Difference between revisions of "Weapon perks"

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(move weapon perk availability to a separate section)
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Every weapon can be upgraded by [[Roger]] or Cotsford (Vegas) to gain one additional perk. <br>
 
Every weapon can be upgraded by [[Roger]] or Cotsford (Vegas) to gain one additional perk. <br>
  
==List of weapon perks==
+
==Weapon perk availability==
 +
Random, Level 4, Event - defines on which type of weapons can be perk obtained randomly, when reaching level 4 or by dialog during event <br>
 
{|align="center" class="sortable wikitable"
 
{|align="center" class="sortable wikitable"
 
|-
 
|-
! Perk Name !! Effect  !! F !! E !! D !! C !! B !! A !! S !! S+ !! Works for !! Random !! Level 4 !! Event
+
! Perk Name !! Available !! Random !! Level 4 !! Event
 
|-
 
|-
| Ammo Upgrade || Change AC MOD and Damage Modifier  || -1 AC MOD; -5% Damage Modifier || 0 AC MOD; +1% Damage Modifier || +1 AC MOD; +3% Damage Modifier || +3 AC MOD; +6% Damage Modifier || +5 AC MOD; +12% Damage Modifier || +10 AC MOD; +20% Damage Modifier || +20 AC MOD; 30% Damage Modifier || +50 AC MOD; +45% Damage Modifier || Ranged only || Ranged only || Ranged only || None
+
| Ammo Upgrade || Ranged || Ranged || Ranged || None
 
|-
 
|-
| [[Bleed|Bloody]] ||  Increases bleed damage and applies X stacks on Critical Hits || -10%; 0 Stacks || +5%; 0 Stacks || +10%; 0 Stacks || +30%; 1 Stack || +50%; 1 Stack || +100%; 1 Stack || +200%; 2 Stacks || +500%; 2 Stacks || Melee only || ? || Melee only || ?
+
| [[Bleed|Bloody]] || Melee || ? || Melee || ?
 
|-
 
|-
| Bonus Critical Power || Increase Critical Roll and Power || -5 Roll; -5% Power || +5 Roll; 0% Power || +10 Roll; 0% Power || +15 Roll; +5% Power || +20 Roll; +10% Power || +30 Roll; +15% Power  || +45 Roll; +25% Power  || +80 Roll; +40% Power  || All || All || All || All
+
| Bonus Critical Power || All || All || All || All
 
|-
 
|-
| Bonus Max Damage || Increase Max weapon damage and grants DT Penetration || -5% Max DMG; +0 DT Penetration || +5% Max DMG; +0 DT Penetration || +10% Max DMG; +1% DT Penetration || +13% Max DMG; +3% DT Penetration || +19% Max DMG; +5 DT Penetration || +24% Max DMG; +10% DT Penetration || +35% Max DMG; +20% DT Penetration || +50% Max DMG; +30% DT Penetration || All || All || All || All
+
| Bonus Max Damage || All || All || All || All
 
|-
 
|-
| Bonus Min Damage || Increase Max weapon damage and grants DR Penetration(Normal/Fire/Explosive) || -5% Min DMG; +0% DR Penetration || +5% Min DMG; +1% DR Penetration || +10% Min DMG; +3% DR Penetration || +15% Min DMG; +5% DR Penetration || +24% Min DMG; +7% DR Penetration || +30% Min DMG; +10% DR Penetration || +40% Min DMG; +12% DR Penetration || +65% Min DMG; +15% DR Penetration  || All || All || All || All
+
| Bonus Min Damage || All || All || All || All
 
|-
 
|-
| Bonus Attack Speed || Decrease Attack Delay and lowers the effect of slow on attack delay || +5% AD; +0 Slow AD Protection || +0% AD; +5 Slow AD Protection || -5% AD; +10 Slow AD Protection || -8% AD; +15 Slow AD Protection || -10% AD; +20 Slow AD Protection || -15% AD; +30 Slow AD Protection || -20% AD; +45 Slow AD Protection || -35% AD; +60 Slow AD Protection || All || Ranged only || None || None
+
| Bonus Attack Speed || All || Ranged || None || None
 
