Skip to content
TORNLIFE More

Thor's ULTIMATE DAMAGE TIERLIST [Version 2.0]

Started by TheMightyThor [1872227] on in Tutorials & Guides.

183 replies · 20.3k views · thread synced · 3 days ago · View on torn.com
About this thread

Posts archived: 184 / 184 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
184
Discussion span
→
Authority score
77 / 100
Historical score
51 / 100
Story score
63 / 100
Engagement score
88 / 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

TheMightyThor [1872227]

Greetings fine citizens of Torn city.

Thor is here with the much awaited 2.0 update to THOR’S ULTIMATE DAMAGE TIERLIST.

[image: i.ibb.co]



This thread will serve as a guide to everyone who wants to know a thing or two, about these contraptions you fine citizens call "fire-arms" and their various random attributes associated with them. Now they might not resemble arms, or breath fire, but they arguably ought to. That would be much cooler.

With the creation of the second version of this thread, the most major upgrade will be the addition of uniform equations between all the different weapons and their bonuses. Utilizing the handiwork of and his Proxima with his Attacking: A Guide to Weapon Damage thread and his https://www.tornstats.com/proxiquality calculator on Tornstats we are able to come up with robust formulas to please all you pencil pushers who didn’t believe Thor even knew how to use an abacus, or even owned a lab-coat!

Utilizing this math Thor will assume that you, the player, have initiated an attack against another player, with three main objectives. Firstly, Thor assumes you wish to end combat as quickly as possible by smashing their puny face, or shooting it. Secondly, Thor assumes that both sides have no temporary items as that exponentially increases the number of options and outcomes which is difficult math for an abacus. Lastly Thor assumes you have one Ranked War weapon at your disposal. Thor will speak later about how you might bolster your loadout with multiple weapons and perks! Lastly, Thor assumes that this is a fight between two equally matched stat builds. A somewhat common sight in Torn city.

In effect, what weapon, and which perk for said weapon, will feel like wielding Mjolnir itself.

 

What is the best! What weapon is WORTHY!


To begin that discussion, Thor wants to evaluate the existing weapon platforms that we can stand on when blasting folks.

[image: cdn.discordapp.com]

What curious contraptions, and even more curious differences between them. Just taking a glance we can see that an Armalite holds a significant advantage over the other rifles on offer. However, Thor would like to turn your attention towards the Magazine Size, and Fire Rate stats. Curiously, an Armalite has a worse Fire Rate than an Enfield, and a lower magazine size, despite its superior overall stats. But how does this interplay with the weapon’s stats itself?

[image: cdn.discordapp.com]

Thor’s answer to this puzzle is to look at the number of turns combat lasts in the graph above. While some values may not be perfectly where you might think they should be, this is a very good aggregate of how these weapon platforms feel to stand on top of. Briefly, what this information shows is that weapons with larger magazines are better for combat that lasts longer.

This information is valuable for three reasons. Firstly, combat where the weapon you’re holding matters often goes longer than 10 turns where the Armalites start to fall off at Turn 15. Secondly, defensive temporary weapons such as smokes are very common, acting as a force multiplier against you if you run out of ammo with an Armalite. Lastly, people whore defense stats, often prolonging combat.

 

[image: i.ibb.co]

 

A TIER:
Enfield: A perfect balance of both fire rate, damage, and accuracy. A solid weapon for sustained firepower without many reloads that can be your special ammo cannon.
Armalite: High damage, high accuracy, low fire rate, low magazine size. A special ammo cannon that can have some trouble reaching the finish line but stays strong while it can.
B TIER:
Tavor: Similar to the Enfield, but with the same lifespan as an Armalite without the ability to use special ammo freely.
Sig: Slightly less stats than the Tavor, for a marginally better fire rate. The lower accuracy on the Sig is also a downside as Dexterity plus smoke grenades are increasingly the favorite option.
C TIER:
M4 Super: A weapon with excellent damage, accuracy, and fire-rate extremely limited by the short amount of turns it has on offer. An excellent weapon in the right situation.
D TIER:
Aug: A significant step down from the other three thirty round magazine counterparts, and a nose-dive in accuracy. A weapon that only sometimes is viable.
F TIER:
M16: A weapon with nothing going for it besides the damage being adequate.

