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		<title>Deterioration - Revision history</title>
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		<updated>2026-04-18T20:47:34Z</updated>
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		<id>https://wiki.fonline-aftertimes.net/index.php?title=Deterioration&amp;diff=1205&amp;oldid=prev</id>
		<title>Worldremaker: Created page with &quot;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 det...&quot;</title>
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				<updated>2017-04-14T13:23:41Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;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 det...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Deterioration is a statistic that modifies weapons and armors efficiency.&lt;br /&gt;
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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.&lt;br /&gt;
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== Basic Information ==&lt;br /&gt;
=== Causing deterioration ===&lt;br /&gt;
* [[Armors]] deteriorate when person wearing them is hit.&lt;br /&gt;
* [[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.&lt;br /&gt;
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=== Formula ===&lt;br /&gt;
The deterioration formula uses ''deterioration points'', invisible in-game. 1% of deterioration is 300 ''deterioration points'' (so 100% would be 30000).&lt;br /&gt;
* 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.&lt;br /&gt;
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=== Deterioration Effects ===&lt;br /&gt;
Deterioration is showed in percents, up to 100. The lower number means more deteriorated weapon or armor.&lt;br /&gt;
* The more an [[armor]] is deteriorated, the more chance the wearer has a chance to receive &amp;quot;partial bypass&amp;quot; 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). &amp;quot;Partial bypass&amp;quot; has no effect on traditional critical hit bypass. Deterioration of armor does not change its [[DT]] or [[DR]].&lt;br /&gt;
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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 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).&lt;br /&gt;
* The more an item is deteriorated, the less it's worth to sell to [[NPC]] traders.&lt;br /&gt;
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== Broken Items ==&lt;br /&gt;
An item that reaches 0% 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 100% deterioration, and usable again.&lt;br /&gt;
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A victim's armor or weapon may also break when a burst from a gun kills the victim.&lt;br /&gt;
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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.&lt;br /&gt;
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=== Broken Count ===&lt;br /&gt;
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.&lt;br /&gt;
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== Repairing ==&lt;br /&gt;
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 : &amp;quot;small number of breakages&amp;quot; is -50, etc.).&lt;br /&gt;
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Failing in fixing will make weapon deterioration higher.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Armors]]&lt;br /&gt;
*[[Condition]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
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[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Worldremaker</name></author>	</entry>

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