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		<updated>2026-06-15T23:20:08Z</updated>
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	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Foods_%26_Drinks</id>
		<title>Foods &amp; Drinks</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Foods_%26_Drinks"/>
				<updated>2016-05-18T22:44:44Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page#Items|Back to Items]]&lt;br /&gt;
&lt;br /&gt;
Foods and drinks are consumables that will boost your characters carry weight and healing rate for a while. They are non-addictive so eating and drinking won't negatively affect your character. You can only eat a maximum of 4 foods or drinks. When you reach your limit, your character will be full, meaning you can't eat anymore. '''Each consumable will last up to 1 hour. They all have the same effect, soon to be changed.''' Some consumable items do nothing at all, such as Nuka Cola. Hopefully this will be fixed soon. To obtain food and drinks, you can buy them from [[Merchants]]. Go there to see who sells them in each faction headquarter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These are the available foods &amp;amp; drinks.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=width:670px; &lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;center&amp;gt;Healing Item&amp;lt;/center&amp;gt;!! &amp;lt;center&amp;gt;Effect&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;| &amp;lt;center&amp;gt;[[Booze]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:booze.gif]]&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt; +5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Beer]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:Beer.gif]]&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Green Mutfruit]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:Fruit.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Iguana-on-a-stick (full iguana)]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:Stickiguana.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Iguana-on-a-stick (chunks)]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:Iguan2.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Red Mutfruit]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:FruitRed.png]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Meat Jerky]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:meatjerky.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Cookie]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:Cookie1.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Smitty's Meal]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:smitfood.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Booze]]&lt;br /&gt;
*[[Beer]]&lt;br /&gt;
*[[Green Mutfruit]]&lt;br /&gt;
*[[Iguana-on-a-stick (full iguana)]]&lt;br /&gt;
*[[Iguana-on-a-stick (chunks)]]&lt;br /&gt;
*[[Red Mutfruit]]&lt;br /&gt;
*[[Meat Jerky]]&lt;br /&gt;
*[[Cookie]]&lt;br /&gt;
*[[Smitty's Meal]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food&amp;amp;Drinks]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Foods_%26_Drinks</id>
		<title>Foods &amp; Drinks</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Foods_%26_Drinks"/>
				<updated>2016-05-18T22:44:30Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page#Items|Back to Items]]&lt;br /&gt;
&lt;br /&gt;
Foods and drinks are consumables that will boost your characters carry weight and healing rate for a while. They are non-addictive so eating and drinking won't negatively affect your character. You can only eat a maximum of 4 foods or drinks. When you reach your limit, your character will be full, meaning you can't eat anymore. '''Each consumable will last up to 1 hour. They all have the same effect, soon to be changed.''' Some consumable items do nothing at all, such as Nuka Cola. Hopefully this will be fixed soon. To obtain food and drinks, you can buy them from [[Merchants]]. Go there to see who sells them in each faction headquarter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These are the available foods &amp;amp; drinks.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=width:670px; &lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;center&amp;gt;Healing Item&amp;lt;/center&amp;gt;!! &amp;lt;center&amp;gt;Effect&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;| &amp;lt;center&amp;gt;[[Booze]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:booze.gif]]&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt; +5 Healing Rate, +10.000 Carry Weight&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Beer]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:Beer.gif]]&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Green Mutfruit]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:Fruit.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Iguana-on-a-stick (full iguana)]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:Stickiguana.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Iguana-on-a-stick (chunks)]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:Iguan2.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Red Mutfruit]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:FruitRed.png]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Meat Jerky]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:meatjerky.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Cookie]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:Cookie1.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Smitty's Meal]]&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;[[File:smitfood.gif]]&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;+5 Healing Rate&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Booze]]&lt;br /&gt;
*[[Beer]]&lt;br /&gt;
*[[Green Mutfruit]]&lt;br /&gt;
*[[Iguana-on-a-stick (full iguana)]]&lt;br /&gt;
*[[Iguana-on-a-stick (chunks)]]&lt;br /&gt;
*[[Red Mutfruit]]&lt;br /&gt;
*[[Meat Jerky]]&lt;br /&gt;
*[[Cookie]]&lt;br /&gt;
*[[Smitty's Meal]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food&amp;amp;Drinks]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Critical_Hit</id>
		<title>Critical Hit</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Critical_Hit"/>
				<updated>2016-05-10T08:16:42Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: /* The Crit Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A critical hit generally has the chance to cause special effects such as [[Knockout]], [[disoriented and winded|Disorient]], [[Cripple|Crippled limbs]] and so on. They might also cause more damage. The type of effects cause by a hit depends on the type of critter, the strength of the critical strike, and the location of the hit.&lt;br /&gt;
&lt;br /&gt;
Bursts, explosives and flamers are unable to cause critical hits. They might still cause special effects, however, but these are treated separately from the criticals.&lt;br /&gt;
&lt;br /&gt;
== Critical Chance ==&lt;br /&gt;