Now that we’ve stood on the best platforms, and tested their strength, we ought to put this information to use. By Evaluating the best application for these bonuses on each of these weapons by not just tier, but also color. Yellow, Orange, and Red bonuses have different ranges, which significantly impact how they perfect within each tier.

 

[image: cdn.mos.cms.futurecdn.net]

 

The following are all weapons below the rank of S for Sledgehammer:

Yellow Weapon Bonus Tierlist


[image: cdn.discordapp.com]

Thor's advice for first time weapon buyers, and fine citizens looking at Yellow weapons. Don't spend every penny you own on a weapon thinking it will make all the difference. Stats are the ultimate determinate for who wins a fight, not your weapon. There is a fine story of Thor losing Mjolnir, and just punching everything to death! That said if you have a comfortable extra bit of money from your mugging spree/company profits/or donator packs you should be looking for the most bang for your buck. A solid Armalite with conserve or an Enfield with deadeye can often do the trick and not break the bank. Don't buy a yellow Aug or M16. Just don't, For Thor, please.

Penetrate: At first glance the most noticeable trend on this tierlist shows penetrate and powerful standing at the very tippy top of each weapon. When hypothesizing what would be the best bonus would be, Thor had assumed that deadeye would actually reign supreme. Yet, while it proves to be effective, any amount of head armor drastically changed how effective penetrate was. While the hypothesis wasn't far off from the truth, head armor introduces an important variable to the equation. Thor doesn't like puncture, before you ask. It's the same as penetrate but often a worse weapon bonus stat and random. It's just the worst.
Powerful: Damage in is damage out. Powerful means more damage, means a faster dead opponent better than almost all other options.
Expose: The question on if critical hits, or critical hit damage is better was not an easy question to answer. Thor needed an abacus for each part of the body. When the number of critical hits goes up, the chance to hit other limbs goes down. This means that changing your critical hit rate has a drastic impact on combat. One that in Yellow weapons holds an edge over an increase in critical hit damage.
Deadeye: Is a perk that many folks would underestimate outside of Orange and Red. They would be wrong. Even a small 25% increase to your critical hit damage plays a large role in how much damage you end up dealing in combat. In case you didn't know, critical hits in Torn City deal an additional 3.5 times damage.
Specialist: Similar to powerful but you are limited to one magazine. On certain weapons like the Enfield's 30 round magazine and 2-5 fire-rate, that poses less of a challenge than weapons like the Armalite's 15 round magazine and 3-5 fire-rate. Yet, while many folks would discount specialist for being unable to reload, take this idea for your consideration. Thor asks you to image a world where your opponent is dead before you run out of ammo or you have an equally powerful weapon to switch to specialist is one of the best perks you can get.
Conserve: An often overlooked but very powerful weapon bonus. There are two things Thor wants you to know about conserve. Firstly, you shoot more and reload less. As simple as it sounds, this can have a dramatic effect on how much damage that can be dealt each combat. Hypothetically if you're loading twice each combat, and conserve brings that down to one or none, that is a 4-7% increase in damage output for each turn you don't spend reloading. Pair that with special ammunition and you have a fearsome combo on a very budget weapon.
Focus: Assume you miss half your turns. By that logic focus would increase your accuracy by 15% on half of those turns. In effect you're seeing a 7.5% accuracy on average per turn. Not the worst, but their are better options for weapons that don't require you to miss your opponent to be effective. that said the more you're missing, the better this weapon bonus is.
Weaken: In Yellow, weaken simply does not proc enough to provide a reliable damage increase. Additionally, decreasing your opponents defense is less effective than a flat increase to your damage. Damage reduction via defense is logarithmic, meaning there are diminishing returns on your strength's damage increase relative to your opponents defense.
Eviscerate: Is a shotgun specific weapon bonus, and for now we can see it as the same as powerful but with the added bonus of helping your friends.
Cripple: See Weaken but shotgun specific for Dexterity.

