The Best Items!! - Nobody
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Thread created on 00:44:33 - 24/05/17 (9 years ago)|Last replied 21:20:46 - 02/12/19 (6 years ago)!!!!REPLACED!!!!
WEAPON AND ARMOR STATS OUTDATED DUE TO GAME UPDATES
NO MORE UPDATES UNTIL NEW ARMOR ARRIVES AT LEAST
~ Other Resources ~
Crimes & Awards - Nobody
Jail, Busting & Bailing
~ WORK IN PROGRESS ~
It seems like "mouse-over info" is still lacking in the torn text editor, so mods will suffer somewhat from that. If you want a larger picture of the mods, simply right click them and "copy image address" for a larger picture. Other than that, all images should redirect to item market (Gold AK is unlikely to show any results, 25B in UAE for those wondering). I'm still working on this, but let me know if anything is broken (links or anything). Some of the recommended weapon mods might not be 100% accurate, but I know the primary weapons are. I have decided to shorten the list because this is a "best items" list, but I included some popular melee weapons for rather obvious reasons.
~ Rational Text Here ~
Firstly I want to thank Relentless for helping me with updated numbers and whatnot, feedback before this went live, the best source for critical review on ones work to be honest. I'm not sure how much I will be updating this, but instead of letting this thread die I decided to give it a worthy replacement. This thread should contain a comprehensive list about weapons and armors, along with educations and faction upgrades that effects said weapons. Recommended mods are based on balanced stats vs balanced stats. Thanks to everyone that brought life to the previous thread, this thread is a dedication to all of you *raises glass*.
~ Personal Theories ~
It's not impossible that items lack a "stat limit". Sounds unlikely, but it could be that generating 1B ArmaLite's could result in a better weapon than a low stat Gold AK's. In simpler terms, it could be a wave-spectrum of likeliness rather than "random between 60 + 75". We won't know for sure unless we are given back-end coding. so I'm using actual stats rather than "probable limit".
Sending a beer or energy can might refresh my willingness to update, just a theory though =)
~ Update Requirements ~
Updating is a drag, I don't like it, and if I'm to update I need these factors included. I've decided to include balanced weapons of each type, hence the (perhaps) weird requirements. Copy the following, and insert compatible info. Armor only requires armor rating. Upload an image to https://imgbb.com/ for proof.
1. Total Score (Damage + Accuracy)
2. Damage
3. Accuracy
~ Trading Thread For The Best Items! ~
~ Armor ~ArmorRatingBlocks
69.66 

64.34 

64.69
71.03
65.65
65.47
65.72
~ Primary ~Weapon Damage Accuracy Type Edu Rec Mods - Available Mods 82.7482.09Rifle81.9983.09Rifle71.3177.73Rifle69.4779.61Rifle
Not including other primary weapons since it means an insane loss to either damage or accuracy, read here.
~ Secondary ~Weapon Damage Accuracy Type Edu Rec Mods - Available Mods 79.4536.67Heavy Artillery79.2339.50Heavy Artillery63.0972.54Pistol63.0972.54Pistol62.6471.86SMG61.3175.94SMG
~ Melee ~Weapon Damage Accuracy Type Edu Recommended Mods 73.8869.72Slashing
ClubbedN/A71.4373.69Slashing
ClubbedN/A68.3284.84ClubbedN/A67.5485.91ClubbedN/A63.5175.78SlashingN/A63.1677.80SlashingN/A62.4478.40SlashingN/A61.8084.01PiercingN/A60.3885.99PiercingN/A58.6587.14PiercingN/A56.6488.51PiercingN/A
~ Missions ~Weapon Damage Accuracy Best for12.1386.29Lots of hits, low damage 12.1610.68Stalemate - lowers stats is better 71.3129.10Highest use of bullets
~ Faction Upgrades ~Aggression Branch Enhancement 
+10% Accuracy (+1% per upgrade) 
+10% Damage (+1% per upgrade)
~ General Education ~Edu Effect Gain a 1% damage bonus to all weapons Gain a 10% damage increase when hitting an opponent's neck Decrease an opponent's stealthiness Gain a 5% chance increase of achieving a critical hit Gain the ability to equip life and stat boosters in your temporary slot and unlock the pharmacy. Gain a 1% increased hit rate Start gaining weapon experience, specialising in individual weapons for increased damage and accuracy Gain a 5% hit increase with all temporary weapons Gain a 5% damage increase with all temporary weapons Gain a 50% decrease in chance of an opponent running away from you in battle Gain a 2% bonus to all melee damage Gain a 5% bonus to ammo management Gain a 30% bonus to ammo management Last edited by Nobody on 22:48:25 - 02/12/19 (6 years ago) -
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Posted on 00:52:04 - 24/05/17 (9 years ago)Post link copied to clipboard Copy post link~ Companies ~
20% armor bonus
25% flame-thrower damage & accuracy
1 extra clip for guns during combat - 10% primary & secondary weapon damage
20% slashing weapon damage
10% melee weapon damage
~ Temporaries ~ Numbers may be off - placeholders until I have factual sources...
Not including other temporaries as they bring nothing to the table you can't do with regular weapons.Last edited by Nobody on 02:55:50 - 09/03/19 (7 years ago) -
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Posted on 01:06:31 - 24/05/17 (9 years ago)Post link copied to clipboard Copy post linkThank you for this! Awesome, hope you can keep it updated :D
edit: I might suggest a best 'overall' weapon of each type (for example with the DBKs, there exists a 61.45 / 85.54 or something along those lines, which is best overall compared to the one with the best damage, say)Last edited by Proxima on 01:13:46 - 24/05/17 (9 years ago)
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Posted on 02:00:09 - 24/05/17 (9 years ago)Post link copied to clipboard Copy post linkGreat info. Will probably be constantly referring to this. Thanks.
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Posted on 05:22:19 - 24/05/17 (9 years ago)Post link copied to clipboard Copy post linkOkay this seems like a solid list but if you can keep this updated this will be very, very impressive! Good work tho!