&lt;br /&gt;
The likelihood that a normal shot is upgraded to a critical strike depends on several factors: The '''Base Critical Chance''' (BCC) of the attacker, the '''Aimed Critical Chance''' (ACC) if the shot was aimed, and the '''Critical Resistance''' (CR) of the target.&lt;br /&gt;
&lt;br /&gt;
=== Base Critical Chance ===&lt;br /&gt;
The Base Critical Chance is determined by the attacker's Luck, Intelligence and some [[Item perks|Weapon Perks]]. It's given by the following formula:&lt;br /&gt;
&lt;br /&gt;
BCC = [[S.P.E.C.I.A.L.#Luck|Luck]] + 4*[[S.P.E.C.I.A.L.#Intelligence|Intelligence]]&lt;br /&gt;
&lt;br /&gt;
The [[Perks|Perk]] [[Living Anatomy]] gives an additional +1 to your BCC. Each rank of the Weapon Perk [[More Criticals]] gives +2 to BCC.&lt;br /&gt;
&lt;br /&gt;
=== Aimed Critical Chance ===&lt;br /&gt;
The Aimed Critical Chance applies only if you are using aimed shots (eyes, head, arms, groin or legs). The bonus again depends on the attackers Luck. However, the ACC bonus is the same regardless of which body part you're aiming for. To calculate the resulting critical chance, use BCC + ACC.&lt;br /&gt;
&lt;br /&gt;
ACC = (21-[[S.P.E.C.I.A.L.#Luck|Luck]])*[[S.P.E.C.I.A.L.#Luck|Luck]]/2 + 20&lt;br /&gt;
&lt;br /&gt;
=== Critical Resistance ===&lt;br /&gt;
The Critical Resistance depends on the target's Luck. The perk [[Man of Steel]] gives +2 bonus to Luck for this calculation. For Luck of 9 and below, the following formula applies:&lt;br /&gt;
&lt;br /&gt;
CR = (21-[[S.P.E.C.I.A.L.#Luck|Luck]])*[[S.P.E.C.I.A.L.#Luck|Luck]]/2 - 10&lt;br /&gt;
&lt;br /&gt;
And for every point of luck above 9, +2 is added to CR.&lt;br /&gt;
&lt;br /&gt;
''Example'': 9 Luck + Man of Steel perk gives 44+2*2 = 48 CR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Probability of scoring a Critical Hit ===&lt;br /&gt;
The final probability of upgrading a hit to a critical hit is now given by the following:&lt;br /&gt;
&lt;br /&gt;
CC = (BCC+ACC)*(100-CR)/100&lt;br /&gt;
&lt;br /&gt;
(CC is measured in percent, so CC=50 means there's a 50% chance that a hit is upgraded to critical)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Critical Strength ==&lt;br /&gt;
&lt;br /&gt;
Once a hit is upgraded to critical, it's ''critical strength'' is determined. The strength is a number between 1 and 6, where 1 is weakest and 6 is strongest. The probability for a given strength level is determined by the Luck of the attacker, according to this table:&lt;br /&gt;
&lt;br /&gt;
'''Probability for crit strength categories (per cent)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Luck\Crit strength&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
| '''1'''&lt;br /&gt;
| 29&lt;br /&gt;
| 25&lt;br /&gt;
| 21&lt;br /&gt;
| 13&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''&lt;br /&gt;
| 26&lt;br /&gt;
| 23&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''3'''&lt;br /&gt;
| 23&lt;br /&gt;
| 21&lt;br /&gt;
| 19&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''4'''&lt;br /&gt;
| 20&lt;br /&gt;
| 19&lt;br /&gt;
| 18&lt;br /&gt;
| 16&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''5'''&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 16&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''6'''&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 18&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''7'''&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''8'''&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 14&lt;br /&gt;
| 20&lt;br /&gt;
| 22&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''9'''&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
| 24&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''10'''&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
| 22&lt;br /&gt;
| 26&lt;br /&gt;
| 31&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for example with 7 luck, there's a 22% chance that a crit will be of strength 6, and 11% chance that it will be of strength 1.&lt;br /&gt;
&lt;br /&gt;
Each rank of the weapon perk [[Better Criticals]] will add +1 to the Strength of the crit (but not above 6). &lt;br /&gt;
&lt;br /&gt;
== The Special Effects ==&lt;br /&gt;
&lt;br /&gt;
Depending on the target (if it's a humanoid, a brahmin, a gecko etc.), different special effects are possible after scoring a crit. The effects depend also on the strength of the crit, as determined above. &lt;br /&gt;
&lt;br /&gt;
You can cripple a limb more than once, up to 3 times. And that would require 3 doctors to fix.&lt;br /&gt;
&lt;br /&gt;
=== The Crit Table ===&lt;br /&gt;
&lt;br /&gt;
All creatures in Ashes of Phoenix currently use the same critical table, which looks like this:&lt;br /&gt;
&lt;br /&gt;
http://fonline-aop.net/forum/index.php?topic=3335.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each potential special effect, as determined from the above table, needs to pass a roll versus one of the SPECIAL stats of the target before it is applied. Each effect is rolled for and applied individually of the others, so any combination of effects might apply.&lt;br /&gt;
&lt;br /&gt;
=== Defending statistics ===&lt;br /&gt;
&lt;br /&gt;
The statistic that is rolled against to apply the effect depends on the effect:&lt;br /&gt;
&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Strength|Strength]] - Knockout, Weapon drop, AP drain&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Perception|Perception]] - Blind, Disorient&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Endurance|Endurance]] - Cripple legs and arms&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Charisma|Charisma]] - None&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Intelligence|Intelligence]] - None&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Agility|Agility]] - Partial Armor Bypass, Knockdown&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Luck|Luck]] - None&lt;br /&gt;
&lt;br /&gt;
=== The Special Effects Roll ===&lt;br /&gt;
&lt;br /&gt;
A special effect has a chance to apply depending on the defender's statistic (determined above), which is modified by defensive perks such as [[Critical Strength]], [[Critical Agility]] and so on (these perks gives +2 in their corresponding stat, for the purposes of this roll). Various other perks and traits may alter the defending statistic for the purposes of this roll: the [[Armor Trait|Armor Traits]] [[Stonewall]] and [[Paperwall]] gives +2/-2 to Strength vs [[Knockout]], for example, and [[Plated Gloves]] gives +2 to Strength vs [[Weapon Drop]]. &lt;br /&gt;
&lt;br /&gt;
The actual probability to apply an effect finally becomes:&lt;br /&gt;
&lt;br /&gt;
P = 80-5*ModifiedStat&lt;br /&gt;
&lt;br /&gt;
(P is the probability (in percent) and ModifiedStat is the target's defending stat, modified by perks and traits). &lt;br /&gt;
&lt;br /&gt;
=== Concrete Example ===&lt;br /&gt;
&lt;br /&gt;
