Damage formula
What TornLife's research has established about Damage formula, and the questions players asked about it.
What TornLife has verified
- Since the 19/10/21 Damage Revamp, the displayed Damage value on a weapon is exactly the multiplier applied in combat: a weapon with Damage 50 deals 5x the damage of bare fists (Damage 10), before other bonuses. Previously the displayed stat and the actual in-fight multiplier were generated from a hidden internal value by two separate calculations. (documented; Damage Revamp (2021) › The Damage Formula, )
- Staff (bogie) stated critical hit chance is calculated separately and after hit chance is resolved: accuracy (speed vs dexterity) determines whether a hit lands, and only then does a second RNG roll decide if it is a critical hit; a hit cannot be critical unless it first registers as a hit. (confirmed by Torn; Accuracy related to Crit?, )
- Staff explicitly denied that critical hits bypass dexterity: in the old (pre-revamp) system, 'lucky hits' had a fixed 1/11 base chance that could not be adjusted and could hit any body part without a prior hit check, but current critical hits do not ignore Dex. (confirmed by Torn; Critical hit rate, )
- A 2017 patch note shows Torn's own systems distinguish between hits that deal damage and hits that do not: mission lose triggers were changed to count only damaging hits, implying non-damaging successful hits are a recognized, separate category from misses in the game's internal logic. (confirmed by Torn; Patch list #15 : 10/10/17 — changes to Mission (2017-10-10), )
- A 2020 patch increased the base damage of several Temporary weapons (Stick Grenade, Grenade, HEG, Claymore Mine, Nail Bomb, Ninja Stars, Throwing Knives, Molotov Cocktail) and adjusted related accuracy/poison mechanics, and decreased Flamethrower burning damage, showing temporary-weapon damage values are actively tuned rather than fixed at zero. (confirmed by Torn; Patch list #139 : 28/04/20 — changes to Weapon (2020-04-28), )
- Armor reduces incoming damage by a flat percentage: D(A) = D(I) * (1-A/100), where D(I) is the initial damage and A is the armor rating (e.g. a 40.00 rated piece cuts a 1000 damage hit to 600). Company buffs can raise the effective rating further (10* Clothing Store +20%, 7* Private Security Firm full set +25%). (documented; Armor › Armor Ratings, )
- A developer confirmed that a furniture-related '10 star' passive bonus giving +300% to fist damage was intended to, and after a fix does, apply equally to both fist and kick damage, not to fist alone. (confirmed by Torn; Kicking punching and my 10 star ability., )
Questions about Damage formula
- How do fist and kick attacks differ in damage and accuracy in Torn?
Combat ·
- Why does a landed weapon hit in Torn sometimes deal zero damage instead of a miss?
A landed hit shows 0 damage when the defender's mitigation cancels out the raw damage roll entirely — the attack still counted as a hit, it just had …
Combat ·