Difference between revisions of "War Event Stats"

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m (fix)
(Patch 5.4.5 changes)
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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 15% 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]], +1 damage per bullet and 4% max [[chance to hit]].
 
*extra 40 [[Accuracy]], +1 damage per bullet and 4% max [[chance to hit]].
*extra 10 [[Lethal Damage]]
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*extra 5 [[Lethal Damage]]
*extra 10 [[Sight]] Range, 50 [[Sneak]] Detect
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*extra 10 [[Sight]] Range, 25 [[Sneak]] Detect
*extra 15% [[Critical Power]]
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*extra 8% [[Critical Power]]
*extra 15 [[Critical Power]]
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*extra 8 [[Critical Power]]
*extra 40 [[Healing Rate]] and +15% [[Critical Roll]] resistance.
+
*extra 20 [[Healing Rate]] and +8% [[Critical Roll]] resistance.
*extra 25 [[Sequence]] and 50 [[Sneak]] points.
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*extra 25 [[Sequence]] and 25 [[Sneak]] points.
*extra 10 [[Melee Damage]], 30% critical power for melee atacks
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*extra 10 [[Melee Damage]], 15% critical power for melee atacks
*extra 10 [[Critical Chance]]
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*extra 5 [[Critical Chance]]
*extra 2 [[Strength]]
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*extra 1 [[Strength]]
*extra 2 [[Perception]]
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*extra 1 [[Perception]]
*extra 2 [[Endurance]]
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*extra 1 [[Endurance]]
*extra 2 [[Charisma]]
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*extra 1 [[Charisma]]
*extra 2 [[Intelligence]]
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*extra 1 [[Intelligence]]
*extra 2 [[Agility]]
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*extra 1 [[Agility]]
*extra 2 [[Luck]]
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*extra 1 [[Luck]]
*extra [[Normal]] 7 [[DR]] and 2 [[DT]]
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*extra [[Normal]] 2 [[DR]]
*extra [[Laser]] 4 [[DR]] and 2 [[DT]]
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*extra [[Laser]] 3 [[DR]] and 1 [[DT]]
*extra [[Plasma]] 9 [[DR]] and 2 [[DT]]
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*extra [[Plasma]] 3 [[DR]] and 1 [[DT]]
*extra [[Fire]] 9 [[DR]] and 2 [[DT]]
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*extra [[Fire]] 3 [[DR]] and 1 [[DT]]
*extra [[Electric]] 7 [[DR]] and 2 [[DT]]
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*extra [[Electric]] 4 [[DR]] and 1 [[DT]]
*extra [[Explode]] 12 [[DR]] and 5 [[DT]]
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*extra [[Explode]] 4 [[DR]] and 2 [[DT]]
*extra 40 [[HP]]s
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*extra 20 [[HP]]s
*extra 2 [[Action Points]] and 30 [[Armor Class]]
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*extra 1 [[Action Points]] and 30 [[Armor Class]]
*extra 25 AP Regen, 3 less AP in KOs
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*extra 12 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 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
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*extra +25% Heal from FA, +10% heal from meds
*extra +10% [[Critical Chance Resistance]]
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*extra +5% [[Critical Chance Resistance]]
*extra +10% Damage multi
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*extra +5% Damage multi
 
*extra +2 Ranged weapon range
 
*extra +2 Ranged weapon range
*extra 25% AP regen on kill and 10% HP regen on kill
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*extra 25% AP regen on kill and 5% HP regen on kill
*extra 10% less time to attack
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*extra 5% less time to attack
*extra Melee deal 20% less damage, +2 to defensive rolls
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*extra Melee deal 20% less damage, +1 to defensive rolls
 
*extra +1 [[Implants#Combat_Implants|Combat Implant]] limit
 
*extra +1 [[Implants#Combat_Implants|Combat Implant]] limit
  
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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]], 8% max [[chance to hit]], 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]], 25% more [[currency|currency/caps]] on events, 100 [[Accuracy]], 8% max [[chance to hit]], and 2 additional damage per bullet. [[Melee Damage]] taken is reduced by 40%, and there's a +2 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 5% [[Movement Speed]] increase, 5 additional [[Action Points]] for movement in turn-based mode, an extra 2 [[Action Points]], 60 [[Armor Class]], and a 10% 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 10 additional [[Lethal Damage]], 20 more [[Melee Damage]], a 30% increase in [[Critical Power]] for melee attacks, a +10% 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 40%, [[Critical Roll]] by 30, and [[Critical Chance]] by 10%.
*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 Range: Enhances [[Sight Range]] by 10, 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 Health: Increases [[Healing Rate]] by 40, provides +15% resistance to [[Critical Roll]]s, adds 40 [[Hit Points]], allows for 50% 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 Defense: Provides 3 to all [[Damage Resistance]], 2 to all [[Damage Threshold]], and a 20% 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 Regen: Grants 50 additional [[Sequence]] points and 50 [[Sneak]] points, boosts [[Action Points|Action Point]] Regeneration by 25, reduces [[Action Points]] lost during Knockouts by 5, provides a 50% Action Point regeneration on kill, and offers a 10% Health Point regeneration on kill.
 
*Super Special: Adds +1 to one of the [[S.P.E.C.I.A.L]] attributes.
 
*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.'''
 
'''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 18:21, 20 February 2024

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.