Difference between revisions of "Attack"

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m (copy-pasted from https://www.fonline3.com/wiki/index.php?title=Attack_delay&action=edit&oldid=7734)
(Updated and changed the formatting of the attack delay section)
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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%
 
*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%
  
== Strike ==
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== Attack delay ==
 +
 
 +
'''Attack delay''' is the minimum time (in milliseconds) that must pass after an attack before any action can be performed.
 +
 
 +
The lower your attack delay, the faster you are. Each [[weapon]] has its own base attack delay value and, as of Patch 6.3.5, so do [[Drugs#Healing drugs|items that restore hit points]].
  
The attack that starts your battle timer ("'''Strike'''") may benefit from an extra effect depending on your [[class]].  
+
The table below lists various modifiers that affect attack delay. Bonuses reduce delay (good), while penalties increase it (bad).  
  
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.
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{| class="wikitable"
 +
! Type
 +
! Modifier
 +
! Source
 +
! Notes
 +
|-
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| rowspan="11" | '''Bonuses'''
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| -200 ms
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| [[Fast Attacks]] (level perk)
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| Flat reduction
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|-
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| -20% (-50% for [[Regulator]])
 +
| [[Fast Shot]] (trait)
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| Applies to single shots only; does not affect rockets/flamers
 +
|-
 +
| -5%
 +
| Attack Speed (AS) ([[War Event#WE stats|WE stat]])
 +
|
 +
|-
 +
| -5%
 +
| Melee Mastery (S.HTH) ([[War Event#WE stats|WE stat]])
 +
|
 +
|-
 +
| -40%
 +
| [[Cowboy]] (level perk)
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| Limited to pistols
 +
|-
 +
| -50%
 +
| [[Quick Fingers]] (perk synergy)
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| Single shots only (excluding melee and throwing attacks)
 +
|-
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| -10%
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| [[Soldier]] (class perk)
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| Limited to [[Support Rifles]]
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|-
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| up to -20% (-35% for [[Hubologist]])
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| [[Bonus Attack Speed]] (weapon perk)
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| Varies by rank
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|-
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| -0.5% per [[Leader]]'s Charisma
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| [[Leader]]'s mobility flags
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| Scales with Leader's Charisma
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|-
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| -1% for each point of [[Luck]]
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| [[Bounty Hunter]] (class perk)
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|
 +
|-
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| -10% (random chance)
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| [[Random Boy]] rolls
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| Unlucky roll applies a +3% penalty instead
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|-
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| rowspan="8" | '''Penalties'''<br/>
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| +100%
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| [[#Aimed attack|Aiming]]
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|
 +
|-
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| +2% per stack
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| [[Slow]] stacks
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|
 +
|-
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| +1% for each point of [[Charisma]]
 +
| [[Priest]] (class perk)
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|
 +
|-
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| +25%
 +
| [[Raider]] (class perk)
 +
|
 +
|-
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| +3% (random chance)
 +
| [[Random Boy]] rolls
 +
| Lucky rolls apply a 10% reduction instead
 +
|-
 +
| +30%
 +
| Target has [[Quick Recovery]]
 +
| Applied when attacking a target with this level perk
 +
|-
 +
| +0.5% for each point of [[Intelligence]]
 +
| Intelligence
 +
|
 +
|}
  
== Attack delay ==
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=== Special cases ===
 +
*[[Wrecker]]'s attack delay depends on how far the target is: it starts at 100ms if the target is on an adjacent hex and increases by 100ms more for each extra hex
 +
*[[Heresy]] sets the minimum attack delay to 1200ms
 +
*[[Killer]]'s rage sets Killer's attack delay to 700ms for 10 seconds
  
Each weapon has its own attack speed value which is the minimum delay before you can perform any action after firing the weapon.
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== Strike ==
The delay is modified by the following properties in this order and percentage values are applied multiplicatively:
 
  
* +100% when aiming
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The attack that starts your battle timer ("'''Strike'''") may benefit from an extra effect depending on your [[class]].  
* +2% per [[Slow]] stacks
 
* -200 [[Fast Attacks]] perk
 
* +0.5% per [[Intelligence]]
 
* -10% (-35% [[Regulator]]) for [[Fast Shot]] (single shots but not rocket/flamer)
 
* -5% for [[War Event|WE]] attack speed
 
* -10% for [[War Event|WE]] Super Movement
 
* +1% per [[Charisma]] for [[Priest]]
 
* -40% for [[Cowboy]] for small guns pistols
 
* -50% for [[Perks Synergies|Quick Fingers]] perk synergy (single shots including rocket/flamer)
 
* -10% for [[Soldier]] favorite weapon
 
* -10% for [[Weapon perks|Bonus Attack Speed]] weapon perk
 
* -0.5% for [[Leader]] mobility flag per Leaders Charisma
 
* +25% for [[Raider]]
 
* -1% per [[Luck]] for [[Bounty Hunter]]
 
* +3% or -10% [[Random Boy]] rolls
 
* +30% if target has [[Quick Recovery]]
 
  
<b>Things that ignore the above modifiers:</b>
+
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.
* [[Heresy]] sets it to 1200 or higher
 
* [[Killer]] rage sets it to 700
 
* [[Wrecker]] attack delay is 100 x distance
 
  
 
[[Category:Combat-related mechanics]]
 
[[Category:Combat-related mechanics]]

Revision as of 07:49, 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%

Attack delay

Attack delay is the minimum time (in milliseconds) that must pass after an attack before any action can be performed.

The lower your attack delay, the faster you are. Each weapon has its own base attack delay value and, as of Patch 6.3.5, so do items that restore hit points.

The table below lists various modifiers that affect attack delay. Bonuses reduce delay (good), while penalties increase it (bad).

Type Modifier Source Notes
Bonuses -200 ms Fast Attacks (level perk) Flat reduction
-20% (-50% for Regulator) Fast Shot (trait) Applies to single shots only; does not affect rockets/flamers
-5% Attack Speed (AS) (WE stat)
-5% Melee Mastery (S.HTH) (WE stat)
-40% Cowboy (level perk) Limited to pistols
-50% Quick Fingers (perk synergy) Single shots only (excluding melee and throwing attacks)
-10% Soldier (class perk) Limited to Support Rifles
up to -20% (-35% for Hubologist) Bonus Attack Speed (weapon perk) Varies by rank
-0.5% per Leader's Charisma Leader's mobility flags Scales with Leader's Charisma
-1% for each point of Luck Bounty Hunter (class perk)
-10% (random chance) Random Boy rolls Unlucky roll applies a +3% penalty instead
Penalties
+100% Aiming
+2% per stack Slow stacks
+1% for each point of Charisma Priest (class perk)
+25% Raider (class perk)
+3% (random chance) Random Boy rolls Lucky rolls apply a 10% reduction instead
+30% Target has Quick Recovery Applied when attacking a target with this level perk
+0.5% for each point of Intelligence Intelligence

Special cases

  • Wrecker's attack delay depends on how far the target is: it starts at 100ms if the target is on an adjacent hex and increases by 100ms more for each extra hex
  • Heresy sets the minimum attack delay to 1200ms
  • Killer's rage sets Killer's attack delay to 700ms for 10 seconds

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.