Difference between revisions of "War Event Stats"
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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 | + | *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 | + | *extra 5 [[Lethal Damage]] |
| − | *extra 10 [[Sight]] Range, | + | *extra 10 [[Sight]] Range, 25 [[Sneak]] Detect |
| − | *extra | + | *extra 8% [[Critical Power]] |
| − | *extra | + | *extra 8 [[Critical Power]] |
| − | *extra | + | *extra 20 [[Healing Rate]] and +8% [[Critical Roll]] resistance. |
| − | *extra 25 [[Sequence]] and | + | *extra 25 [[Sequence]] and 25 [[Sneak]] points. |
| − | *extra 10 [[Melee Damage]], | + | *extra 10 [[Melee Damage]], 15% critical power for melee atacks |
| − | *extra | + | *extra 5 [[Critical Chance]] |
| − | *extra | + | *extra 1 [[Strength]] |
| − | *extra | + | *extra 1 [[Perception]] |
| − | *extra | + | *extra 1 [[Endurance]] |
| − | *extra | + | *extra 1 [[Charisma]] |
| − | *extra | + | *extra 1 [[Intelligence]] |
| − | *extra | + | *extra 1 [[Agility]] |
| − | *extra | + | *extra 1 [[Luck]] |
| − | *extra [[Normal]] | + | *extra [[Normal]] 2 [[DR]] |
| − | *extra [[Laser]] | + | *extra [[Laser]] 3 [[DR]] and 1 [[DT]] |
| − | *extra [[Plasma]] | + | *extra [[Plasma]] 3 [[DR]] and 1 [[DT]] |
| − | *extra [[Fire]] | + | *extra [[Fire]] 3 [[DR]] and 1 [[DT]] |
| − | *extra [[Electric]] | + | *extra [[Electric]] 4 [[DR]] and 1 [[DT]] |
| − | *extra [[Explode]] | + | *extra [[Explode]] 4 [[DR]] and 2 [[DT]] |
| − | *extra | + | *extra 20 [[HP]]s |
| − | *extra | + | *extra 1 [[Action Points]] and 30 [[Armor Class]] |
| − | *extra | + | *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 + | + | *extra +25% Heal from FA, +10% heal from meds |
| − | *extra + | + | *extra +5% [[Critical Chance Resistance]] |
| − | *extra + | + | *extra +5% Damage multi |
*extra +2 Ranged weapon range | *extra +2 Ranged weapon range | ||
| − | *extra 25% AP regen on kill and | + | *extra 25% AP regen on kill and 5% HP regen on kill |
| − | *extra | + | *extra 5% less time to attack |
| − | *extra Melee deal 20% less damage, + | + | *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]], | + | *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 | + | *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 | + | *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 | + | *Super Criticals: Boosts [[Critical Power]] by 40%, [[Critical Roll]] by 30, and [[Critical Chance]] by 10%. |
| − | *Super Range: Enhances [[Sight Range]] by | + | *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 | + | *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 | + | *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 | + | *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
- 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 40 Accuracy, +1 damage per bullet and 4% max chance to hit.
- extra 5 Lethal Damage
- extra 10 Sight Range, 25 Sneak Detect
- extra 8% Critical Power
- extra 8 Critical Power
- extra 20 Healing Rate and +8% Critical Roll resistance.
- extra 25 Sequence and 25 Sneak points.
- extra 10 Melee Damage, 15% critical power for melee atacks
- extra 5 Critical Chance
- extra 1 Strength
- extra 1 Perception
- extra 1 Endurance
- extra 1 Charisma
- extra 1 Intelligence
- extra 1 Agility
- extra 1 Luck
- extra Normal 2 DR
- extra Laser 3 DR and 1 DT
- extra Plasma 3 DR and 1 DT
- extra Fire 3 DR and 1 DT
- extra Electric 4 DR and 1 DT
- extra Explode 4 DR and 2 DT
- extra 20 HPs
- extra 1 Action Points and 30 Armor Class
- 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 +25% Heal from FA, +10% heal from meds
- extra +5% Critical Chance Resistance
- extra +5% Damage multi
- extra +2 Ranged weapon range
- extra 25% AP regen on kill and 5% HP regen on kill
- extra 5% less time to attack
- extra Melee deal 20% less damage, +1 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, 25% more 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 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 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 40%, Critical Roll by 30, and Critical Chance by 10%.
- Super Range: Enhances Sight Range by 10, sneak detection by 100, adds 4 to ranged weapon range, and increases the Combat Implant limit by 1.
- Super Health: Increases Healing Rate by 40, provides +15% resistance to Critical Rolls, adds 40 Hit Points, allows for 50% healing from First Aid, and offers a 20% heal from medications.
- 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 50 Sneak points, boosts 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.
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.