How is weapon quality determined, and what does it affect?
Quality is a displayed summary of a weapon's rolled Damage and Accuracy, each scored against that weapon's own possible range and weighted 50% Damage and 50% Accuracy, per the wiki's 2021 description. It is not a separate stat and has no effect of its own. Damage and Accuracy are what act in fights.
How quality is set
- Every weapon has its own internal Damage and Accuracy value.[1]
- Accuracy is generated between +0.00 and +5.00 above the weapon's minimum; the 2020 wiki gives a 9mm Uzi as 43.00 to 48.00. That is a 2020 description and may have been superseded.[2]
- The 2021 wiki (capture not in this pack) says quality scores each rolled value against the range of potential for that stat, then averages them 50/50. Its example: damage 32.00 at the 40th percentile and accuracy 54.50 at the 90th give 65%.
- Quality is relative to that weapon's own possible range, not to other weapons or to the best one that exists. A guide (2026) describes armour quality the same way.
- Weapons bought with mission credits are the best of 100 generated variants, judged by quality.[3]
What it affects
- Quality affects nothing directly; it summarises the Damage and Accuracy rolls.
- Damage is the fight multiplier: with fists at 10, a 50-damage weapon does 5x as much damage.[4][5]
- Accuracy is listed per weapon as a range, for example the ArmaLite M-15A4 at 68 - 73 damage and 57 - 62 accuracy.[6] The sources here do not say how weapon accuracy feeds hit chance; the wiki ties hit chance to Speed.[7]
- Bonuses are separate from base Damage and Accuracy.[1][8]
- Weapon experience (about 2,000 hits for 10% damage and +2 accuracy) and mastery merits (1% damage and 0.2 accuracy per level) are also separate from quality.[9][10]
- For armour, Armour Value and Coverage set mitigation, not the quality percentage.[11]
Disputed: is it really 50/50?
In 2020 a player reported two Armalites with 131.72 and 131.26 total stats showing 63.79% and 65.83%, and called the rating damage-biased. The wiki and community explanation is that the 50/50 weighting applies to range-normalised values, so a narrow damage range makes each damage point count for more.
Since the Damage Revamp of 19/10/21, displayed damage equals the multiplier used in fights.[4] No source ties quality to market value.
- Current
- Displayed damage equals the fight multiplier since the Damage Revamp of 19/10/21.
- Historical
- The 2020 wiki described accuracy as +0.00 to +5.00 above the minimum.
- Change
- The Damage Revamp of 19/10/21 made displayed damage the fight multiplier.
Sources 11
- Torn Wiki
Weapon Stat ·
Why TornLife says this
Every weapon in Torn comes with an unique internal Damage and Accuracy value. Every weapon in Torn comes with multiple stats associated - each have a unique Damage and Accuracy value, each weapon of the same kind has a Stealth rating, and you can start to earn Weapon Experience if you have completed the CBT3870 …
- Torn Wiki
Weapons & Armor › Primary / Secondary / Melee / Temporary / Armor ·
Why TornLife says this
Accuracy values range between +0.00 and +5.00 on top of the minimum. For example, a 9mm Uzi ranges between 43.00 and 48.00 Accuracy.
- Torn Wiki
Mission › Introduction › Mission credits ·
Why TornLife says this
system generates 100 variants of it. The one with the highest quality out of those hundred will then be credited to you
- Torn Wiki
Damage Revamp (2021) › The Damage Formula ·
Why TornLife says this
If your fists have a damage value of 10, a weapon with a damage value of 50 will do 5x as much damage
- Forum
Attacking: A Guide to Weapon Damage — Proxima ·
Why TornLife says this
Attacking: A Guide to Weapon Damage | Tutorials & Guides | started by Proxima [1879587] on 2020-08-15 | 78 replies Weapon Damage is (now) quite simple. A 50 dmg weapon will do twice as much damage as a 25 dmg weapon. …
- Torn Wiki
Weapon › Primary — Primary Weapons (rows 1/3) ·
Why TornLife says this
| ArmaLite M-15A4 | 68 - 73 | 57 - 62 | 3.0 | Rifle | Mexico |
- Torn Wiki
Battle Stats › Basic Info ·
Why TornLife says this
Strength Increases the damage you deal each hit. Defense Reduces the damage you take per hit. Speed Increases the chance of hitting your opponent.
- Forum
Is dexterity still important? — Penetration ·
Why TornLife says this
Enemy weapons can't proc against what they can't hit.
- Torn Wiki
Weapon Stat › Weapon Experience ·
Why TornLife says this
It takes approximately 2,000 damaging hits to go from 0 to 100% XP.
- Torn Wiki
Merit › Upgrades › Weapons Upgrades ·
Why TornLife says this
Each upgrade adds 1% damage and 0.2 accuracy.
- Torn Wiki
Armor — Coverage ·
Why TornLife says this
The mitigation provided is actually based on displayed pixel coverage - i.e. if it looks covered on the player model, then it's covered.
On TornLife
- TopicWeapons
- TopicWeapon quality
- TopicWeapon bonuses
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