Deterioration

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Deterioration, from Latin deteriorare "to make worse", from deterior "lower, worse".
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Deterioration is a statistic that modifies weapons and armors efficiency.
  
On weapon it means how much the weapon was used, and thus more likely to be broken or not aiming well.
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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.
  
==Scaling==
 
*0% = freshly created, unused wapon.
 
*100% = weapon is completely worn out, and needs fixing.
 
  
Note: Most weapons over 20% are not so worthy usingor buying.
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== Basic information ==
==Fixing==
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=== Causing deterioration ===
*You can decrease the deterioraiton by performing [[Repair]] on the weapon - but it is advised that this action was performed by the player with high [[Repair]] skill (over 100%).  
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* [[Armors]] deteriorate when person wearing them is hit.
*Failing in fixing will make weapon worse, so it's sort of gambling.
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* [[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.
==Addiional info==
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See also [[Weapons]].
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[[category:weapons]]
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=== Formula ===
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The deterioration formula uses ''deterioration points'', invisible in-game. 1% of deterioration is 300 ''deterioration points'' (so 100% would be 30000).
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* 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 100% deterioration.
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=== Deterioration effects ===
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Deterioration is showed in percents, up to 100. The more the number is high, the more this weapon is deteriorated.
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* 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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* 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 80% 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).
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* The more an item is deteriorated, the less it's worth to sell to [[NPC]] traders.
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== Broken items ==
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An item that reaches 100% deterioration is broken. Once it is broken, you can't use it, but with a high [[repair]] [[skill]] you can repair it, and make it back to 0% deterioration, and usable again.
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A victim's armor or weapon may also break when a burst from a gun kills the victim.
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When NPCs have another weapon in their inventory, and the one in their hands breaks down, they change automatically and use the new one.
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=== Broken count ===
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Weapons you get from [[random encounters]] are initially broken 6-8 times already. '''An item can break down 10 times, then it's useless''' - neither usable nor repairable. An NPC trader will lower the value of an item with a higher breakdown count.
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== Repairing ==
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You can decrease the deterioration by performing a [[repair]] attempt on the weapon. You can try to repair the weapon even when it's not broken down, with -50 repair modifier, and some additional secret modifiers depending on weapon breakdown count. You can repair already broken weapon with -50, -100 or -150 modifiers, depending on breakdown count (in weapon description : "small number of breakages" is -50, etc.).
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Failing in fixing will make weapon deterioration higher.
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==See also==
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*[[Armors]].
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*[[Weapons]].

Latest revision as of 20:27, 17 November 2012

Deterioration is a statistic that modifies weapons and armors efficiency.

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.


Contents

[edit] Basic information

[edit] Causing deterioration

  • 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.

[edit] 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 100% deterioration.

[edit] Deterioration effects

Deterioration is showed in percents, up to 100. The more the number is high, the more this weapon is deteriorated.

  • 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 80% 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.

[edit] Broken items

An item that reaches 100% deterioration is broken. Once it is broken, you can't use it, but with a high repair skill you can repair it, and make it back to 0% deterioration, and usable again.

A victim's armor or weapon may also break when a burst from a gun kills the victim.

When NPCs have another weapon in their inventory, and the one in their hands breaks down, they change automatically and use the new one.

[edit] Broken count

Weapons you get from random encounters are initially broken 6-8 times already. An item can break down 10 times, then it's useless - neither usable nor repairable. An NPC trader will lower the value of an item with a higher breakdown count.


[edit] Repairing

You can decrease the deterioration by performing a repair attempt on the weapon. You can try to repair the weapon even when it's not broken down, with -50 repair modifier, and some additional secret modifiers depending on weapon breakdown count. You can repair already broken weapon with -50, -100 or -150 modifiers, depending on breakdown count (in weapon description : "small number of breakages" is -50, etc.).

Failing in fixing will make weapon deterioration higher.

[edit] See also

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