59 replies · 2.46k views · thread synced · 8 days ago
· View on torn.com
About this thread
Posts archived:60 / 60 posts (100%) · the total is Torn's reply count + the opening post at the last fetch
Counted by TornLife from the archived posts.
Archived posts
60
Discussion span
→
Authority score
59 / 100
Historical score
31 / 100
Story score
62 / 100
Engagement score
76 / 100
People posting, likes and official posts are not counted for this thread yet: on threads longer than one page they come from a periodic pass over the archive, which has not covered it.
Most-liked replies
Hank[1732212]
· 21 likes · Gonna be a new gold rush for those factions involved in farming this.
oraN[1778676]
· 5 likes · for HOF factions its probably better to keep them in armory since the resell cash wouldn't help much (assuming they're not super broke like DA or M at the moment) the rest its probably a good idea to resell them …
Rage - chance of making 2-8 actions in a single turn
Disarm - chance of disabling opponent’s last used weapon for 10 turns
Irradiate - apply radiation sickness upon finishing hit (1-6 hours)
Cripple - Adds debuff effect reducing opponent’s dexterity per hit by 25%
Thoughts? Regarding Cripple, does it mean every succesfull hit will reduce dex by 25% ? So 4 hits = 100% reduction and so on , so on? Can this value go to negative aswell?
Edit: Also nice to know there are going to be more possibilities to reduce not only DEX/SPD but STR/DEF. [image: i.gyazo.com]
Was just wondering is that the limit? So 4 successful hits reduces it to 0% and then thats or it could only reduce your base stat and not boosted one, let's say you have 1BIL DEX and it is reduced completely, but you have boosted it with needle to 5bil, will that 25% reductions apply only on base stat or together with boosted.
Paralyze - adds 300 seconds ‘Paralyzed’ effect (50% chance of missing turns) Very good for defensive stat players looking to stalemate on defense. Very good for gas station heals. Will stack nicely with distraction.
Rage - chance of making 2-8 actions in a single turn Hilariously good for using a crapton of ammo in an NPC fight, (potentially healing in a gas station, but not confirmed), padding crit hit stats, etc. The proc rate will likely be very low on this though.
Disarm - chance of disabling opponent’s last used weapon for 10 turns Pretty big indirect buff to temporary weapons and DOT weapons who won't be used again, anyway. Not sure how it'll work with fists or kick or how many weapons it can disable at once.
Irradiate - apply radiation sickness upon finishing hit (1-6 hours) I'm gonna hold off on saying much about this until we learn the details... because if this radiation stacks, applies a substantial amount of radiation sickness, is a 100% proc rate upon finishing the fight, works on defense, and isn't countered by the Hazmat suit, it might break the game in a sense. I was really hoping radiation sickness was going to require SUPER expensive special ammo, or be limited.
Cripple - Adds debuff effect reducing opponent’s dexterity per hit by 25% If it's 300s per debuff and has a decent proc rate from an accurate weapon then hellllooo rolling in mela from a prior fight + Cripple + Concussion Grenade + Tracer Ammo + Speed Trigger. This will also stack very well with distraction.
Defense:Strength already scales nicely for damage mitigation... imagine being able to lower Strength by an additional 75%. It'll be interesting to see if there's a more powerful defense lowering special, or one that works on 0 damage hits... because the 0 damage hit subsidy is getting a bit ridiculous in my opinion. (none of these bonuses apply to 0 damage hits)
Side note: That quality over 100% stat is annoying, albeit useful I suppose. If not 100%... what is the new cap?