | [[Bonus Luck]] | ||
| + | |- | ||
| + | | [[More Critical Damage]] | ||
| + | | [[Fill The Gaps]] | ||
| + | |- | ||
| + | | [[Penetrate]] | ||
| + | | [[Defense Enhancement]] | ||
| + | |- | ||
| + | | [[Poisonous]] | ||
| + | | [[Shock Protection]] | ||
| + | |- | ||
| + | | [[Scoped]] | ||
| + | | [[Bonus Perception]] | ||
| + | |- | ||
| + | | [[Spiked]] | ||
| + | | [[Heavy]] | ||
| + | |- | ||
| + | | [[Smasher!]] | ||
| + | | [[Anty-Termal System]] | ||
| + | |- | ||
| + | | [[Lethal Damage]] | ||
| + | | [[Advanced Plate]] | ||
| + | |- | ||
| + | | [[More Bonus Damage]] | ||
| + | | [[Advanced Defence]] | ||
| + | |- | ||
| + | | [[Lethal Upgrade]] | ||
| + | | [[Nightmare Defence]] | ||
| + | |- | ||
| + | | [[Critical Master]] | ||
| + | | [[Powered]] | ||
| + | |- | ||
| + | | [[Butcher]] | ||
| + | | [[Great Shield]] | ||
| + | |- | ||
| + | |} | ||
| + | |} | ||
| + | '''Note:''' Heavy Handed protection effects, such as those granted by [[Thwart Block]], [[Mutie]], or [[Jinxed]] will counter Slow Aura.<br> | ||
| + | '''Note:''' Deathclaw is able to scale off of bonuses it got as a result of other scaling; for example, normal DR scaling with crit chance will benefit from crit chance received via SPECIAL scaling. | ||
|} | |} | ||
Revision as of 21:06, 13 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
|
Alien receives several powerful bonuses:
| ||||||||||||||||||||||||
Assassin
|
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
|
Being a Bounty Hunter has many benefits.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Chosen One
|
Class bonuses:
| ||||||||||||||||||||||||||||||||||||||||||
Clone
|
The clone-summoning ability works as follows:
| ||||||||||||||||||
Combat Master
|
Combat Master has many advantages in close combat:
| ||||||||||||||||||||||
Cyborg
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Deathclaw
|
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. | |||||||||||||||||||||||||||||||||||||||||||||||
All the other classes
| Name | Req. level |
Effect | Notes | Fav. Weapon | Base Critical Power |
|---|---|---|---|---|---|
| Deathclaw | 40 |
Slow Aura Mechanic:
PvE Ability: +10 melee damage against NPCs Scaling:
|
You can get this perk in Modoc in north
|
Provides Slow Aura with Punch Weapons | 0-55 |
| Hubologist | 105 |
|
|
Electro Weapons double damage | 10-20 |
| Infantry | 130 |
|
|
Shotguns +2 tiers in shotgun's damage multi calculations | 0-60 |
| Killer | 60 |
|
|
Miniguns +25% accuracy | 0-95 |
| 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) |