Difference between revisions of "Class perks"
m (→Bounty Hunter: Added information about bounty stack threshold effects and $$$ WE/NRW bonuses) |
(→Bounty Hunter: Added information on calculating Bounty Hunter's bounty power) |
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'''Note:''' The extra critical chance equal to the distance to your target (in hexes) from Assassin's favorite weapon bonus can push your critical chance above 100% and is not reduced by the target's critical chance resistance. | '''Note:''' The extra critical chance equal to the distance to your target (in hexes) from Assassin's favorite weapon bonus can push your critical chance above 100% and is not reduced by the target's critical chance resistance. | ||
|} | |} | ||
| − | |||
| − | |||
{| class="wikitable" style="width:100%; border:none; background:none;" | {| class="wikitable" style="width:100%; border:none; background:none;" | ||
| Line 372: | Line 370: | ||
| Crit Power || 0–75 | | Crit Power || 0–75 | ||
|- | |- | ||
| − | | Acquisition || Klamath (8:2), Trapper Town | + | | Acquisition || Klamath (8:2), Trapper Town ([[:File:Bounty Hunter NPC Klamath.png|picture]]) |
| + | |} | ||
| + | {| class="mw-collapsible mw-collapsed wikitable" | ||
| + | | '''Bounty Power Calculation''' | ||
| + | |- | ||
| + | | | ||
| + | Bounty power determines how many bounty stacks Bounty Hunter applies per hit. It is calculated as follows: | ||
| + | |||
| + | '''Step 1:''' Add up the ranks of your Weapon Perks, keeping in mind that rank F = 1, rank E = 2, rank D = 3, rank C = 4, rank B = 5, rank A = 6, rank S = 7, rank S+ = 8, then find your result's corresponding value in the bounty power bonus column of the table below. | ||
| + | |||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! Perk Rank Sum !! Bounty Power Bonus | ||
| + | |- | ||
| + | | 0–17 || +0 | ||
| + | |- | ||
| + | | 18–33 || +1 | ||
| + | |- | ||
| + | | 34–50 || +2 | ||
| + | |- | ||
| + | | 51+ || +3 | ||
| + | |} | ||
| + | |||
| + | '''Step 2:''' Add a value based on your weapon type from one of the tables below to the value from step 1. | ||
| + | |||
| + | '''For conventional weapons:''' | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! Weapon Type !! Base Bounty Power | ||
| + | |- | ||
| + | | [[Weapons#Fast Pistols|Fast Pistols]], [[Weapons#Damage Knives|Damage Knives]], [[Weapons#Damage Pistols|Damage Pistols]], [[Weapons#Fast Knives|Fast Knives]], [[Weapons#Rocket Launcher|Rocket Launchers]], [[Weapons#Punch Weapons|Punch Weapons]], [[Weapons#Hammers|Hammers]], [[Weapons#Clubs|Clubs]], [[Weapons#SMGs|SMGs]] || 1 | ||
| + | |- | ||
| + | | [[Weapons#Range Pistols|Range Pistols]], [[Weapons#Machine Guns|Machine Guns]], [[Weapons#Assault Rifles|Assault Rifles]], [[Weapons#Flamers|Flamers]], [[Weapons#Miniguns|Miniguns]], [[Weapons#Explosive Small Guns|Explosive Small Guns]] || 2 | ||
| + | |- | ||
| + | | [[Weapons#Shotguns|Shotguns]], [[Weapons#Support Rifles|Support Rifles]] || 3 | ||
| + | |- | ||
| + | | [[Weapons#Sniper Rifles|Sniper Rifles]] || 4 | ||
| + | |- | ||
| + | | [[Weapons#Heavy Sniper Rifles|Heavy Sniper Rifles]] || 5 | ||
| + | |} | ||
| + | |||
| + | '''For energy weapons''': | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! Weapon Name !! Base Bounty Power | ||
| + | |- | ||