|-
 
|-
| Damage per Bullet || Increase damage per bullet and increase damage multiplier || -1 DPB; -3% Multi || +0 DPB; +1% Multi || +1 DPB; +2% Multi || +2 DPB; +3% Multi || +3 DPB; +4% Multi || +4 DPB; +5% Multi || +5 DPB; +8% Multi || +6 DPB; +10% Multi  || Ranged only || Ranged only || Ranged only || All
+
| Damage per Bullet || Ranged || Ranged || Ranged || All
 
|-
 
|-
| Less AP cost || Decrease reload AP cost and weapon AP cost || +1 AP Reload; +1 Weapon AP Cost || -1 AP Reload; +0 Weapon AP Cost || -2 AP Reload; +0 Weapon AP Cost || -3 AP Reload; +0 Weapon AP Cost || -4 AP Reload; -1 Weapon AP Cost || -5 AP Reload; -1 Weapon AP Cost || -6 AP Reload; -1 Weapon AP Cost || -7 AP Reload; -2 Weapon AP Cost || All || Melee only || Melee only || None
+
| Less AP cost || All || Melee || Melee || None
 
|-
 
|-
| Chip Shot || Gives Critital Chance Penetration and increase chance to apply critical effect || -5% Critital Chance Penetration; -5% Critical Effect Chance || +5% Critital Chance Penetration; +5% Critical Effect Chance || +10% Critital Chance Penetration; +10% Critical Effect Chance || +15% Critital Chance Penetration; +15% Critical Effect Chance || +25% Critital Chance Penetration; +25% Critical Effect Chance || +33% Critital Chance Penetration; +33% Critical Effect Chance || +45% Critital Chance Penetration; +45% Critical Effect Chance || +60% Critital Chance Penetration; +60% Critical Effect Chance || All || All || All || All
+
| Chip Shot || All || All || All || All
 
|-
 
|-
| Destroyer || Reduce target DR and gives Lethality || +5% Target DR; +0% Lethality || -2% Target DR; +0% Lethality || -5% Target DR; +1% Lethality || -8% Target DR; +2% Lethality || -14% Target DR; +3% Lethality || -18% Target DR; +4% Lethality || -25% Target DR; +5% Lethality || -33% Target DR; +6% Lethality || All || Ranged only || Ranged only || None
+
| Destroyer || All || Ranged || Ranged || None
 
|-
 
|-
| Fast Trigger || Increases [[AP]] and [[AP Regen]] || +0 AP; -10 AP Regen || +0 AP; +5 AP Regen || +1 AP; +10 AP Regen || +1 AP; +15 AP Regen || +1 AP; +20 AP Regen || +2 AP; +25 AP Regen || +2 AP; +30 AP Regen || +2 AP; +35 AP Regen || All || All || All || All
+
| Fast Trigger || All || All || All || All
 
|-
 
|-
| Frozen Queen || Apply 60% [[Slow]] and [[Confusion]]  || +0 Slow Duration; +1 Confusion Stacks || +1s Slow Duration; +1 Confusion Stacks || +2s Slow Duration; +1 Confusion Stacks || +3s Slow Duration; +1 Confusion Stacks || +3s Slow Duration; +1 Confusion Stacks || +3s Slow Duration; +2 Confusion Stacks || +4s Slow Duration; +2 Confusion Stacks || +4s Slow Duration; +2 Confusion Stacks || All || Melee only || Melee only || None
+
| Frozen Queen || All || Melee || Melee || None
 
|-
 
|-
| Killing Spree || Regen 20% [[AP]] and Regen HP on kill || No AP Regen; -5% Health Regen || AP PVP Only; +5% Health Regen || AP PVP Only; +7% Health Regen || AP PVP Only; +10% Health Regen || AP PVP Only; +15% Health Regen || AP PVP and PVE; +20% Health Regen || AP PVP and PVE; +25% Health Regen || AP PVP and PVE; +30% Health Regen || All || All || All || All
+
| Killing Spree || All || All || All || All
 
