Deterioration
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=== Causing deterioration === | === Causing deterioration === | ||
* [[Armors]] deterioration is caused by shooting on someone that is wearing the armor. | * [[Armors]] deterioration is caused by shooting on someone that is wearing the armor. | ||
− | * [[Weapons]] deterioration is caused by shooting with the weapon. Melee and | + | * [[Weapons]] deterioration is caused by shooting with the weapon. [[Melee]] and [[Hand-to-hand]] weapons do not deteriorate. |
+ | |||
+ | === 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. | ||
=== Deterioration effects === | === Deterioration effects === | ||
Deterioration is showed in per cents, up to 100. The more the number is high, the more this weapon is deteriorated. | Deterioration is showed in per cents, up to 100. The more the number is high, the more this weapon is deteriorated. | ||
* The more an [[armor]] is deteriorated, the less it protects from harm. | * The more an [[armor]] is deteriorated, the less it protects from harm. | ||
− | * The more a [[weapon]] is deteriorated, the more it has chance to score [[critical failures]]. | + | * 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). |
− | + | ||
− | == | + | == 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. | ||
− | + | 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 === | ||
+ | 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. A NPC trader will lower the value of an item with higher breakdown count. | ||
− | |||
− | == | + | == 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. | ||
==See also== | ==See also== | ||
− | |||
*[[Armors]]. | *[[Armors]]. | ||
+ | *[[Weapons]]. |
Revision as of 09:35, 29 May 2010
Deterioration is a statistic that modifies weapons and armors efficiency.
When they are use, 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 |
Basic informations
Causing deterioration
- Armors deterioration is caused by shooting on someone that is wearing the armor.
- Weapons deterioration is caused by shooting with the weapon. Melee and Hand-to-hand weapons do not deteriorate.
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.
Deterioration effects
Deterioration is showed in per cents, up to 100. The more the number is high, the more this weapon is deteriorated.
- The more an armor is deteriorated, the less it protects from harm.
- 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).
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.
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
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. A NPC trader will lower the value of an item with higher breakdown count.
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.