Difference between revisions of "War Event Stats"
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(updated with Tier 2 WE stats) |
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| + | <noinclude>==Tier 1 War Event Stats==</noinclude> | ||
| + | <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. | ||
| Line 24: | Line 26: | ||
*extra [[Explosive]] 12 [[DR]] and 5 [[DT]] | *extra [[Explosive]] 12 [[DR]] and 5 [[DT]] | ||
*extra 40 [[HP]]s | *extra 40 [[HP]]s | ||
| − | *extra 2 [[Action | + | *extra 2 [[Action Points]] and 30 [[Armor Class]] |
*extra 25 AP Regen, 3 less AP in KOs | *extra 25 AP Regen, 3 less AP in KOs | ||
| − | *extra 10 Minutes more in drugs(2 in cannibal)(halved by | + | *extra 10 Minutes more in drugs(2 in cannibal)(halved by [[Fast Metabolism]]) and -10 sec respawn time |
*extra +50% Heal from FA, +10% heal from meds | *extra +50% Heal from FA, +10% heal from meds | ||
| − | *extra +10% Critical Chance Resistance | + | *extra +10% [[Critical Chance Resistance]] |
*extra +10% Damage multi | *extra +10% Damage multi | ||
*extra +2 Ranged weapon range | *extra +2 Ranged weapon range | ||
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*extra 10% less time to attack | *extra 10% less time to attack | ||
*extra Melee deal 20% less damage, +2 to defensive rolls | *extra Melee deal 20% less damage, +2 to defensive rolls | ||
| − | *extra +1 Combat | + | *extra +1 [[Implants#Combat_Implants|Combat Implant]] limit |
| + | |||
| + | <noinclude>==Tier 2 War Event Stats==</noinclude> | ||
| + | <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. | ||
| + | |||
| + | *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 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 Range: Enhances [[Sight Range]] by 20, sneak detection by 100, adds 4 to ranged weapon range, and increases the [[Implants#Combat_Implants|Combat Implant]] limit by 1. | ||
| + | *Super Health: Increases [[Healing Rate]] by 80, provides +30% resistance to [[Critical Roll]]s, adds 80 [[Hit Points]], allows for 100% healing from [[First Aid]], and offers a 20% heal from medications. | ||
| + | *Super Defense: Provides 10 to all [[Damage Resistance]], 4 to all [[Damage Threshold]], and a 40% resistance to [[Critical Chance]]. | ||
| + | *Super Regen: Grants 50 additional [[Sequence]] points and 100 [[Sneak]] points, boosts [[Action Points|Action Point]] Regeneration by 50, reduces [[Action Points]] lost during Knockouts by 5, provides a 50% Action Point regeneration on kill, and offers a 20% Health Point regeneration on kill. | ||
| + | *Super Special: Adds +1 to one of the [[S.P.E.C.I.A.L]] attributes. | ||
| + | |||
| + | '''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.''' | ||
Revision as of 21:12, 5 October 2023
Tier 1 War Event Stats
- 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 40 Accuracy and 1 damage per bullet.
- extra 10 Lethal Damage
- extra 10 Sight Range, 50 Sneak Detect
- extra 15% Critical Power
- extra 15 Critical Power
- extra 40 Healing Rate and +15% Critical Roll resistance.
- extra 25 Sequence and 50 Sneak points.
- extra 10 Melee Damage, 30% critical power for melee atacks
- extra 10 Critical Chance
- extra 2 Strength
- extra 2 Perception
- extra 2 Endurance
- extra 2 Charisma
- extra 2 Intelligence
- extra 2 Agility
- extra 2 Luck
- extra Normal 7 DR and 2 DT
- extra Laser 4 DR and 2 DT
- extra Plasma 9 DR and 2 DT
- extra Fire 9 DR and 2 DT
- extra Electric 7 DR and 2 DT
- extra Explosive 12 DR and 5 DT
- extra 40 HPs
- extra 2 Action Points and 30 Armor Class
- extra 25 AP Regen, 3 less AP in KOs
- extra 10 Minutes more in drugs(2 in cannibal)(halved by Fast Metabolism) and -10 sec respawn time
- extra +50% Heal from FA, +10% heal from meds
- extra +10% Critical Chance Resistance
- extra +10% Damage multi
- extra +2 Ranged weapon range
- extra 25% AP regen on kill and 10% HP regen on kill
- extra 10% less time to attack
- extra Melee deal 20% less damage, +2 to defensive rolls
- extra +1 Combat Implant limit
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.
- Super Utility: Offers bonuses such as 300 Carry Weight, a cap of 10 Rad Resistance, a cap of 5 Poison Resistance, 50% more 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 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 Range: Enhances Sight Range by 20, sneak detection by 100, adds 4 to ranged weapon range, and increases the Combat Implant limit by 1.
- Super Health: Increases Healing Rate by 80, provides +30% resistance to Critical Rolls, adds 80 Hit Points, allows for 100% healing from First Aid, and offers a 20% heal from medications.
- Super Defense: Provides 10 to all Damage Resistance, 4 to all Damage Threshold, and a 40% resistance to Critical Chance.
- Super Regen: Grants 50 additional Sequence points and 100 Sneak points, boosts Action Point Regeneration by 50, reduces Action Points lost during Knockouts by 5, provides a 50% Action Point regeneration on kill, and offers a 20% Health Point regeneration on kill.
- Super Special: Adds +1 to one of the S.P.E.C.I.A.L attributes.
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.