Fred Williamson shoots a man in the arm with his custom made revolver that has both the Better Criticals and the Crippling Strike perks. The crit power rolls to 4, which is then upgraded to 5 by the Better Criticals perk. As we can see from the table above, the effects are weapon drop, arm cripple and armor bypass.&lt;br /&gt;
&lt;br /&gt;
Now the man first rolls vs his strength, which in this case is a puny 2, to apply the weapon drop effect. No other perks or traits come into play, so the poor fool has a 70% chance of having his weapon dropped.&lt;br /&gt;
&lt;br /&gt;
Next the man rolls vs his strength (again) to apply arm cripple. This time F. Williamson's trusty revolver had the crippling strike perk, which reduces the roll by 2. The modified stat is then 2-2 = 0. The white man doesn't stand a chance: he has an 80% chance of getting his white arm crippled.&lt;br /&gt;
&lt;br /&gt;
Finally the man rolls vs his agility, which is 6 in this true story, to apply (partial) armor bypass. But wait! The sneaky devil has the Critical Agility perk, which grants him +2 in all rolls vs his agility. So the modified stat becomes 6+2 = 8! Thus, there's a 40% chance that he will have his armor bypassed.&lt;br /&gt;
&lt;br /&gt;
The End.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Critical_Hit</id>
		<title>Critical Hit</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Critical_Hit"/>
				<updated>2016-05-10T08:11:49Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: /* The Crit Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A critical hit generally has the chance to cause special effects such as [[Knockout]], [[disoriented and winded|Disorient]], [[Cripple|Crippled limbs]] and so on. They might also cause more damage. The type of effects cause by a hit depends on the type of critter, the strength of the critical strike, and the location of the hit.&lt;br /&gt;
&lt;br /&gt;
Bursts, explosives and flamers are unable to cause critical hits. They might still cause special effects, however, but these are treated separately from the criticals.&lt;br /&gt;
&lt;br /&gt;
== Critical Chance ==&lt;br /&gt;
&lt;br /&gt;
The likelihood that a normal shot is upgraded to a critical strike depends on several factors: The '''Base Critical Chance''' (BCC) of the attacker, the '''Aimed Critical Chance''' (ACC) if the shot was aimed, and the '''Critical Resistance''' (CR) of the target.&lt;br /&gt;
&lt;br /&gt;
=== Base Critical Chance ===&lt;br /&gt;
The Base Critical Chance is determined by the attacker's Luck, Intelligence and some [[Item perks|Weapon Perks]]. It's given by the following formula:&lt;br /&gt;
&lt;br /&gt;
BCC = [[S.P.E.C.I.A.L.#Luck|Luck]] + 4*[[S.P.E.C.I.A.L.#Intelligence|Intelligence]]&lt;br /&gt;
&lt;br /&gt;
The [[Perks|Perk]] [[Living Anatomy]] gives an additional +1 to your BCC. Each rank of the Weapon Perk [[More Criticals]] gives +2 to BCC.&lt;br /&gt;
&lt;br /&gt;
=== Aimed Critical Chance ===&lt;br /&gt;
The Aimed Critical Chance applies only if you are using aimed shots (eyes, head, arms, groin or legs). The bonus again depends on the attackers Luck. However, the ACC bonus is the same regardless of which body part you're aiming for. To calculate the resulting critical chance, use BCC + ACC.&lt;br /&gt;
&lt;br /&gt;
ACC = (21-[[S.P.E.C.I.A.L.#Luck|Luck]])*[[S.P.E.C.I.A.L.#Luck|Luck]]/2 + 20&lt;br /&gt;
&lt;br /&gt;
=== Critical Resistance ===&lt;br /&gt;
The Critical Resistance depends on the target's Luck. The perk [[Man of Steel]] gives +2 bonus to Luck for this calculation. For Luck of 9 and below, the following formula applies:&lt;br /&gt;
&lt;br /&gt;
CR = (21-[[S.P.E.C.I.A.L.#Luck|Luck]])*[[S.P.E.C.I.A.L.#Luck|Luck]]/2 - 10&lt;br /&gt;
&lt;br /&gt;
And for every point of luck above 9, +2 is added to CR.&lt;br /&gt;
&lt;br /&gt;
''Example'': 9 Luck + Man of Steel perk gives 44+2*2 = 48 CR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Probability of scoring a Critical Hit ===&lt;br /&gt;
The final probability of upgrading a hit to a critical hit is now given by the following:&lt;br /&gt;
&lt;br /&gt;
CC = (BCC+ACC)*(100-CR)/100&lt;br /&gt;
&lt;br /&gt;
(CC is measured in percent, so CC=50 means there's a 50% chance that a hit is upgraded to critical)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Critical Strength ==&lt;br /&gt;
&lt;br /&gt;
Once a hit is upgraded to critical, it's ''critical strength'' is determined. The strength is a number between 1 and 6, where 1 is weakest and 6 is strongest. The probability for a given strength level is determined by the Luck of the attacker, according to this table:&lt;br /&gt;
&lt;br /&gt;
'''Probability for crit strength categories (per cent)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Luck\Crit strength&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
| '''1'''&lt;br /&gt;
| 29&lt;br /&gt;
| 25&lt;br /&gt;
| 21&lt;br /&gt;
| 13&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''&lt;br /&gt;
| 26&lt;br /&gt;
| 23&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''3'''&lt;br /&gt;
| 23&lt;br /&gt;
| 21&lt;br /&gt;
| 19&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''4'''&lt;br /&gt;
| 20&lt;br /&gt;
| 19&lt;br /&gt;
| 18&lt;br /&gt;
| 16&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''5'''&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 16&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''6'''&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 18&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''7'''&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''8'''&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 14&lt;br /&gt;
| 20&lt;br /&gt;
| 22&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''9'''&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
| 24&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''10'''&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
| 22&lt;br /&gt;
| 26&lt;br /&gt;
| 31&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for example with 7 luck, there's a 22% chance that a crit will be of strength 6, and 11% chance that it will be of strength 1.&lt;br /&gt;
&lt;br /&gt;
Each rank of the weapon perk [[Better Criticals]] will add +1 to the Strength of the crit (but not above 6). &lt;br /&gt;
&lt;br /&gt;
== The Special Effects ==&lt;br /&gt;
&lt;br /&gt;
Depending on the target (if it's a humanoid, a brahmin, a gecko etc.), different special effects are possible after scoring a crit. The effects depend also on the strength of the crit, as determined above. &lt;br /&gt;
&lt;br /&gt;
You can cripple a limb more than once, up to 3 times. And that would require 3 doctors to fix.&lt;br /&gt;
&lt;br /&gt;
=== The Crit Table ===&lt;br /&gt;
&lt;br /&gt;
All creatures in Ashes of Phoenix currently use the same critical table, which looks like this:&lt;br /&gt;
&lt;br /&gt;
[[Critical Table]] &lt;br /&gt;
&lt;br /&gt;
Each potential special effect, as determined from the above table, needs to pass a roll versus one of the SPECIAL stats of the target before it is applied. Each effect is rolled for and applied individually of the others, so any combination of effects might apply.&lt;br /&gt;