| + | | [[Laser Pistol]], [[Plasma Pistol]], [[Electric Zip Gun]], [[Magneto-Laser Pistol]], [[Solar Scorcher]], [[Plasma Pistol MKII]], [[Pulse Pistol]], [[Alien Blaster]], [[Commissar's Pistol]] || 1 | ||
| + | |- | ||
| + | | [[Signal Pistol]], [[Plasma SMG]], [[ELECTRO Launcher]], [[Fire Rifle]], [[Gatling Laser]], [[Heat Machine]] || 2 | ||
| + | |- | ||
| + | | [[Laser Rifle]], [[Turbo Plasma Rifle]], [[Electro Cannon]] || 3 | ||
| + | |- | ||
| + | | [[Plasma Rifle]], [[Prototype 14]], [[Plasma Gatling]], [[Turbolaser]] || 4 | ||
| + | |- | ||
| + | | [[Pyro Rifle]], [[Pulse Rifle]] || 5 | ||
| + | |} | ||
| + | |||
| + | '''Step 3:''' Apply miscellaneous bonuses and penalties. | ||
| + | * +1 if your [[weapon]]'s tier is above 3. | ||
| + | * +1 if your attack's damage is above 350. | ||
| + | |||
| + | * ‑1 if your attack's [[damage]] is below 100. | ||
| + | * ‑1 if your attack was not a [[critical hit]]. | ||
| + | * ‑1 if the target has the [[In Your Face!]] perk. | ||
| + | * ‑1 if you have the Quick Fingers [[Perk Synergy]]. | ||
| + | |||
| + | '''Step 4:''' Apply the lower cap (0) and the upper cap (7). | ||
| + | |||
| + | '''Step 5:''' You now know your bounty power! Use the table below to find out how many bounty stacks it will allow you to apply to your target. | ||
| + | |||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! Bounty Power !! Bounty Stacks Applied | ||
| + | |- | ||
| + | | 0 || 0 | ||
| + | |- | ||
| + | | 1 || 1 | ||
| + | |- | ||
| + | | 2 || 1-2 | ||
| + | |- | ||
| + | | 3 || 1-4 | ||
| + | |- | ||
| + | | 4 || 1-6 | ||
| + | |- | ||
| + | | 5 || 1-8 | ||
| + | |- | ||
| + | | 6 || 4-8 | ||
| + | |- | ||
| + | | 7 || 8 | ||
| + | |} | ||
| + | |||
| + | '''Note:''' The [[Strike]] bonus of 10 additional bounty stacks is separate from this calculation. | ||
|} | |} | ||
| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Bounty Hunter''' is a PvP-focused DPS class with a powerful debuffing ability. | *'''Bounty Hunter''' is a PvP-focused DPS class with a powerful debuffing ability. | ||
*For base stats, see [[#Basic framework|the above table]]. | *For base stats, see [[#Basic framework|the above table]]. | ||
| + | |||
Being a Bounty Hunter has many benefits. | Being a Bounty Hunter has many benefits. | ||
*Critical roll bonuses scaling with your and your target's combined ''base'' crit chance (bonuses from weapons and perks do not apply). | *Critical roll bonuses scaling with your and your target's combined ''base'' crit chance (bonuses from weapons and perks do not apply). | ||
| Line 386: | Line 476: | ||
**Bounty Hunter applies "bounty" stacks on hit that reduce the target's damage by 1% per stack. | **Bounty Hunter applies "bounty" stacks on hit that reduce the target's damage by 1% per stack. | ||
**Bounty stacks can only be applied to players. | **Bounty stacks can only be applied to players. | ||
| − | ** | + | **Bounty Power determines the number of bounty stacks per hit; the cap on stacks from bounty power is 8. |
*[[Strike]] applies 10 additional Bounty stacks to the target. | *[[Strike]] applies 10 additional Bounty stacks to the target. | ||
*Bounty Hunters can see everyone's bounty stacks. | *Bounty Hunters can see everyone's bounty stacks. | ||
Revision as of 19:03, 9 January 2026
Class Perks are FOnline 3's unique take on character classes.