|-
 
|-
| Knockback || Gain knockback effect on critical hit and Penetrate Damage Protection || -1 Knockback Distance; -2 Penetration of Damage Protection || +1 Knockback Distance; +1% Penetration of Damage Protection || +1 Knockback Distance; +2% Penetration of Damage Protection || +2 Knockback Distance; +3% Penetration of Damage Protection || +2 Knockback Distance; +4% Penetration of Damage Protection || +3 Knockback Distance; +5% Penetration of Damage Protection || +3 Knockback Distance; +6% Penetration of Damage Protection || +4 Knockback Distance; +7% Penetration of Damage Protection || All || All || None || All
+
| Knockback || All || All || None || All
 
|-
 
|-
| Life Steal || Gain Melee Life Steal and decrease max accuracy for opponents on one hex || +0% Melee Life Steal; +5% Opponent one-hex Accuracy  || +4% Melee Life Steal; -3% Opponent one-hex Accuracy || +9% Melee Life Steal; -5% Opponent one-hex Accuracy || +18% Melee Life Steal; -10% Opponent one-hex Accuracy || +25% Melee Life Steal; -15% Opponent one-hex Accuracy || +33% Melee Life Steal; -25% Opponent one-hex Accuracy || +50% Melee Life Steal; -33% Opponent one-hex Accuracy || +75% Melee Life Steal; -50% Opponent one-hex Accuracy || Melee only || Melee only || Melee only || All
+
| Life Steal || Melee || Melee || Melee || All
 
|-
 
|-
| Long Range || Increase minimal and max accuracy, reduce distance penalty to 1 and Reduce Aimed Attack Delay penalty || -4% Min/Max Accuracy; -0% Aimed Attack Delay Penalty || +4% Min/Max Accuracy; -5% Aimed Attack Delay Penalty || +8% Min/Max Accuracy; -10% Aimed Attack Delay Penalty || +12% Min/Max Accuracy; -15% Aimed Attack Delay Penalty || +16% Min/Max Accuracy; -25% Aimed Attack Delay Penalty || +20% Min/Max Accuracy; -33% Aimed Attack Delay Penalty || +24% Min/Max Accuracy; -50% Aimed Attack Delay Penalty || +28% Min/Max Accuracy; -75% Aimed Attack Delay Penalty || All || Ranged only || Ranged only || None
+
| Long Range || All || Ranged || Ranged || None
 
|-
 
|-
| Bonus Critical Chance || Increase Critical Chance and gain Critical Power Resistance Penetration || -4% Critical Chance; + 0% Critical Power Resistance Penetration || +4% Critical Chance; + 3% Critical Power Resistance Penetration || +6% Critical Chance; + 6% Critical Power Resistance Penetration || +8% Critical Chance; + 9% Critical Power Resistance Penetration || +10% Critical Chance; +12% Critical Power Resistance Penetration || +16% Critical Chance; + 15% Critical Power Resistance Penetration || +22% Critical Chance; + 18% Critical Power Resistance Penetration || +30% Critical Chance; + 21% Critical Power Resistance Penetration || All || All || All || All
+
| Bonus Critical Chance || All || All || All || All
 
|-
 
|-
| More Critical Damage || Increase Critical Damage and apply weakness stacks || -10% - 1% Crit damage Modifier; 0 Weakness Stacks || +2% - +25% Crit damage Modifier; 5 Weakness Stacks || +3% - +30% Crit damage Modifier; 10 Weakness Stacks || +4% - +35% Crit damage Modifier; 15 Weakness Stacks || +5% - +40% Crit damage Modifier; 20 Weakness Stacks || +6% - +45% Crit damage Modifier; 30 Weakness Stacks || +7% - +50% Crit damage Modifier; 40 Weakness Stacks || +8% - +50% Crit damage Modifier; 50 Weakness Stacks || All || None || None || None
+
| More Critical Damage || All || None || None || None
 
|-
 
|-
| Penetrate || Increase DT penetration and increase 1-hex damage || -5% DT Penetration; +0% 1-hex Damage || +5% DT Penetration; +5% 1-hex Damage || +10% DT Penetration; +15% 1-hex Damage || +15% DT Penetration; +33% 1-hex Damage || +20% DT Penetration; +50% 1-hex Damage || +25% DT Penetration; +75% 1-hex Damage || +33% DT Penetration; +100% 1-hex Damage || +50% DT Penetration; +150% 1-hex Damage || All || All || All || None
+
| Penetrate || All || All || All || None
 