&lt;br /&gt;
=== Defending statistics ===&lt;br /&gt;
&lt;br /&gt;
The statistic that is rolled against to apply the effect depends on the effect:&lt;br /&gt;
&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Strength|Strength]] - Knockout, Weapon drop, AP drain&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Perception|Perception]] - Blind, Disorient&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Endurance|Endurance]] - Cripple legs and arms&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Charisma|Charisma]] - None&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Intelligence|Intelligence]] - None&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Agility|Agility]] - Partial Armor Bypass, Knockdown&lt;br /&gt;
*[[S.P.E.C.I.A.L.#Luck|Luck]] - None&lt;br /&gt;
&lt;br /&gt;
=== The Special Effects Roll ===&lt;br /&gt;
&lt;br /&gt;
A special effect has a chance to apply depending on the defender's statistic (determined above), which is modified by defensive perks such as [[Critical Strength]], [[Critical Agility]] and so on (these perks gives +2 in their corresponding stat, for the purposes of this roll). Various other perks and traits may alter the defending statistic for the purposes of this roll: the [[Armor Trait|Armor Traits]] [[Stonewall]] and [[Paperwall]] gives +2/-2 to Strength vs [[Knockout]], for example, and [[Plated Gloves]] gives +2 to Strength vs [[Weapon Drop]]. &lt;br /&gt;
&lt;br /&gt;
The actual probability to apply an effect finally becomes:&lt;br /&gt;
&lt;br /&gt;
P = 80-5*ModifiedStat&lt;br /&gt;
&lt;br /&gt;
(P is the probability (in percent) and ModifiedStat is the target's defending stat, modified by perks and traits). &lt;br /&gt;
&lt;br /&gt;
=== Concrete Example ===&lt;br /&gt;
&lt;br /&gt;
Fred Williamson shoots a man in the arm with his custom made revolver that has both the Better Criticals and the Crippling Strike perks. The crit power rolls to 4, which is then upgraded to 5 by the Better Criticals perk. As we can see from the table above, the effects are weapon drop, arm cripple and armor bypass.&lt;br /&gt;
&lt;br /&gt;
Now the man first rolls vs his strength, which in this case is a puny 2, to apply the weapon drop effect. No other perks or traits come into play, so the poor fool has a 70% chance of having his weapon dropped.&lt;br /&gt;
&lt;br /&gt;
Next the man rolls vs his strength (again) to apply arm cripple. This time F. Williamson's trusty revolver had the crippling strike perk, which reduces the roll by 2. The modified stat is then 2-2 = 0. The white man doesn't stand a chance: he has an 80% chance of getting his white arm crippled.&lt;br /&gt;
&lt;br /&gt;
Finally the man rolls vs his agility, which is 6 in this true story, to apply (partial) armor bypass. But wait! The sneaky devil has the Critical Agility perk, which grants him +2 in all rolls vs his agility. So the modified stat becomes 6+2 = 8! Thus, there's a 40% chance that he will have his armor bypassed.&lt;br /&gt;
&lt;br /&gt;
The End.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Damage_Calculation</id>
		<title>Damage Calculation</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Damage_Calculation"/>
				<updated>2016-04-06T21:19:30Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage is calculated as:&lt;br /&gt;
&lt;br /&gt;
TargetDR = Armor + Perks&lt;br /&gt;
TargetDR = (TargetDR* (100 - (10 * HitTheGap) + 30*attacker.Param[TRAIT_FINESSE])) / 100&lt;br /&gt;
&lt;br /&gt;
TargetDT = Armor + Perks&amp;lt;br /&amp;gt;&lt;br /&gt;
TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100&lt;br /&gt;
&lt;br /&gt;
PartialBypass % = 60 * Decreaed DR WeaponTrait&lt;br /&gt;
PartialBypass += 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45&lt;br /&gt;
PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15&lt;br /&gt;
PartialBypass += 15 * (weaponPerkEff(attack.WeaponPerks, attack.Skill, WP_PIERCING_STRIKE))&lt;br /&gt;
PartialBypass += 15 * weaponLegendaryEff(realWeapon,WP_PIERCING_STRIKE)&lt;br /&gt;
PartialBypass += GetLeadershipBoost(attacker,FTLB_MORE_ARMOR_BYPASS)&lt;br /&gt;
PartialBypass -= GetLeadershipBoost(target,FTLB_LESS_ARMOR_BYPASS)&lt;br /&gt;
PartialBypass = CLAMP(partialBypass, 0, 100)&lt;br /&gt;
&lt;br /&gt;
if (PartialBypass &amp;gt; 0 )&lt;br /&gt;
{&lt;br /&gt;
	TargetDR = (TargetDR * (100 - PartialBypass )) / 100;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
TargetDR += Ammo.DRMod&lt;br /&gt;
TargetDR = CLAMP(TargetDR , 0, 100)&lt;br /&gt;
&lt;br /&gt;
TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100&lt;br /&gt;
TargetDT = CLAMP(TargetDT , 0, 9999)&lt;br /&gt;
&lt;br /&gt;
DmgMul = DmgMul * Ammo.DmgMul / 100&lt;br /&gt;
DmgMul = (DmgMul * bonusDamage) / 100&lt;br /&gt;
&lt;br /&gt;
rawMin += BRD - targetDT&lt;br /&gt;
rawMin -= rawMin * targetDR / 100&lt;br /&gt;
rawMin *= dmgMul / 100&lt;br /&gt;
rawMin *= rounds&lt;br /&gt;
rawMax += BRD - targetDT&lt;br /&gt;
rawMax -= rawMax * targetDR / 100&lt;br /&gt;
rawMax *= dmgMul / 100&lt;br /&gt;
rawMax *= rounds&lt;br /&gt;
&lt;br /&gt;
rawDmg = Random(rawMin, rawMax)&lt;br /&gt;
&lt;br /&gt;
if (  rawDmg &amp;gt; 0 )&lt;br /&gt;
{&lt;br /&gt;
	BleedCoEff +=  attack.BleedStr + 20 * weaponPerkEff(attack.WeaponPerks, attack.Skill, WP_BETTER_BLEED);&lt;br /&gt;
	BleedCoEff += 20*weaponLegendaryEff(realWeapon,WP_BETTER_BLEED);&lt;br /&gt;
&lt;br /&gt;
	if (BleedCoEff &amp;gt; 0)&lt;br /&gt;
	{&lt;br /&gt;
		BleedCoEff -= GetLeadershipBoost(target,FTLB_LESS_BLEED);&lt;br /&gt;
		if (valid(attacker))&lt;br /&gt;
			BleedCoEff += GetLeadershipBoost(target,FTLB_MORE_BLEED);&lt;br /&gt;
&lt;br /&gt;
		BleedDmg = rawDmg *  BleedCoEff / 100;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	int toBleed = target.Param[ST_DAMAGE_TO_BLEED_DR] + 10 * target.Perk[PE_PMS];&lt;br /&gt;
	int mitbd = rawDmg * toBleed / 100 + target.Param[ST_DAMAGE_TO_BLEED_DT];&lt;br /&gt;
	if (mitbd &amp;gt; rawDmg )&lt;br /&gt;
		mitbd = rawDmg ;&lt;br /&gt;
&lt;br /&gt;
	rawDmg -= mitbd ;&lt;br /&gt;
	BleedDmg += mitbd;&lt;br /&gt;
	&lt;br /&gt;
	if (bd &amp;gt; 0)&lt;br /&gt;
	{&lt;br /&gt;
		AffectBleed(target, BleedDmg );&lt;br /&gt;
	}	&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Damage_Calculation</id>
		<title>Damage Calculation</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Damage_Calculation"/>
				<updated>2016-04-06T21:14:14Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage is calculated as:&lt;br /&gt;
&lt;br /&gt;
TargetDR = Armor + Perks&lt;br /&gt;
TargetDR = (TargetDR* (100 - (10 * HitTheGap) + 30*attacker.Param[TRAIT_FINESSE])) / 100&lt;br /&gt;
&lt;br /&gt;
TargetDT = Armor + Perks&amp;lt;br /&amp;gt;&lt;br /&gt;
TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100&lt;br /&gt;
&lt;br /&gt;
PartialBypass % = 60 * Decreaed DR WeaponTrait&lt;br /&gt;
PartialBypass += 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45&lt;br /&gt;
PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15&lt;br /&gt;
PartialBypass += 15 * (weaponPerkEff(attack.WeaponPerks, attack.Skill, WP_PIERCING_STRIKE))&lt;br /&gt;
PartialBypass += 15 * weaponLegendaryEff(realWeapon,WP_PIERCING_STRIKE)&lt;br /&gt;
PartialBypass += GetLeadershipBoost(attacker,FTLB_MORE_ARMOR_BYPASS)&lt;br /&gt;
PartialBypass -= GetLeadershipBoost(target,FTLB_LESS_ARMOR_BYPASS)&lt;br /&gt;
PartialBypass = CLAMP(partialBypass, 0, 100)&lt;br /&gt;
&lt;br /&gt;
if (PartialBypass &amp;gt; 0 )&lt;br /&gt;
{&lt;br /&gt;
	TargetDR = (TargetDR * (100 - PartialBypass )) / 100;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
TargetDR += Ammo.DRMod&lt;br /&gt;
TargetDR = CLAMP(TargetDR , 0, 100)&lt;br /&gt;
&lt;br /&gt;
TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100&lt;br /&gt;
TargetDT = CLAMP(TargetDT , 0, 9999)&lt;br /&gt;
&lt;br /&gt;
DmgMul = DmgMul * Ammo.DmgMul / 100&lt;br /&gt;
DmgMul = (DmgMul * bonusDamage) / 100&lt;br /&gt;
&lt;br /&gt;
rawMin += BRD - targetDT&lt;br /&gt;
rawMin -= rawMin * targetDR / 100&lt;br /&gt;
rawMin *= dmgMul / 100&lt;br /&gt;
rawMin *= rounds&lt;br /&gt;
rawMax += BRD - targetDT&lt;br /&gt;
rawMax -= rawMax * targetDR / 100&lt;br /&gt;
rawMax *= dmgMul / 100&lt;br /&gt;
rawMax *= rounds&lt;br /&gt;
&lt;br /&gt;
rawDmg = Random(rawMin, rawMax)&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Damage_Calculation</id>
		<title>Damage Calculation</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Damage_Calculation"/>
				<updated>2016-04-06T21:13:02Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;Damage is calculated as:&lt;br /&gt;
&lt;br /&gt;
TargetDR = Armor + Perks&lt;br /&gt;
TargetDR = (TargetDR* (100 - (10 * HitTheGap) + 30*attacker.Param[TRAIT_FINESSE])) / 100;&lt;br /&gt;
&lt;br /&gt;
TargetDT = Armor + Perks&lt;br /&gt;
TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100;&lt;br /&gt;
&lt;br /&gt;
PartialBypass % = 60 * Decreaed DR WeaponTrait;&lt;br /&gt;
PartialBypass += 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45;&lt;br /&gt;
PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15;&lt;br /&gt;
PartialBypass += 15 * (weaponPerkEff(attack.WeaponPerks, attack.Skill, WP_PIERCING_STRIKE));&lt;br /&gt;
PartialBypass += 15 * weaponLegendaryEff(realWeapon,WP_PIERCING_STRIKE);&lt;br /&gt;
PartialBypass += GetLeadershipBoost(attacker,FTLB_MORE_ARMOR_BYPASS);&lt;br /&gt;
PartialBypass -= GetLeadershipBoost(target,FTLB_LESS_ARMOR_BYPASS);&lt;br /&gt;
PartialBypass = CLAMP(partialBypass, 0, 100);&lt;br /&gt;
&lt;br /&gt;
if (PartialBypass &amp;gt; 0 )&lt;br /&gt;
{&lt;br /&gt;
	TargetDR = (TargetDR * (100 - PartialBypass )) / 100;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
TargetDR += Ammo.DRMod&lt;br /&gt;
TargetDR = CLAMP(TargetDR , 0, 100)&lt;br /&gt;
&lt;br /&gt;
TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100&lt;br /&gt;
TargetDT = CLAMP(TargetDT , 0, 9999)&lt;br /&gt;
&lt;br /&gt;
DmgMul = DmgMul * Ammo.DmgMul / 100&lt;br /&gt;
DmgMul = (DmgMul * bonusDamage) / 100&lt;br /&gt;
&lt;br /&gt;
rawMin += BRD - targetDT&lt;br /&gt;
rawMin -= rawMin * targetDR / 100&lt;br /&gt;
rawMin *= dmgMul / 100&lt;br /&gt;
rawMin *= rounds&lt;br /&gt;
rawMax += BRD - targetDT&lt;br /&gt;
rawMax -= rawMax * targetDR / 100&lt;br /&gt;
rawMax *= dmgMul / 100&lt;br /&gt;
rawMax *= rounds&lt;br /&gt;
&lt;br /&gt;
rawDmg = Random(rawMin, rawMax)&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Damage_Calculation</id>
		<title>Damage Calculation</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Damage_Calculation"/>
				<updated>2016-04-06T21:12:29Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage is calculated as:&lt;br /&gt;
&lt;br /&gt;
TargetDR = Armor + Perks&lt;br /&gt;
TargetDR = (TargetDR* (100 - (10 * HitTheGap) + 30*attacker.Param[TRAIT_FINESSE])) / 100;&lt;br /&gt;
&lt;br /&gt;
TargetDT = Armor + Perks&lt;br /&gt;
TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100;&lt;br /&gt;
&lt;br /&gt;
PartialBypass % = 60 * Decreaed DR WeaponTrait;&lt;br /&gt;
PartialBypass += 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45;&lt;br /&gt;
PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15;&lt;br /&gt;
PartialBypass += 15 * (weaponPerkEff(attack.WeaponPerks, attack.Skill, WP_PIERCING_STRIKE));&lt;br /&gt;
PartialBypass += 15 * weaponLegendaryEff(realWeapon,WP_PIERCING_STRIKE);&lt;br /&gt;
PartialBypass += GetLeadershipBoost(attacker,FTLB_MORE_ARMOR_BYPASS);&lt;br /&gt;
PartialBypass -= GetLeadershipBoost(target,FTLB_LESS_ARMOR_BYPASS);&lt;br /&gt;
PartialBypass = CLAMP(partialBypass, 0, 100);&lt;br /&gt;
&lt;br /&gt;
if (PartialBypass &amp;gt; 0 )&lt;br /&gt;
{&lt;br /&gt;
	TargetDR = (TargetDR * (100 - PartialBypass )) / 100;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
TargetDR += Ammo.DRMod;&lt;br /&gt;
TargetDR = CLAMP(TargetDR , 0, 100);&lt;br /&gt;
&lt;br /&gt;
TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100;&lt;br /&gt;
TargetDT = CLAMP(TargetDT , 0, 9999);&lt;br /&gt;
&lt;br /&gt;
DmgMul = DmgMul * Ammo.DmgMul / 100;&lt;br /&gt;
DmgMul = (DmgMul * bonusDamage) / 100;&lt;br /&gt;
&lt;br /&gt;
rawMin += BRD - targetDT;&lt;br /&gt;
rawMin -= rawMin * targetDR / 100;&lt;br /&gt;
rawMin *= dmgMul / 100;&lt;br /&gt;
rawMin *= rounds;&lt;br /&gt;
rawMax += BRD - targetDT;&lt;br /&gt;
rawMax -= rawMax * targetDR / 100;&lt;br /&gt;
rawMax *= dmgMul / 100;&lt;br /&gt;
rawMax *= rounds;&lt;br /&gt;
&lt;br /&gt;
rawDmg = Random(rawMin, rawMax);&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Damage_Calculation</id>
		<title>Damage Calculation</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Damage_Calculation"/>
				<updated>2016-04-06T21:12:21Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage is calculated as:&lt;br /&gt;
&lt;br /&gt;
TargetDR = Armor + Perks&lt;br /&gt;
TargetDR = (TargetDR* (100 - (10 * HitTheGap) + 30*attacker.Param[TRAIT_FINESSE])) / 100;&lt;br /&gt;
&lt;br /&gt;
TargetDT = Armor + Perks&lt;br /&gt;
TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100;&lt;br /&gt;
&lt;br /&gt;
PartialBypass % = 60 * Decreaed DR WeaponTrait;&lt;br /&gt;
PartialBypass += 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45;&lt;br /&gt;
PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15;&lt;br /&gt;
PartialBypass += 15 * (weaponPerkEff(attack.WeaponPerks, attack.Skill, WP_PIERCING_STRIKE));&lt;br /&gt;
PartialBypass += 15 * weaponLegendaryEff(realWeapon,WP_PIERCING_STRIKE);&lt;br /&gt;
PartialBypass += GetLeadershipBoost(attacker,FTLB_MORE_ARMOR_BYPASS);&lt;br /&gt;
PartialBypass -= GetLeadershipBoost(target,FTLB_LESS_ARMOR_BYPASS);&lt;br /&gt;
PartialBypass = CLAMP(partialBypass, 0, 100);&lt;br /&gt;
&lt;br /&gt;
if (PartialBypass &amp;gt; 0 )&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
	TargetDR = (TargetDR * (100 - PartialBypass )) / 100;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
TargetDR += Ammo.DRMod;&lt;br /&gt;
TargetDR = CLAMP(TargetDR , 0, 100);&lt;br /&gt;
&lt;br /&gt;
TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100;&lt;br /&gt;