Any given character can only have one Class Perk, but three of the classes (Alien, Cyborg, and Robot) have flexibility in the role they fulfil.
With the exception of the three "flex" classes, all Class Perks assign the character that picked them a specific role.
There are six roles available: tank, semi-tank, utility, DPS, sniper, and sneaker.
Each of the six roles gives you a different baseline, influencing the number of action points you start with, your initial health pool, how much damage you output, and more; see the table below for details.
Basic framework
| Classes | Parameter | Base Value | Conditional DR Adjustments | ||
|---|---|---|---|---|---|
| Current DR | DR modifier | DR Penetration Protection | |||
| Tanks | |||||
| Base AP | 2 | <25% | +10 | +2 | |
| Base HP | 200 | 25% to 49% | +15 | +5 | |
| Base DMG multi | 50% | 50% to 89% | +20 | +10 | |
| DR cap | 95% | 90% to 99% | +25 | +10 | |
| DT cap | +5 | 100% | +30 | +10 | |
| Semi-tanks | |||||
| Base AP | 3 | <25% | 0 | 0 | |
| Base HP | 150 | 25% to 49% | +5 | +1 | |
| Base DMG multi | 75% | 50 to 89% | +10 | +2 | |
| DR cap | 90% | 90% to 99% | +15 | +5 | |
| DT cap | +2 | 100% | 0 | 0 | |
| Utility | |||||
| Base AP | 4 | <25% | -5 | 0 | |
| Base HP | 75 | 25% to 49% | -7 | 0 | |
| Base DMG multi | 100% | 50 to 89% | -10 | 0 | |
| DR cap | 80% | 90% to 99% | 0 | 0 | |
| DT cap | -1 | 100% | 0 | 0 | |
| DPS | |||||
| Base AP | 5 | <25% | -10 | 0 | |
| Base HP | 50 | 25% to 49% | -15 | 0 | |
| Base DMG multi | 110% | 50 to 89% | -20 | 0 | |
| DR cap | 70% | 90% to 99% | 0 | 0 | |
| DT cap | -2 | 100% | 0 | 0 | |
| Snipers | |||||
| Base AP | 7 | <25% | -15 | -5 | |
| Base HP | 30 | 25% to 49% | -30 | -5 | |
| Base DMG multi | 125% | 50 to 89% | 0 | 0 | |
| DR cap | 50% | 90% to 99% | 0 | 0 | |
| DT cap | -4 | 100% | 0 | 0 | |
| Sneakers | |||||
| Base AP | 8 | <25% | 0 | -10 | |
| Base HP | 20 | 25% to 49% | 0 | 0 | |
| Base DMG multi | 150% | 50 to 89% | 0 | 0 | |
| DR cap | 0% | 90% to 99% | 0 | 0 | |
| DT cap | -6 | 100% | 0 | 0 | |
Class roles
- Tanks survive to support the team, whether through buffs (Leader), healing (Priest), or simply being a huge bullet sponge holding the front line (Super Mutant). They have great defensive capabilities but their damage is significantly reduced and they constantly find themselves out of action points.
- Semi-tanks are versatile front-line fighters with both a significant health pool and decent damage. They all have a unique ace up their sleeve, be it a couple extra perks (Chosen One), sheer luck (Randomboy), or an evil twin (Clone).
- Utility classes focus on taking full advantage of their unique ability to take a specific combat mechanic to a level unachievable by any other class; they may have access to nearly limitless action points (Raider), superpowered traits (Regulator), or the ability to rapidly close distance with their opponent (Combat Master).
- DPS classes have one purpose: providing a high sustained damage output. They start with a high damage multiplier (1.1x) and gain deadly abilities, such as doubled lethal damage (Wrecker) or improved item perks (Hubologist), at the cost of their already limited defensive capabilities.
- Snipers are the glass cannons of FOnline 3, deadly at long range but completely helpless otherwise. Their unique abilities, such as heavy sniper rifles never missing (Sniper) or significantly increased critical power (Robobrain) are focused on long-range combat and nothing else.
