Deterioration: Difference between revisions

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Deterioration is a statistic that modifies weapons and armors efficiency.
Deterioration is a statistic that modifies the efficiency of weapons and armor. When a weapon is used, it deteriorates, and when you wear an armor and you are shot, your armor deteriorates too. When a weapon is deteriorated, the wielder is more likely to suffer a critical failure. (Weapons that stack do not deteriorate.) More deteriorated armor has a higher chance to allow incoming damage to "bypass" it, and a broken armor doesn't block anything.
[[File:Deterioration_item.png|right|thumb|Slightly worn item]]  
[[File:Deterioration_item.png|right|thumb|Slightly worn item]]  
When they are used, weapons deteriorate, and when you wear an armor and you are shot, your armor deteriorates too! When a weapon is deteriorated, it had more chance to cause critical failure.


== Basic Information ==
== Basic Information ==
=== Causing deterioration ===
=== Causing Deterioration ===
* [[Armors]] deteriorate when person wearing them is hit.
* [[Armors]] deteriorate when person wearing them is hit.
* [[Weapon]] deterioration is caused by shooting with the weapon. Any weapon that can stack does not deteriorate. This includes all [[Throwing]] weapons and most low-tier [[Unarmed]] and [[Melee]] weapons.
* [[Weapon]] deterioration is caused by shooting with a gun (or punching with a [[Power Fist]], etc.). Any weapon that can stack does not deteriorate. This includes all [[Throwing]] weapons and most low-tier [[Unarmed]] and [[Melee]] weapons.


=== Formula ===
=== Formula ===
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=== Deterioration Effects ===
=== Deterioration Effects ===
Deterioration is showed in percents, up to 100. The lower number means more deteriorated weapon or armor.
An item's condition is shown as a percentage, up to 100%, so Deterioration is the inverse; the ''lower number'' means ''more'' deteriorated weapon or armor.
* The more an [[armor]] is deteriorated, the more chance the wearer has a chance to receive "partial bypass" on critical as well as non-critical hits. Chance to be bypassed for each bullet applies when [[condition]] goes under 50% and is calculated by formula (50-condition)*2%. (e.g. 0% bypass chance at 50% condition, 50% chance at 25% condition, 100% chance at 0% condition). "Partial bypass" has no effect on traditional critical hit bypass. Deterioration of armor does not change its [[DT]] or [[DR]].
* The more an [[armor]] is deteriorated, the more chance the wearer has a chance to receive "partial bypass" on critical as well as non-critical hits. Chance to be bypassed for each bullet applies when [[condition]] goes under 50% and is calculated by formula (50-condition)*2%. (e.g. 0% bypass chance at 50% condition, 50% chance at 25% condition, 100% chance at 0% condition). "Partial bypass" has no effect on traditional critical hit bypass. Deterioration of armor does not change its [[DT]] or [[DR]].


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== Broken Items ==
== Broken Items ==
[[File:Broken_Item.png|right|thumb|Broken weapon]]
[[File:Broken_Item.png|right|thumb|Broken weapon]]
An item that reaches 0% deterioration is broken.  
An item that reaches 0% condition (100% Deterioration) is broken, and its description will say ''"It's beyond repair"''.  


Broken weapons can not be used.
Broken weapons can be held in an active slot and thus brandished, but will no longer function as working weapons for combat purposes.


Broken armors can be worn, but offer no protection. Prefix stats, however, are applied even when armor is broken
Broken armors can be worn though they no longer offer any protection, but don't throw them out too quickly! Their bonuses still work; prefix stats are applied even when armor is broken. So armor with +1 [[Charisma]], still gives you +1 to [[Charisma]] even once the armor is broken.


== Repairing ==
== Repairing ==
You can decrease the deterioration by performing a [[repair]] attempt on the weapon. Failing in fixing will make weapon deterioration higher.
You can improve the condition (decrease deterioration) with a successful [[Repair]] attempt on a weapon or armor. Use your [[Repair]] skill for this, but for best results, arm a repair tool in Slot 1. The [[Super Tool Kit]] is the best for this. Low skill will usually result in a failed [[Repair]] attempt, which immediately degrades the item's condition (makes deterioration higher).


==See Also==
==See Also==

Revision as of 17:27, 26 July 2021

Deterioration is a statistic that modifies the efficiency of weapons and armor. When a weapon is used, it deteriorates, and when you wear an armor and you are shot, your armor deteriorates too. When a weapon is deteriorated, the wielder is more likely to suffer a critical failure. (Weapons that stack do not deteriorate.) More deteriorated armor has a higher chance to allow incoming damage to "bypass" it, and a broken armor doesn't block anything.

Slightly worn item

Basic Information

Causing Deterioration

  • Armors deteriorate when person wearing them is hit.
  • Weapon deterioration is caused by shooting with a gun (or punching with a Power Fist, etc.). Any weapon that can stack does not deteriorate. This includes all Throwing weapons and most low-tier Unarmed and Melee weapons.

Formula

The deterioration formula uses deterioration points, invisible in-game. 1% of deterioration is 300 deterioration points (so 100% would be 30000).

  • Each shot with a weapon gives (300-skill)*(1+brokenCount/3)/2 deterioration points. For example, with 200 in concerned skill, each shot is 50 points for weapon with 0-2 breakdowns, 100 with 3-5, 150 with 6-8, 200 with 9. A weapon that has broken down 9 times will be usable 150 times before it reaches 0% deterioration.


// Actual formula ((max_skill - min(skill, 200)) / 6 200+ skill is equal to 200 there is no difference between 200 and 300

Deterioration Effects

An item's condition is shown as a percentage, up to 100%, so Deterioration is the inverse; the lower number means more deteriorated weapon or armor.

  • The more an armor is deteriorated, the more chance the wearer has a chance to receive "partial bypass" on critical as well as non-critical hits. Chance to be bypassed for each bullet applies when condition goes under 50% and is calculated by formula (50-condition)*2%. (e.g. 0% bypass chance at 50% condition, 50% chance at 25% condition, 100% chance at 0% condition). "Partial bypass" has no effect on traditional critical hit bypass. Deterioration of armor does not change its DT or DR.
  • The more a weapon is deteriorated, the more it has chance to score critical failures when shooting. There is 1% chance per 5% deterioration for a miss to be upgraded to a critical miss : A weapon with 20% deterioration has 16% chance to score a critical miss (Weapon explodes, falls on the ground, etc.) when missing. 95% deterioration means 1 in 100 shots is critical failure (And 1 in 20 is a miss, 1 in 5 is critical miss).
  • The more an item is deteriorated, the less it's worth to sell to NPC traders.

Broken Items

Broken weapon

An item that reaches 0% condition (100% Deterioration) is broken, and its description will say "It's beyond repair".

Broken weapons can be held in an active slot and thus brandished, but will no longer function as working weapons for combat purposes.

Broken armors can be worn though they no longer offer any protection, but don't throw them out too quickly! Their bonuses still work; prefix stats are applied even when armor is broken. So armor with +1 Charisma, still gives you +1 to Charisma even once the armor is broken.

Repairing

You can improve the condition (decrease deterioration) with a successful Repair attempt on a weapon or armor. Use your Repair skill for this, but for best results, arm a repair tool in Slot 1. The Super Tool Kit is the best for this. Low skill will usually result in a failed Repair attempt, which immediately degrades the item's condition (makes deterioration higher).

See Also