TargetDT = CLAMP(TargetDT , 0, 9999);&lt;br /&gt;
&lt;br /&gt;
DmgMul = DmgMul * Ammo.DmgMul / 100;&lt;br /&gt;
DmgMul = (DmgMul * bonusDamage) / 100;&lt;br /&gt;
&lt;br /&gt;
rawMin += BRD - targetDT;&lt;br /&gt;
rawMin -= rawMin * targetDR / 100;&lt;br /&gt;
rawMin *= dmgMul / 100;&lt;br /&gt;
rawMin *= rounds;&lt;br /&gt;
rawMax += BRD - targetDT;&lt;br /&gt;
rawMax -= rawMax * targetDR / 100;&lt;br /&gt;
rawMax *= dmgMul / 100;&lt;br /&gt;
rawMax *= rounds;&lt;br /&gt;
&lt;br /&gt;
rawDmg = Random(rawMin, rawMax);&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Damage_Calculation</id>
		<title>Damage Calculation</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Damage_Calculation"/>
				<updated>2016-04-06T21:11:24Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: Created page with &amp;quot;Damage is calculated as:  TargetDR = Armor + Perks TargetDR = (TargetDR* (100 - (10 * HitTheGap) + 30*attacker.Param[TRAIT_FINESSE])) / 100;  TargetDT = Armor + Perks TargetDT...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage is calculated as:&lt;br /&gt;
&lt;br /&gt;
TargetDR = Armor + Perks&lt;br /&gt;
TargetDR = (TargetDR* (100 - (10 * HitTheGap) + 30*attacker.Param[TRAIT_FINESSE])) / 100;&lt;br /&gt;
&lt;br /&gt;
TargetDT = Armor + Perks&lt;br /&gt;
TargetDT = (TargetDT * (100 - (10 * HitTheGap) + changeDT)) / 100;&lt;br /&gt;
&lt;br /&gt;
PartialBypass % = 60 * Decreaed DR WeaponTrait;&lt;br /&gt;
PartialBypass += 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45;&lt;br /&gt;
PartialBypass -= target.Perk[PE_ARMOR_EFFICIENCY] * 15;&lt;br /&gt;
PartialBypass += 15 * (weaponPerkEff(attack.WeaponPerks, attack.Skill, WP_PIERCING_STRIKE));&lt;br /&gt;
PartialBypass += 15 * weaponLegendaryEff(realWeapon,WP_PIERCING_STRIKE);&lt;br /&gt;
PartialBypass += GetLeadershipBoost(attacker,FTLB_MORE_ARMOR_BYPASS);&lt;br /&gt;
PartialBypass -= GetLeadershipBoost(target,FTLB_LESS_ARMOR_BYPASS);&lt;br /&gt;
PartialBypass = CLAMP(partialBypass, 0, 100);&lt;br /&gt;
&lt;br /&gt;
if (PartialBypass &amp;gt; 0 )&lt;br /&gt;
{&lt;br /&gt;
	TargetDR = (TargetDR * (100 - PartialBypass )) / 100;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
TargetDR += Ammo.DRMod;&lt;br /&gt;
TargetDR = CLAMP(TargetDR , 0, 100);&lt;br /&gt;
&lt;br /&gt;
TargetDT = (TargetDT * (100 + Ammo.DTMod)) / 100;&lt;br /&gt;
TargetDT = CLAMP(TargetDT , 0, 9999);&lt;br /&gt;
&lt;br /&gt;
DmgMul = DmgMul * Ammo.DmgMul / 100;&lt;br /&gt;
DmgMul = (DmgMul * bonusDamage) / 100;&lt;br /&gt;
&lt;br /&gt;
rawMin += BRD - targetDT;&lt;br /&gt;
rawMin -= rawMin * targetDR / 100;&lt;br /&gt;
rawMin *= dmgMul / 100;&lt;br /&gt;
rawMin *= rounds;&lt;br /&gt;
rawMax += BRD - targetDT;&lt;br /&gt;
rawMax -= rawMax * targetDR / 100;&lt;br /&gt;
rawMax *= dmgMul / 100;&lt;br /&gt;
rawMax *= rounds;&lt;br /&gt;
&lt;br /&gt;
rawDmg = Random(rawMin, rawMax);&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Main_Page</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Main_Page"/>
				<updated>2016-04-06T21:01:07Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to '''FOnline: Ashes of Phoenix''' wiki! If you want to know more about the game, you're at the right place. '''Wipe is expected to happen on April 23rd, 2016 and most of the wiki is currently outdated. Keep an eye on wipe status in the [http://fonline-aop.net/forum/index.php?topic=2949.0 Wipe Thread].'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''This wiki is yet completely work in progress. We would happily [http://fonline-aop.net/forum/index.php?topic=588.0 accept help] to fill the basic information. Please report problems involving the wiki here [http://fonline-aop.net/forum/index.php?topic=753.0 Wiki Creation]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-4 col-sm-6&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
=Beginner guide=&lt;br /&gt;
*[[Beginner_guide:_Installation|Install game]]&lt;br /&gt;
*[[Beginner_guide:_Character_Creation|Create character]]&lt;br /&gt;
*[[Beginner_guide:_Discover_Interface|Discover interface]]&lt;br /&gt;
*[[Beginner_guide:_Discover_the_world|Discover world]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[Character | Player Character]]=&lt;br /&gt;
* [[S.P.E.C.I.A.L.]]&lt;br /&gt;
* [[Hit Points]]&lt;br /&gt;
* [[Skill Points]]&lt;br /&gt;
* [[Derived stats]]&lt;br /&gt;
* [[Action points]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Traits]]&lt;br /&gt;
* [[Perks]]&lt;br /&gt;
* [[Level cap]]&lt;br /&gt;
* [[Reputation]]&lt;br /&gt;
* [[Namecolorizing]]&lt;br /&gt;
* [[Game statistic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[Gameplay]]=&lt;br /&gt;
* [[Controls]]&lt;br /&gt;
* [[Chat]]&lt;br /&gt;
* [[Interface]]&lt;br /&gt;
* [[Leadership|Squads]]&lt;br /&gt;
* [[Cheapboy]]&lt;br /&gt;
* [[Damage Calculation]]&lt;br /&gt;
* [[Hit Chance]]&lt;br /&gt;
* [[Burst mechanics]]&lt;br /&gt;
* [[Hex shooting]]&lt;br /&gt;
* [[Misfires and Jams]]&lt;br /&gt;
* [[Weapon deployment]]&lt;br /&gt;
* [[Critical Hit|Criticals]]&lt;br /&gt;
* [[Cover system]]&lt;br /&gt;
* [[Player Status]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SPAWN EAST!! - S.T.A.L.K.E.R 2016]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-4 col-sm-6&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[Factions]]=&lt;br /&gt;
* [[Faction system]]&lt;br /&gt;
* [[Factions headquarters]]&lt;br /&gt;
* [[Platoons]]&lt;br /&gt;
* [[Faction Currency &amp;amp; Economy]]&lt;br /&gt;
* [[Faction Guides]]&lt;br /&gt;
* [[Random assignments]]&lt;br /&gt;
* [[Mines]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[The Core|Phoenix Core]]=&lt;br /&gt;
* [[Scavenging the Core]]&lt;br /&gt;
* [[Patrols]]&lt;br /&gt;
* [[Zone Control]]&lt;br /&gt;
* [[Dungeons]]&lt;br /&gt;
* [[Life into Phoenix]]&lt;br /&gt;
* [[The automap]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
=[[Items]]=&lt;br /&gt;
* [[Crafting|Crafting system]]&lt;br /&gt;
* [[Crafting Materials]]&lt;br /&gt;
* [[Leadership Modules]]&lt;br /&gt;
* [[Item condition]]&lt;br /&gt;
* [[Weapon Perks &amp;amp; Traits]]&lt;br /&gt;
* [[Item Perks &amp;amp; Traits]]&lt;br /&gt;
* [[Armor Traits]]&lt;br /&gt;
* [[Skill-related items]]&lt;br /&gt;
* [[Healing items|Healing Items, Bags, and Kits]]&lt;br /&gt;
* [[Foods &amp;amp; Drinks]]&lt;br /&gt;
* [[Ammunition]] &lt;br /&gt;
* [[Drugs]]&lt;br /&gt;
* [[Collectible items| Collectible and Miscellaneous Items]]&lt;br /&gt;
* [[Legendary weapons]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-4 col-sm-6&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[Weapons]]=&lt;br /&gt;
* [[Assault rifles]]&lt;br /&gt;
* [[Shotguns]]&lt;br /&gt;
* [[Sub-machine guns]]&lt;br /&gt;
* [[Pistols]]&lt;br /&gt;
* [[Sniper rifles]]&lt;br /&gt;
* [[Light machine guns| Light Machine Guns (Small Guns)]]&lt;br /&gt;
* [[(Medium) machine guns| Medium Machine Guns (Big Guns)]]&lt;br /&gt;
* [[Heavy Weapons|Miniguns, Launchers, Flamers, and Anti-Material Rifles]]&lt;br /&gt;