- Sneakers are fragile but lethal ambush predators. They may be able to attack without de-sneaking (Assassin) or deal massive additional damage to characters low on health (Scout) but stand little chance in open combat.
Class Perks
Class Perk selection defines your character's core identity and their place in the six-role system.
Each Class Perk grants a unique set of abilities, limitations, bonuses, and penalties that fundamentally change your gameplay experience.
As of Patch 6.4.1, twenty-three unique Class Perks are available.
Alien
|
Alien receives several powerful bonuses:
| ||||||||||||||||||||||
Assassin
|
There are many unique advantages to being an Assassin:
Note: The extra critical chance equal to the distance to your target (in hexes) from Assassin's favorite weapon bonus can push your critical chance above 100% and is not reduced by the target's critical chance resistance. | ||||||||||||||||||
|
Being a Bounty Hunter has many benefits.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
All classes
| Name | Req. level |
Effect | Notes | Fav. Weapon | Base Critical Power |
|---|---|---|---|---|---|
| Alien | 45 |
|
|
ETG Ignores Electric Damage immunity. |
0-10 |
| Assassin | 90 |
|
|
Range Pistols apply critical damage equal to weapon range (1 hex = 1% damage). | 0-90 |
| Bounty Hunter | 80 |
|
|
+10% power, +10 sec for applying Slow and ignore class negative scaling when using Plasma Weapons | 0-75 |
| Chosen One | 30 |
|
|
+25% 1-hex damage while using SMGs | 0-45 |
| Clone |
150 |
|
|
Laser Weapons 5% chance to bounce attack to another target (like ETG). | 0-50 |
| Combat Master | 35 |
|
|
Increased range of strike by 100% while Hammers | 0-80 |
| Cyborg | 120 |
|
(Please note that if you install implants via the normal method and not with the Cyborg cmd menu, you will lose any implant tokens you would normally receive when you next reroll)
|
Apply Shock for 1 sec when using clubs | 0-65 |
| Deathclaw | 40 |
Slow Aura Mechanic:
PvE Ability: +10 melee damage against NPCs Scaling:
|
You can get this perk in Modoc in north
|
Provides Slow Aura with Punch Weapons | 0-55 |
| Hubologist | 105 |
|
|
Electro Weapons double damage | 10-20 |
| Infantry | 130 |
|
|
Shotguns +2 tiers in shotgun's damage multi calculations | 0-60 |
| Killer | 60 |
|
|
Miniguns +25% accuracy | 0-95 |
| Leader | 65 |
|
|
Gains 1 HP per 1% of Critical Chance Resistance while using Flamers | 0-35 |
| Paramedic | 65 |
|
|
Fast Pistols +25% more healing to target | 0-30 |
| Priest | 70 |
|
|
Machine Gun +10% Carry Weight | 0-20 |
| Random Boy | 100 |
Roll 1 extra stat which effect is scaling with Luck:
|
Stats what Randomboy can roll:
|
Assault Rifle get random damage per bullet from -3 to +3 | 0-100 |
| Raider | 95 |
|
|
Fire Weapons |
5-25 |
| Regulator | 25 |
|
|
Damage Pistols -1 AP Cost | 10-40 |
| Scout | 85 |
|
|
Penetrate 25% of Critical Chance, roll, and power Resistance while using Sniper Rifles | 0-105 |
| Sniper | 140 |
|
|
Heavy Sniper Rifles never miss | 0-85 |
| Soldier | 110 |
|
Damage caps:
|
Support Rifles -10% Attack Delay, +100% exp gain | 0-70 |
| Super Mutant | 50 |
|
|
Rocket Launchers +1 Radius, ignore Damage Threshold. | 0-25 |
| Wrecker | 75 |
|
|
Grenade Launchers +15 Lethal Damage and 25% Lethal Penetration | 0-40 |
| Robot | 170 |
Transform 1: Sentry Bot
Transform 2: Mr. Handy
Transform 3: Robobrain
Transform 4: Eyebot
|
|
Depends on transformation | Depends on transformation (See table) |