|-
 
|-
| Poison || Apply [[poison]] and increase ammo heal value || 0 Poison; -10% ammo heal value || 0-10 Poison; +10% ammo heal value || 0-20 Poison; +20% ammo heal value || 5-30 Poison; +30% ammo heal value || 10-40 Poison; +40% ammo heal value || 15-50 Poison; +50% ammo heal value || 20-60 Poison; +60% ammo heal value || 25-70 Poison; +70% ammo heal value  || All || Melee only || Melee only || None
+
| Poison || All || Melee || Melee || None
 
|-
 
|-
| Scoped || Increase weapon range (Ranged Weapons) and increase AC mod of target || -1 Weapon Range; +0 Target AC Mod || +1 Weapon Range; +0 Target AC Mod || +2 Weapon Range; +0 Target AC Mod || +3 Weapon Range; +5 Target AC Mod || +4 Weapon Range; +10 Target AC Mod || +5 Weapon Range; +15 Target AC Mod || +6 Weapon Range; +20 Target AC Mod || +7 Weapon Range; +25 Target AC Mod || Ranged only || Ranged only || Ranged only || All
+
| Scoped || Ranged || Ranged || Ranged || All
 
|-
 
|-
| Spiked || Increase melee critical damage and melee power || -5% to +0% melee critical damage; +0% melee power || +0 to +15% melee critical damage; +2% melee power || +0 to +30% melee critical damage; +5% melee power || +5% to +45% melee critical damage; +9% melee power || +10% to +60% melee critical damage; +14% melee power || +15% to +75% melee critical damage; +20% melee power || +20% to +90% melee critical damage; +27% melee power || +25% to +105% melee critical damage; +35% melee power || Melee only || Melee only || None || None
+
| Spiked || Melee || Melee || None || None
 
|-
 
|-
| Smasher! || Increase [[Heavy Handed]] malus and Melee Damage || +1 HH malus; -5 Melee Damage || +2 HH malus; +0 Melee Damage || +3 HH malus; +2 Melee Damage || +4 HH malus; +4 Melee Damage || +5 HH malus; +6 Melee Damage || +6 HH malus; +8 Melee Damage || +7 HH malus; -10 Melee Damage || +8 HH malus; +12 Melee Damage || Melee only || Melee only || Melee only || None
+
| Smasher! || Melee || Melee || Melee || None
 
|-
 
|-
| Lethal Damage || Increase [[Lethal Damage]] and covert damage into lethal damage || +5 Lethal Damage; 1% Lethal Damage Conversion || +0 Lethal Damage; 3% Lethal Damage Conversion || +4 Lethal Damage; 6% Lethal Damage Conversion || +8 Lethal Damage; 10% Lethal Damage Conversion || +12 Lethal Damage; 15% Lethal Damage Conversion || +16 Lethal Damage; 21% Lethal Damage Conversion || +20 Lethal Damage; 28% Lethal Damage Conversion || +24 Lethal Damage; 36% Lethal Damage Conversion || All || All || All || All
+
| Lethal Damage || All || All || All || All
 
|}
 
|}
 
Random, Level 4, Event - defines on which type of weapons can be perk obtained randomly, when reaching level 4 or by dialog during event <br>
 
  
 
==List of legendary weapon perks==
 
==List of legendary weapon perks==

Revision as of 01:01, 18 September 2024

Equipped weapon gains experience as you kill NPCs or use Upgrade Parts on it. Upon gaining enough experience it will unlock new perks and their color will change.

First three perks on tier 3 gear are always predefined. Some tier 4 items have random perks even on first three levels.
Fourth perk you are able to chose by dialog window once you unlock it. Exception to this is when you level your weapon by Upgrade Parts then perk will be random.
Fifth perk is always random.
Sixth perk (so called "legendary") is picked from different table of perks instead of regular one. Legednary perks works only against NPCs.
Every weapon can be upgraded by Roger or Cotsford (Vegas) to gain one additional perk.