* [[Energy Weapons]]&lt;br /&gt;
* [[Hand-to-hand weapons]]&lt;br /&gt;
* [[Sneak weapons]]&lt;br /&gt;
* [[Throwing weapons|Throwing Spears and Grenades]]&lt;br /&gt;
* [[Trap devices]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[Armors]]=&lt;br /&gt;
* [[Armor Tiers 1|Tier 1 armors, Bluesuits and Robes]]&lt;br /&gt;
* [[Armor Tiers 2|Tiers 2 armors]]&lt;br /&gt;
* [[Armor Tiers 3|Tiers 3 armors]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Burst_mechanics</id>
		<title>Burst mechanics</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Burst_mechanics"/>
				<updated>2016-04-06T20:13:46Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bursting Mechanics &amp;amp; Spread''' &lt;br /&gt;
&lt;br /&gt;
''Follow My Tracers!''&lt;br /&gt;
&lt;br /&gt;
''-Captain America, Generation Kill''&lt;br /&gt;
&lt;br /&gt;
Each burst weapon has it's own '''One hex''' value. That's the fraction of bullets that may hit a target at point blank range, the rest of the bullets passing through with a chance to hit other targets. Most weapons have a One hex value that is significantly smaller than 100%, for example miniguns have a one hex value of only 25%. Meaning that only 1/4 of the burst has a chance to hit other targets (Shotguns obviously perform differently in regards to spread.)  &lt;br /&gt;
&lt;br /&gt;
'''BulletsHitCoefficient = ((TargetDistance-1)*(TargetDistance-1)*(15000 - WeaponSpread*WeaponMaxDist*OneHexValue)) / (WeaponSpread*WeaponMaxDist*WeaponMaxDist*WeaponMaxDist) + OneHexValue;'''&lt;br /&gt;
			&lt;br /&gt;
If target is in a armor with the Massive trait then:&lt;br /&gt;
&lt;br /&gt;
'''BulletsHitCoefficient *= 2;'''&lt;br /&gt;
&lt;br /&gt;
BulletsHitCoefficient is always a value between 1 and 100.&lt;br /&gt;
				&lt;br /&gt;
The total rounds that can potentially hit is:&lt;br /&gt;
&lt;br /&gt;
'''PotentialBurst = (RoundsBursted * BulletsHitCoefficient ) / 100;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general, WeaponSpread dictates the rate at which range affects the amount of bullets hit. The lower the spread, the further you can hit with most of your burst, vice versa for the opposite.&lt;br /&gt;
&lt;br /&gt;
The higher the OneHex value, the more the total amount of bullets that can hit a target will be.&lt;br /&gt;
&lt;br /&gt;
[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Burst_mechanics</id>
		<title>Burst mechanics</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Burst_mechanics"/>
				<updated>2016-04-06T20:13:20Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bursting Mechanics &amp;amp; Spread''' &lt;br /&gt;
&lt;br /&gt;
''Follow My Tracers!''&lt;br /&gt;
&lt;br /&gt;
''-Captain America, Generation Kill''&lt;br /&gt;
&lt;br /&gt;
Each burst weapon has it's own '''One hex''' value. That's the fraction of bullets that may hit a target at point blank range, the rest of the bullets passing through with a chance to hit other targets. Most weapons have a One hex value that is significantly smaller than 100%, for example miniguns have a one hex value of only 25%. Meaning that only 1/4 of the burst has a chance to hit other targets (Shotguns obviously perform differently in regards to spread.)  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BulletsHitCoefficient = ((TargetDistance-1)*(TargetDistance-1)*(15000 - WeaponSpread*WeaponMaxDist*OneHexValue)) / (WeaponSpread*WeaponMaxDist*WeaponMaxDist*WeaponMaxDist) + OneHexValue;'''&lt;br /&gt;
			&lt;br /&gt;
If target is in a armor with the Massive trait then:&lt;br /&gt;
&lt;br /&gt;
'''BulletsHitCoefficient *= 2;'''&lt;br /&gt;
&lt;br /&gt;
BulletsHitCoefficient is always a value between 1 and 100.&lt;br /&gt;
				&lt;br /&gt;
The total rounds that can potentially hit is:&lt;br /&gt;
&lt;br /&gt;
'''PotentialBurst = (RoundsBursted * BulletsHitCoefficient ) / 100;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general, WeaponSpread dictates the rate at which range affects the amount of bullets hit. The lower the spread, the further you can hit with most of your burst, vice versa for the opposite.&lt;br /&gt;
&lt;br /&gt;
The higher the OneHex value, the more the total amount of bullets that can hit a target will be.&lt;br /&gt;
&lt;br /&gt;
[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Burst_mechanics</id>
		<title>Burst mechanics</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Burst_mechanics"/>
				<updated>2016-04-06T20:13:04Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bursting Mechanics &amp;amp; Spread''' &lt;br /&gt;
&lt;br /&gt;
''Follow My Tracers!''&lt;br /&gt;
&lt;br /&gt;
''-Captain America, Generation Kill''&lt;br /&gt;
&lt;br /&gt;
Each burst weapon has it's own '''One hex''' value. That's the fraction of bullets that may hit a target at point blank range, the rest of the bullets passing through with a chance to hit other targets. Most weapons have a One hex value that is significantly smaller than 100%, for example miniguns have a one hex value of only 25%. Meaning that only 1/4 of the burst has a chance to hit other targets (Shotguns obviously perform differently in regards to spread.)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actual Formula - April 6 2016'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BulletsHitCoefficient = ((TargetDistance-1)*(TargetDistance-1)*(15000 - WeaponSpread*WeaponMaxDist*OneHexValue)) / (WeaponSpread*WeaponMaxDist*WeaponMaxDist*WeaponMaxDist) + OneHexValue;'''&lt;br /&gt;
			&lt;br /&gt;
If target is in a armor with the Massive trait then:&lt;br /&gt;
&lt;br /&gt;
'''BulletsHitCoefficient *= 2;'''&lt;br /&gt;
&lt;br /&gt;
BulletsHitCoefficient is always a value between 1 and 100.&lt;br /&gt;
				&lt;br /&gt;
The total rounds that can potentially hit is:&lt;br /&gt;
&lt;br /&gt;
'''PotentialBurst = (RoundsBursted * BulletsHitCoefficient ) / 100;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general, WeaponSpread dictates the rate at which range affects the amount of bullets hit. The lower the spread, the further you can hit with most of your burst, vice versa for the opposite.&lt;br /&gt;
&lt;br /&gt;
The higher the OneHex value, the more the total amount of bullets that can hit a target will be.&lt;br /&gt;
&lt;br /&gt;
[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Burst_mechanics</id>
		<title>Burst mechanics</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Burst_mechanics"/>
				<updated>2016-04-06T20:12:58Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bursting Mechanics &amp;amp; Spread''' &lt;br /&gt;
&lt;br /&gt;
''Follow My Tracers!''&lt;br /&gt;
&lt;br /&gt;
''-Captain America, Generation Kill''&lt;br /&gt;
&lt;br /&gt;
Each burst weapon has it's own '''One hex''' value. That's the fraction of bullets that may hit a target at point blank range, the rest of the bullets passing through with a chance to hit other targets. Most weapons have a One hex value that is significantly smaller than 100%, for example miniguns have a one hex value of only 25%. Meaning that only 1/4 of the burst has a chance to hit other targets (Shotguns obviously perform differently in regards to spread.)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actual Formula - April 6 2016'''&amp;lt;/big&amp;gt;&lt;br /&gt;