[image: cdn4.whatculture.com]
Orange Weapon Bonus Tierlist

[image: cdn.discordapp.com]


Thor's advice for someone buying an Orange weapon. This is where most of the good weapons in the game exist. You're at the point where you're looking to spend a lot more money for a bit of an upper hand over your opponent, in combat. Be wary of scams, weapons at Orange can be wildly unique and interesting but also overpriced for what they're worth. Consider just how much more you're paying compared to the price of a middle of the road Yellow weapon with the same bonus. Is the increase worth triple the price? Will you actually win that much more? That is for you to decide, but don't let it eat your whole wallet.

Penetrate: As you increase your budget, so does your opponent and as such their armory grows with them. Ranked War armor is more common by the day, and the stronger your opponent, the better penetrate becomes.
Powerful:
No changes from Yellow to Orange.
Expose: Expose loses ground in Orange because its bonus stat value does not increase at the same rate that the other bonuses increase. Going from a 7% additional critical his chance to an 11% bonus is just not as impactful to your damage as going from a 25% increase in critical hit damage to a 45% bonus.
Deadeye: See above, swapped with expose to be the better perk in B Tier.
Specialist: As weapon damage stats grow higher, the effectiveness of powerful and specialist increases. On most weapons, this is the point where this bonus becomes not only viable, but often better than powerful and penetrate. Strongly consider if the fire-rate/magazine size of your weapon is sufficient for your needs before committing to a specialist weapon.
Conserve: While making a solid budget option in Yellow, conserve still only provides that 4-7% increase in damage output compared to much stronger options. Still not a bad choice but you're likely better off with a high tier Yellow at the low Orange price point.
Focus: Moves down to D Tier for most weapons. Thor recommends this bonus if you're struggling with your speed against dexterity whores, but there are better options for dealing damage.
Weaken: The damage increase remains the same from Yellow, but with the added benefit of a slightly higher chance to proc. Still largely unreliable.
Eviscerate:
No changes from Yellow to Orange.
Cripple:
No changes from Yellow to Orange.

 

[image: i.ibb.co]

Red Weapon Bonus Tierlist

 

 

Thor's advice for Red weapons buyers. Don't buy one unless you're sure you're looking to spend a lifetime's worth of savings on the weapon. The prices are just as made up as how effective they can be. Some people will ask for 20 billion for something that someone else will ask 10 billion for. At Red anything can be good (except maybe conserve), but just don't overpay for it.

Penetrate: Nothing else is going to be stopping someone in full Delta or Assault like penetrate will. Puncture in Red becomes reliable enough at a 40% chance to proc that Thor could recommend it the same as penetrate.

Powerful: Stronger than ever, with the same ins and outs as before. Damage is damage.
Expose: Drops to C tier. While decent in Yellow and Orange, in Red expose just can't keep up compared to the numbers advantage you gain from powerful, penetrate, and deadeye.
Deadeye: While most other weapon bonus stats double from Yellow to Red, Deadeye triples. From 25% in Yellow to 75% in Red. This is significant, and allows it to climb right over expose to be the champion of B Tier.
Specialist: Holds a ten point lead over powerful in Red. Thor's personal favorite and a real danger to anyone who dares step into the ring with Thor. This 45% Specialist Tavor is not going to reload itself until you're dead, and it won't take long.
Conserve: You should not be buying this perk in Red unless you get a very good deal and really like special ammo.
Focus: No changes from Orange to Red. Will probably murder dexterity whores with impunity.
Weaken: Rises from D Tier to C Tier in Red. Defense whores will be much more likely to rear their ugly misspelt head when you're at the point where you can start to afford Red weapons and a 40% chance will quickly turn into three weaken stacks.
Eviscerate: No changes from Orange to Red.
Cripple: Steps up from F Tier to D Tier for the same reasons weaken climbed one tier itself. It is now reliably able to proc enough to be a viable weapon for it's intended purpose. Though if you have a high enough dexterity whore you'll probably never even hit them.