Weapon perk availability

Random, Level 4, Event - defines on which type of weapons can be perk obtained randomly, when reaching level 4 or by dialog during event

Perk Name Available Random Level 4 Event
Ammo Upgrade Ranged Ranged Ranged None
Bloody Melee ? Melee ?
Bonus Critical Power All All All All
Bonus Max Damage All All All All
Bonus Min Damage All All All All
Bonus Attack Speed All Ranged None None
Damage per Bullet Ranged Ranged Ranged All
Less AP cost All Melee Melee None
Chip Shot All All All All
Destroyer All Ranged Ranged None
Fast Trigger All All All All
Frozen Queen All Melee Melee None
Killing Spree All All All All
Knockback All All None All
Life Steal Melee Melee Melee All
Long Range All Ranged Ranged None
Bonus Critical Chance All All All All
More Critical Damage All None None None
Penetrate All All All None
Poison All Melee Melee None
Scoped Ranged Ranged Ranged All
Spiked Melee Melee None None
Smasher! Melee Melee Melee None
Lethal Damage All All All All

List of legendary weapon perks

Perk Name Effect
More Bonus Damage +100% damage against NPCs
Bonus Bullet Damage +50 Lethal Damage against NPCs
Better Critical Table Critical hits against NPCs are upgraded by 1 bracket
Butcher Double critical chance against NPCs
Enhanced Knockout 25% Knockout effect on critical hit against NPCs

Rerolling

All perks on weapons can be rerolled by Boyce in Junktown or Vault 8 (yes there are two of him). The cost is in local currency and requires the same amount of currency as the experience required to get that level. The perk added by wattz cores or t4 parts can also be rerolled, which is listed as number 7 in the following table. Rerolling is random, so expect to potentially spend a lot of currency before getting exactly what you want.

Level Cost
1 10,000
2 75,000
3 150,000
4 1,000,000
5 5,000,000
6 50,000,000
7 50,000

Weapon Experience

Total amount of Experience required for equipment to level up depends on its tier, type and current level.

Total Experience Needed = Base Experience Needed * Experience Needed Modifier

Base Experience requirement and Experience modifiers to get specific equipment to a specific level can be seen in tables below:

Weapons EXP Base
Equipped weapon gains experience as you kill NPCs or use Upgrade Parts on it. Upon gaining enough experience it will unlock new perks and their color will change.

First three perks on tier 3 gear are always predefined. Some tier 4 items have random perks even on first three levels.
Fourth perk you are able to chose by dialog window once you unlock it. Exception to this is when you level your weapon by Upgrade Parts then perk will be random.
Fifth perk is always random.
Sixth perk (so called "legendary") is picked from different table of perks instead of regular one. Legednary perks works only against NPCs.
Every weapon can be upgraded by Roger or Cotsford (Vegas) to gain one additional perk.

Weapon perk availability

Random, Level 4, Event - defines on which type of weapons can be perk obtained randomly, when reaching level 4 or by dialog during event

Perk Name Available Random Level 4 Event
Ammo Upgrade Ranged Ranged Ranged None
Bloody Melee ? Melee ?
Bonus Critical Power All All All All
Bonus Max Damage All All All All
Bonus Min Damage All All All All
Bonus Attack Speed All Ranged None None
Damage per Bullet Ranged Ranged Ranged All
Less AP cost All Melee Melee None
Chip Shot All All All All
Destroyer All Ranged Ranged None
Fast Trigger All All All All
Frozen Queen All Melee Melee None
Killing Spree All All All All
Knockback All All None All
Life Steal Melee Melee Melee All
Long Range All Ranged Ranged None
Bonus Critical Chance All All All All
More Critical Damage All None None None
Penetrate All All All None
Poison All Melee Melee None
Scoped Ranged Ranged Ranged All
Spiked Melee Melee None None
Smasher! Melee Melee Melee None
Lethal Damage All All All All

List of legendary weapon perks

Perk Name Effect
More Bonus Damage +100% damage against NPCs
Bonus Bullet Damage +50 Lethal Damage against NPCs
Better Critical Table Critical hits against NPCs are upgraded by 1 bracket
Butcher Double critical chance against NPCs
Enhanced Knockout 25% Knockout effect on critical hit against NPCs

Rerolling

All perks on weapons can be rerolled by Boyce in Junktown or Vault 8 (yes there are two of him). The cost is in local currency and requires the same amount of currency as the experience required to get that level. The perk added by wattz cores or t4 parts can also be rerolled, which is listed as number 7 in the following table. Rerolling is random, so expect to potentially spend a lot of currency before getting exactly what you want.

