Difference between revisions of "Class perks"
m (→Clone: Added clone vision information (15 hexes around the clone)) |
(Added Combat Master) |
||
| Line 298: | Line 298: | ||
| Favorite Weapon || [[Weapons#ETG1000|ETG]] (ignores electric immunity) | | Favorite Weapon || [[Weapons#ETG1000|ETG]] (ignores electric immunity) | ||
|- | |- | ||
| − | | Crit Power || | + | | Crit Power || 0–10 |
|- | |- | ||
| Acquisition || Necropolis (36:39), Vertibird crash site ([[:File:Alloc.jpg|picture]]) | | Acquisition || Necropolis (36:39), Vertibird crash site ([[:File:Alloc.jpg|picture]]) | ||
| Line 394: | Line 394: | ||
! Perk Rank Sum !! Bounty Power Bonus | ! Perk Rank Sum !! Bounty Power Bonus | ||
|- | |- | ||
| − | | | + | | 0-17 || +0 |
|- | |- | ||
| − | | | + | | 18-33 || +1 |
|- | |- | ||
| − | | | + | | 34-50 || +2 |
|- | |- | ||
| 51+ || +3 | | 51+ || +3 | ||
| Line 438: | Line 438: | ||
'''Step 3:''' Apply miscellaneous bonuses and penalties. | '''Step 3:''' Apply miscellaneous bonuses and penalties. | ||
| − | * +1 if your [[weapon]]'s tier is above 3. | + | *+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 above 350. |
| − | * ‑1 if your attack's [[damage]] is below 100. | + | *‑1 if your attack's [[damage]] is below 100. |
| − | * ‑1 if your attack was not a [[critical hit]]. | + | *‑1 if your attack was not a [[critical hit]]. |
| − | * ‑1 if the target has the [[In Your Face!]] perk. | + | *‑1 if the target has the [[In Your Face!]] perk. |
| − | * ‑1 if you have the Quick Fingers [[Perk Synergy]]. | + | *‑1 if you have the Quick Fingers [[Perk Synergy]]. |
'''Step 4:''' Apply the lower cap (0) and the upper cap (7). | '''Step 4:''' Apply the lower cap (0) and the upper cap (7). | ||
| Line 510: | Line 510: | ||
| Gain SPECIAL class bonus || [[Gain Charisma]]: +10 HP | | Gain SPECIAL class bonus || [[Gain Charisma]]: +10 HP | ||
|- | |- | ||
| − | | Fury || | + | | Fury || -1 [[Charisma]] per stack |
|- | |- | ||
| Rage || Set 2 random SPECIAL<br>attributes to 1 for 10s | | Rage || Set 2 random SPECIAL<br>attributes to 1 for 10s | ||
| Line 532: | Line 532: | ||
*For base stats, see [[#Basic framework|the above table]].<br> | *For base stats, see [[#Basic framework|the above table]].<br> | ||
Class bonuses: | Class bonuses: | ||
| − | * +3 [[level perks]] (<span style="color:#ec0003;">Chosen One must be acquired before level 50 to get this bonus</span>) | + | *+3 [[level perks]] (<span style="color:#ec0003;">Chosen One must be acquired before level 50 to get this bonus</span>) |
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
| '''Sample build (Patch 6.4) ''' | | '''Sample build (Patch 6.4) ''' | ||
| Line 614: | Line 614: | ||
**Blue/unmarked: No changes | **Blue/unmarked: No changes | ||
*When directing the clone with alt‑click commands the neutral "Command Move" is recommended to avoid aggroing non-hostile NPCs. | *When directing the clone with alt‑click commands the neutral "Command Move" is recommended to avoid aggroing non-hostile NPCs. | ||
| + | |} | ||
| + | |||
| + | == Combat Master == | ||
| + | |||
| + | {| class="wikitable" style="width:100%; border:none; background:none;" | ||
| + | | style="width:30%; vertical-align:top; border:none; padding-right:20px;" | | ||
| + | {| class="wikitable" style="width:100%;" | ||
| + | ! colspan="2" | Combat Master | ||
| + | |- | ||
| + | | Min. Level || 35 | ||
| + | |- | ||
| + | | Role || Utility | ||
| + | |- | ||
| + | | SPECIAL || [[Strength]]: +1% [[Critical_Hit#Critical_Power_and_Critical_Roll|critical power]] | ||
| + | |- | ||
| + | | Gain SPECIAL bonus || [[Gain Strength]]: +5% critical power | ||
| + | |- | ||
| + | | Fury || +6% critical power per stack | ||
| + | |- | ||
| + | | Rage || Ignore critical resistances for 10s | ||
| + | |- | ||
| + | | Drawbacks || <span style="color:#800080;">You're limited to 1 Trait;<br>Luck reduces [[DR]] by 1%</span> | ||
| + | |- | ||
| + | | PvE Ability || Lifesteal cap increased to 50% | ||
| + | |- | ||
| + | | Favorite Weapon || [[Weapons#Hammers|Hammers]] (doubled [[Strike]] jump range) | ||
| + | |- | ||
| + | | Crit Power || 0–80 | ||
| + | |- | ||
| + | | Acquisition || San Francisco (9:25) ([[:File:Cmloc.jpg|picture]]) | ||
| + | |} | ||
| + | | style="width:70%; vertical-align:top; border:none;" | | ||
| + | *'''Combat Master''' is a melee-focused utility class with exceptional mobility. | ||
| + | *For base stats, see [[#Basic framework|the above table]]. | ||
| + | |||
| + | Combat Master has many advantages in [[Close Combat|close combat]]: | ||
| + | *+30 [[melee damage]]. | ||
| + | *+125% melee [[critical chance]]. | ||
| + | *Using the 2-handed weapon [[Critical Table|critical table]] when wielding melee weapons, resulting in significantly better criticals. | ||
| + | *[[Strike]] instantly moving you next to the target and allowing you to ignore their melee protection for 10 seconds. This "engagement jump" has a range of 20 hexes unless you're using a [[Weapons#Hammers|hammer]] in which case the range is increased to 40 hexes | ||
| + | *90% shorter battle timer after being hit. This doesn't affect the battle timer when ''you'' are doing the hitting. | ||
|} | |} | ||
Revision as of 10:40, 11 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.
Contents
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. | ||||||||||||||||||||||
Bounty Hunter
|
Being a Bounty Hunter has many benefits.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Chosen One
|
Class bonuses:
| ||||||||||||||||||||||||||||||||||||||||||||
Clone
|
The clone-summoning ability works as follows:
| ||||||||||||||||||||
Combat Master
|
Combat Master has many advantages in close combat:
| ||||||||||||||||||||||||
All the other classes
| Name | Req. level |
Effect | Notes | Fav. Weapon | Base Critical Power |
|---|---|---|---|---|---|
| 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) |