'''BulletsHitCoefficient = ((TargetDistance-1)*(TargetDistance-1)*(15000 - WeaponSpread*WeaponMaxDist*OneHexValue)) / (WeaponSpread*WeaponMaxDist*WeaponMaxDist*WeaponMaxDist) + OneHexValue;'''&lt;br /&gt;
			&lt;br /&gt;
If target is in a armor with the Massive trait then:&lt;br /&gt;
&lt;br /&gt;
'''BulletsHitCoefficient *= 2;'''&lt;br /&gt;
&lt;br /&gt;
BulletsHitCoefficient is always a value between 1 and 100.&lt;br /&gt;
				&lt;br /&gt;
The total rounds that can potentially hit is:&lt;br /&gt;
&lt;br /&gt;
'''PotentialBurst = (RoundsBursted * BulletsHitCoefficient ) / 100;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general, WeaponSpread dictates the rate at which range affects the amount of bullets hit. The lower the spread, the further you can hit with most of your burst, vice versa for the opposite.&lt;br /&gt;
&lt;br /&gt;
The higher the OneHex value, the more the total amount of bullets that can hit a target will be.&lt;br /&gt;
&lt;br /&gt;
[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Burst_mechanics</id>
		<title>Burst mechanics</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Burst_mechanics"/>
				<updated>2016-04-06T20:04:35Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bursting Mechanics &amp;amp; Spread''' &lt;br /&gt;
&lt;br /&gt;
''Follow My Tracers!''&lt;br /&gt;
&lt;br /&gt;
''-Captain America, Generation Kill''&lt;br /&gt;
&lt;br /&gt;
Each burst weapon has it's own '''One hex''' value. That's the fraction of bullets that may hit a target at point blank range, the rest of the bullets passing through with a chance to hit other targets. Most weapons have a One hex value that is significantly smaller than 100%, for example miniguns have a one hex value of only 25%. Meaning that only 1/4 of the burst has a chance to hit other targets (Shotguns obviously perform differently in regards to spread.)  &lt;br /&gt;
&lt;br /&gt;
'''BulletsHitCoefficient = ((TargetDistance-1)*(TargetDistance-1)*(15000 - WeaponSpread*WeaponMaxDist*OneHexValue)) / (WeaponSpread*WeaponMaxDist*WeaponMaxDist*WeaponMaxDist) + OneHexValue;'''&lt;br /&gt;
			&lt;br /&gt;
If target is in a armor with the Massive trait then:&lt;br /&gt;
&lt;br /&gt;
'''BulletsHitCoefficient *= 2;'''&lt;br /&gt;
&lt;br /&gt;
BulletsHitCoefficient is always a value between 1 and 100.&lt;br /&gt;
				&lt;br /&gt;
The total rounds that can potentially hit is:&lt;br /&gt;
&lt;br /&gt;
'''PotentialBurst = (RoundsBursted * BulletsHitCoefficient ) / 100;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general, WeaponSpread dictates the rate at which range affects the amount of bullets hit. The lower the spread, the further you can hit with most of your burst, vice versa for the opposite.&lt;br /&gt;
&lt;br /&gt;
The higher the OneHex value, the more the total amount of bullets that can hit a target will be.&lt;br /&gt;
&lt;br /&gt;
[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Burst_mechanics</id>
		<title>Burst mechanics</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Burst_mechanics"/>
				<updated>2016-04-06T20:04:18Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bursting Mechanics &amp;amp; Spread''' &lt;br /&gt;
&lt;br /&gt;
''Follow My Tracers!''&lt;br /&gt;
&lt;br /&gt;
''-Captain America, Generation Kill''&lt;br /&gt;
&lt;br /&gt;
Each burst weapon has it's own '''One hex''' value. That's the fraction of bullets that may hit a target at point blank range, the rest of the bullets passing through with a chance to hit other targets. Most weapons have a One hex value that is significantly smaller than 100%, for example miniguns have a one hex value of only 25%. Meaning that only 1/4 of the burst has a chance to hit other targets (Shotguns obviously perform differently in regards to spread.)  &lt;br /&gt;
&lt;br /&gt;
'''BulletsHitCoefficient = ((TargetDistance-1)*(TargetDistance-1)*(15000 - WeaponSpread*WeaponMaxDist*OneHexValue)) / (WeaponSpread*WeaponMaxDist*WeaponMaxDist*WeaponMaxDist) + OneHexValue;'''&lt;br /&gt;
			&lt;br /&gt;
If target is in a armor with the Massive trait then:&lt;br /&gt;
BulletsHitCoefficient *= 2;&lt;br /&gt;
&lt;br /&gt;
BulletsHitCoefficient is always a value between 1 and 100.&lt;br /&gt;
				&lt;br /&gt;
The total rounds that can potentially hit is:&lt;br /&gt;
&lt;br /&gt;
PotentialBurst = (RoundsBursted * BulletsHitCoefficient ) / 100;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general, WeaponSpread dictates the rate at which range affects the amount of bullets hit. The lower the spread, the further you can hit with most of your burst, vice versa for the opposite.&lt;br /&gt;
&lt;br /&gt;
The higher the OneHex value, the more the total amount of bullets that can hit a target will be.&lt;br /&gt;
&lt;br /&gt;
[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Burst_mechanics</id>
		<title>Burst mechanics</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Burst_mechanics"/>
				<updated>2016-04-06T20:02:31Z</updated>
		
		<summary type="html">&lt;p&gt;Cirn0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bursting Mechanics &amp;amp; Spread''' &lt;br /&gt;
&lt;br /&gt;
''Follow My Tracers!''&lt;br /&gt;
&lt;br /&gt;
''-Captain America, Generation Kill''&lt;br /&gt;
&lt;br /&gt;
Each burst weapon has it's own '''One hex''' value. That's the fraction of bullets that may hit a target at point blank range, the rest of the bullets passing through with a chance to hit other targets. Most weapons have a One hex value that is significantly smaller than 100%, for example miniguns have a one hex value of only 25%. Meaning that only 1/4 of the burst has a chance to hit other targets (Shotguns obviously perform differently in regards to spread.)  &lt;br /&gt;
&lt;br /&gt;
BulletsHitCoefficient = ((TargetDistance-1)*(TargetDistance-1)*(15000 - WeaponSpread*WeaponMaxDist*OneHexValue)) / (WeaponSpread*WeaponMaxDist*WeaponMaxDist*WeaponMaxDist) + OneHexValue;&lt;br /&gt;
			&lt;br /&gt;
If target is in a armor with the Massive trait then:&lt;br /&gt;
BulletsHitCoefficient *= 2;&lt;br /&gt;
&lt;br /&gt;
BulletsHitCoefficient is always a value between 1 and 100.&lt;br /&gt;
				&lt;br /&gt;
The total rounds that can potentially hit is:&lt;br /&gt;
&lt;br /&gt;
PotentialBurst = (RoundsBursted * BulletsHitCoefficient ) / 100;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general, WeaponSpread dictates the rate at which range affects the amount of bullets hit. The lower the spread, the further you can hit with most of your burst, vice versa for the opposite.&lt;br /&gt;
&lt;br /&gt;
The higher the OneHex value, the more the total amount of bullets that can hit a target will be.&lt;br /&gt;
&lt;br /&gt;
[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Cirn0</name></author>	</entry>

	</feed>