Level Cost
1 10,000
2 75,000
3 150,000
4 1,000,000
5 5,000,000
6 50,000,000
7 50,000

Weapon Experience

Total amount of Experience required for equipment to level up depends on its tier, type and current level.

Total Experience Needed = Base Experience Needed * Experience Needed Modifier

Base Experience requirement and Experience modifiers to get specific equipment to a specific level can be seen in tables below:

Weapons EXP Base
Template loop detected: Weapons EXP Base Table
Weapons EXP Modifier
Template loop detected: Weapons EXP Modifier Table

See Also

Weapons EXP Modifier
Equipped weapon gains experience as you kill NPCs or use Upgrade Parts on it. Upon gaining enough experience it will unlock new perks and their color will change.

First three perks on tier 3 gear are always predefined. Some tier 4 items have random perks even on first three levels.
Fourth perk you are able to chose by dialog window once you unlock it. Exception to this is when you level your weapon by Upgrade Parts then perk will be random.
Fifth perk is always random.
Sixth perk (so called "legendary") is picked from different table of perks instead of regular one. Legednary perks works only against NPCs.
Every weapon can be upgraded by Roger or Cotsford (Vegas) to gain one additional perk.

Weapon perk availability

Random, Level 4, Event - defines on which type of weapons can be perk obtained randomly, when reaching level 4 or by dialog during event

Perk Name Available Random Level 4 Event
Ammo Upgrade Ranged Ranged Ranged None
Bloody Melee ? Melee ?
Bonus Critical Power All All All All
Bonus Max Damage All All All All
Bonus Min Damage All All All All
Bonus Attack Speed All Ranged None None
Damage per Bullet Ranged Ranged Ranged All
Less AP cost All Melee Melee None
Chip Shot All All All All
Destroyer All Ranged Ranged None
Fast Trigger All All All All
Frozen Queen All Melee Melee None
Killing Spree All All All All
Knockback All All None All
Life Steal Melee Melee Melee All
Long Range All Ranged Ranged None
Bonus Critical Chance All All All All
More Critical Damage All None None None
Penetrate All All All None
Poison All Melee Melee None
Scoped Ranged Ranged Ranged All
Spiked Melee Melee None None
Smasher! Melee Melee Melee None
Lethal Damage All All All All

List of legendary weapon perks

Perk Name Effect
More Bonus Damage +100% damage against NPCs
Bonus Bullet Damage +50 Lethal Damage against NPCs
Better Critical Table Critical hits against NPCs are upgraded by 1 bracket
Butcher Double critical chance against NPCs
Enhanced Knockout 25% Knockout effect on critical hit against NPCs

Rerolling

All perks on weapons can be rerolled by Boyce in Junktown or Vault 8 (yes there are two of him). The cost is in local currency and requires the same amount of currency as the experience required to get that level. The perk added by wattz cores or t4 parts can also be rerolled, which is listed as number 7 in the following table. Rerolling is random, so expect to potentially spend a lot of currency before getting exactly what you want.

Level Cost
1 10,000
2 75,000
3 150,000
4 1,000,000
5 5,000,000
6 50,000,000
7 50,000

Weapon Experience

Total amount of Experience required for equipment to level up depends on its tier, type and current level.

Total Experience Needed = Base Experience Needed * Experience Needed Modifier

Base Experience requirement and Experience modifiers to get specific equipment to a specific level can be seen in tables below:

Weapons EXP Base
Template loop detected: Weapons EXP Base Table
Weapons EXP Modifier
Template loop detected: Weapons EXP Modifier Table

See Also

See Also