Deterioration
(stacked weapons don't deter) |
(as per update 17/11/2012) |
||
(3 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
Deterioration is a statistic that modifies weapons and armors efficiency. | Deterioration is a statistic that modifies weapons and armors efficiency. | ||
− | When they are | + | 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]] | + | * [[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 the weapon. Any weapon that can stack does not deteriorate. This includes all [[Throwing]] weapons and most low-tier [[Unarmed]] and [[Melee]] weapons. | ||
Line 15: | Line 15: | ||
=== Deterioration effects === | === Deterioration effects === | ||
Deterioration is showed in percents, up to 100. The more the number is high, the more this weapon is deteriorated. | 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 | + | * 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 | + | |
+ | * 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. | * The more an item is deteriorated, the less it's worth to sell to [[NPC]] traders. | ||
− | |||
== Broken items == | == 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. | 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. | When NPCs have another weapon in their inventory, and the one in their hands breaks down, they change automatically and use the new one. | ||
=== Broken count === | === 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. | + | 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. |
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.