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Posted on 18:47:36 - 25/05/17 (9 years ago)Post link copied to clipboard Copy post linkNice guide.
Can you link to where you got your info on temp weapons? Particularly the 90% reductions for pepper spray and flash bangs, and the numbers for molotovs.
Also if you could fit the names of the temp boosters somewhere alongside them it would be much clearer for scrubs like myself, at the moment they all just look like syringes. -
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Posted on 18:54:55 - 25/05/17 (9 years ago)Post link copied to clipboard Copy post linkThanks so much for the work you are doing on this and the last best items page. One thing though total score is not Damage + Accuracy but should be Damage x Accuracy which would give you the amount of damage expected over 100 attacks. Thanks again you rock!
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Posted on 21:29:17 - 25/05/17 (9 years ago)Post link copied to clipboard Copy post linkTo my knowledge, there is no official numbers for flash grenade, pepper spray or tear gas. Pepper and tear are the counterparts to flash and smoke however, and flash grenade is significantly stronger than smoke. Smoke does have an official number though, so I based the others on that one. Until someone finds factual numbers (perhaps in the old forums?) I'll just use my placeholders (as noted at the top of temporaries). As for Molotov I simply attacked someone, found the total damage dealt by the molotov, took 100(%) - divided by total damage and multiplied by the damage dealt by each hit. May vary of course, mainly to give an indication.
All pictures redirects to the respective item's market page, and seeing as this is a resource page I really don't want to add too much text (would mess up the tables, already has a bit). Take for instance the mods, and they have no direct market page oO -
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Posted on 22:20:11 - 25/05/17 (9 years ago)Post link copied to clipboard Copy post linkThis is the only info i could find comparing temp weapons, and the sample size is too small to really offer much insight.
I'm not convinced pepper spray/flash bangs are actually more effective than their longer lasting counterparts. I didn't notice any significant change when i switched between pepper spray and tear gas. I think it's likely they simply have the same effectiveness and the difference in duration is reflected in their different prices.
Are you able to post the attack log of the molotov? I've not used one before so I'm interested to see exactly how it works.
No worries about the temp booster names, it's easy enough to work them out. -
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Posted on 22:41:04 - 25/05/17 (9 years ago)Post link copied to clipboard Copy post linkWell in that post it looks like smoke grenade decreases accuracy by 63.3% even though we know it's at 75% - while flash appears to decrease accuracy by 84% - making 90% a logical number considering the apparent lower effectiveness of smoke grenade. You really need to have identical 100% balanced stats, and even avoid weapons with an education bonus, no weapon XP, no armor or anything that could alter the numbers. On top of that, you need to factor in the... 5% (?) chance to hit no matter how low your accuracy is vs. your opponents dexterity.
Now you don't need 100% accurate numbers to draw a logical conclusion, but to even be close you really need to eliminate as many factors as possible, as well as doing at least 100 hits with each temp. Btw. Tear Gas appears to decrease dex by 33% - perhaps it's 50% ? Could be they both have the same percentage, time being the only diff... -
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Posted on 23:36:03 - 25/05/17 (9 years ago)Post link copied to clipboard Copy post linkI were able to find the thread announcing temporary items, but no info on actual stats...
https://www.torn.com/old_forums.php?forumID=1&ID=3128419 -
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Posted on 00:19:18 - 26/05/17 (9 years ago)Post link copied to clipboard Copy post linkAwesome work +1

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Posted on 01:25:05 - 26/05/17 (9 years ago)Post link copied to clipboard Copy post linkI've a more accurate pillow and a more accurate arma, will post the values when I have some time and I'm not camped out in SA. Also pretty sure bogie has a better motorcycle helmet, not sure though!
Could also get some info here:
https://www.torn.com/forums.php#!p=threads&f=61&t=16004264&b=0&a=0
Nice work though! -
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Posted on 01:27:33 - 26/05/17 (9 years ago)Post link copied to clipboard Copy post linkYep best moto i've seen is 64.43, not sure where it's ended up now though.

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