That's it folks!



But what about all the other weapons with random percentages to aid you in combat?


To make use of this information if you are confused, Thor recommends reading it all again, but this time just a little bit slower so you can take in all of that wonderful information about damage, percentages, and other inane nonsense you Midgardians care about. This is a damage tierlist.


[image: j.gifs.com]


To summarize In the simplest terms: random chance is bad. Thor doesn't like to gamble. You want to go into a fight with the knowledge that what you plan to do will not only happen, but it will happen every time. Static bonuses to damage will always be favored over the chance for you to kill someone in a very fun, but rare, way. Now, don't be upset by this, as much fun as it would be to start shooting lightning out of your Yellow 4% rage metal nun-chucks, you just won't be able to do that every time unlike Earth's Mightiest Avenger.
Tired of reading? Well, Thor is tired of writing. See you in 2.1 for melee weapons.

May the Wind Always Be At You Back!


[image: i.makeagif.com]

Mentions: Attacking: A Guide to Weapon Damage

TheMightyThor [1872227]

Changelog



VERSION 2.0

Completely revamped the guide.
Added base weapon platform discussion.
Added weapon tierlist pictures for clarity.
Simplified the discussion of damage boosting perks.
Removed discussion of largely useless perks.

Version 1.1

Thank you all for your positive discussions, astute observations, and foolish comments. Thor is overwhelmed by the positive support for this thread.

-Silver text for the cursed light-mode users is now black.
-Fixed various grammatical errors.
-A longer explanation of Deadeye's rating.
-Deadeye moved from +D Tier+ to ≡B Tier≡ in Yellow.
-Deadeye moved from +D Tier+ to ≡B Tier≡ in Orange.
-Deadeye moved from +D Tier+ to ≡B Tier≡ in Red.
-Fury Moved from ≡B Tier≡ to +D Tier+ in Yellow.
-Fury Moved from ≡B Tier≡ to +D Tier+ in Orange.
-Fury Moved from ≡B Tier≡ to +D Tier+ in Red.
-Puncture moved from +D Tier+ to ≡B Tier≡ in Red.
-Rage moved from +D Tier+ to ≡B Tier≡ in Red.
-Added an explanation for the reason Puncture is in xF Tierx.
-Added .gif of a Galton board.
-Added two photos of Odin using a mini-gun to better separate the tier lists.

Deadeye was significantly underrated. even at only two critical hits a fight, it brings a lot to the table damage-wise. Thor is really impressed with the fact that at red, it goes all the way up to 118. Wow.

Fury and Doubletap were significantly over-rated. Unlike powerful where you just get extra damage, getting an extra turn means you could miss. Which means you don't get any extra damage, and is significantly worse than initial observation would suggest.

Puncture makes its way up to ≡B Tier≡ in Red as on average it is equal to penetrate, and at a 50% chance to trigger it is reliable enough to hold equal footing with it's brother Penetrate.

Rage is effectively similar in its output to both Expose and Deadly in Red and was wrongfully in xF Tierx.

While many of you are critical of this list for being significantly biased, leaving things out, or disliking puncture. Thor would like to remind folks that this Tier list was never meant to be this popular. It was a fun idea to explore just what Thor thought of all the different bonuses that there were in the game. Given that this list is now quite popular, and well regarded Thor understands it is Thor's duty to put more care into the list, and offer better descriptions, explanations, and ideas behind choices. As such there will be updates as Thor makes time to do so, with all the necessary information to help new players navigate the important decision of purchasing their own irradiated heater.

That is what is making all of these weapons do these strange things right? Radiation? That's why you folks are wearing hazmat suits, isn't it? Thor's a god after all, so this radiation business is of no trouble. But you folks might want to get that checked out, holding these things for prolonged periods of time can't be good for the weaker species of the nine realms.
Fistyboy [1733255]
Let me get this straight a bonus that lets your weapon deal 200% extra damage in the 1st 10 -13 turns is S tier, but a bonus that allows your weapon to deal 90% extra damage on any turn is D? and you start out by saying killing faster is better? No wonder Thor’s a noob at Fortnite
Private_Joker [2488283]
idk i do like Mugs list more. Sure, it has some downsides, but seeing assasinate in low tiers and few other questionable choices is strange for me
Acepac [190060]
Unfortunately many guides currently available are the author's subjective preferences for the bonuses. The ratings are not grounded on mathematical calculations or simulations. This guide is no different.
Umami [2168530]
Upvoted for effort, also that the weightings change with grade (yellow/orange/red) however some of the ratings do leave me scratching my head.

This list gives good logic behind its selections, but shouldn't be treated as gospel. For noobs starting out with RW weapons it is a good entry point and along side mugs list I think there's some good knowledge being passed down.

The number one thing I agree with in Thor's post - don't spend too much money on the weapons. No weapon is going to suddenly make you stronger than Thor with his mighty hammer.
Meow [2441901]
I agree with acepac and umami in their judgements of this guide. There are quite a few puzzling picks, and although it has good insight into many of the bonuses, it leaves a lot to be desired, and rw weaponry being as complex a system as it is, is very difficult to distil into a tierlist

Many of the bonuses offer a wide range of applications which would take a much longer post to fully explain, not to mention double bonus combos etc.

Edit: I would suggest instead of a tierlist, a detailed description on each bonus' use case, strong suits, and weaknesses would be more appropriate.

E.g. Rage: While numerically a lacklustre bonus that promises quite low damage and low probability, when triggered it can often prove devastating. At yellow level, the proc rate is quite low (unless 6%), so it starts to work better at orange and beyond where triggers are more often. It tends to work better at higher levels where people have more HP and rage gives less overkill, smth that tends to happen with this bonus. It cannot proc other bonuses on the additional hit, thus it does not pair as well with other proc-based secondary bonuses as one might imagine. Often it can work better on defence than offence, since typically the attacker is stronger, a low percentage comeback style bonus can help you snag wins when you otherwise might not have. It can also deter people from attacking you for fear of the bonus triggering. Overall, its a low expected value, high risk high reward, luck-based trait that can help you overcome stat differences on defence, but its unreliability can be a hindrance on offence.

(This was written in like 5 minutes, so apologies if there's any wrong info or missing details)
Monkeytts [2734979]
Nice list but unfortunately it will change depending on everyone's game play. And I think I'd compare rage to fury more than expose. And I prefer Rage over fury. Fury at low level give you a 10% chance to hit twice where Rage is 4-5% to hit 2-8×. In the long run, Rage will deal more damage than fury, however you have fury ranked B tier and Rage only ranked D tier. There's a few other controversial bonuses I can see. Like smurf. You gave an example of being a level 80 or 90 fighting a level 100. Sure that only gives you 10-20% more damage, in turn still comparable to your Specialist and powerful bonuses that you have ranked at tier A. However if I was a level 15 fighting a level 100, that gives me an 85% bonus to damage, far exceeding any red Specialist or powerful weapon and the smurf weapon is still a lowest yellow. So way I see it, bonuses will be ranked differently depending on who's using them

**Edit for some typos
Also noticed Assassinate(one of the best bonuses when you're racing 10 players to get that guy coming out of the hospital) and puncture(completely ignore armor) are much more valuable than F tier lol even frenzy has a use in certain situations like a long fight. Show me a weapon that does more damage at round 25 than a frenzy yasu?