Bonus collocation and introduction
(including selection suggestions)
Below, we will introduce what kind of weapon Bonus is suitable for and how it can help you.
An RW weapon is a combination of weapons and bonuses. When evaluating an RW weapon, we must evaluate both weapons and bonuses. There is no point in discussing weapons or bonuses alone, especially when evaluating the value of an RW weapon.
This is an RNG game, the battle is full of variables, top weapon base + top Bonus is difficult to encounter. Some prefer balanced damage to defeat enemies steadily and quickly, while others prefer variable, one attack to defeat powerful enemies. I think most players just need to choose a good weapon base + a good Bonus RW weapon based on their own situation is enough, many top RW weapons will not appear on the market at all, arguing about which is the "best" combination is currently a meaningless thing. Choose what suits you the best.
New: Since the current data on RW bonuses on the Wiki is too backward and other articles have not been updated, I have added a percentage color range for all bonuses based on what I know. It's not necessarily comprehensive, but if my friends and I see a new bonus, I'll add it.
Weapon Categories: Different bonuses correspond to different weapons. Abbreviations will be used for display below. CL = Clubbing;" HA = Heavy artillery; MG = Machine gun; MK = Mechanical; PI = Piercing; PS = Pistol; RF = Rifle; SG = Shotgun; SL = Slashing; SM = Submachine gun.
Damage Bonus (A-Z)
Assassinate
Increased damage (%) on the first turn
%: 50-69 76-96 108-143
Categories: PI, PS, RF
Application scenario: Use this weapon only once
Applied weapon: Cobra Derringer
Choice tip: In most cases it is difficult to defeat an enemy with just one shot, but the Bonus of the second shot loses its effect and is very useful if paired with Cobra Derringer. Cobra Derringer has excellent Dmg and Acc, and the ammo cost is 1-2, can only use a single shot with Bonus can deal huge damage, Cobra Derringer consumes very few bullets, and will not be a burden on special ammo consumption.
Recommended usage: Cobra Derringer+Assassinate is suitable for defense, you need to set 100% Secondary weapon "While defending", and Reload is turned off
Backstab
Chance (%) of double damage when opponent is distracted
%: 30-38 38-57 57-70
Categories: PI
Application scenario: Multiple attackers attack one user
Selection suggestion: This Bonus is very high if it triggers damage, I don't recommend using it to attack NPCS because Frenzy is more appropriate. This is a good second Bonus that works well when paired with Plunder. For most muggers, mugging would involve a lot of competition and require a high level of damage to be sure you land the final hit. Grouping big guys will also work well in Ranked Wars. Would be good to buy one for your faction armory.
Bleed
Chance at "Bleed" DOT effect, with damage ticks starting at 45% that of the damage dealt when proc occurs, and reducing to zero over 9 turns.
%: 20-30 31-46 49-70
Categories: PI, SG, SL
Weapon suggestion: The trigger damage of Bleed is directly related to the Dmg value of the weapon itself, so it is recommended to choose a high Dmg weapon (with high requirements on Acc, if you can't hit it, you can't trigger Bleed).
Selection suggestion: Weapons are valuable if they are red or orange, yellow weapons have a low trigger probability and are not recommended. Bleed is very demanding on the weapon base, and a Benelli M4 Super or high quality Melee weapon is recommended.
Usage Suggestion: After triggering Bleed, use other damage weapons without triggering Bleed again.
Tips: When Bleed is triggered, the damage caused by Bleed is related to the damage caused at that time.
Deadeye
Increased Critical hit damage (%)
%: 25-45 45-74 77-123
Categories: PI, PS, RF, MG
Selection Suggestion: One of the best damage type bonuses. According to mathematical models, does more damage compared to having a higher crit chance from Expose
Empower
Increased Strength while using the weapon (%)
%: 50-86 93-149 168-234
Categories: PI, CL, SL
Tips: Increasing STR does not increase damage by %.
Application scenario: Attack DEF whore
Selection suggestion: The yellow bonus is too low, orange or red weapons are recommended. A better way to attack DEF whore is with Epinephrine.
Eviscerate
Opponent receives extra damage (%) under this effect
%: 15-19 19-24 25-33
Categories: PI, SG, SL
Application scenario: Increase damage
Weapon advice: EVIS triggers must "hit enemies" and "deal damage" to take effect, so the idea of buying a booster for a weak friend will not work, this Bonus must be paired with a good weapon. If your main weapon is a damage weapon, you can pair an Melee weapon with an EVIS, or vice versa.
Frenzy
(%) Increase to Damage and Accuracy on each successive hit
%: 5-7 7-10 10-14
Categories: CL, PI, SL
Application scenario: Attack DEF whore, best choice is to attack NPCS.
Weapon proposal: High Dmg weapon.
Usage suggestion: Critical strikes against NPCS in Round 25 deal a huge amount of damage. A 100-day player like me can use Frenzy to rank in the top five NPC damage lists.
Fury
Chance (%) of hitting twice in a single turn
%: 10-15 16-22 26-37
Categories: CL, PI, SL
Weapon Suggestion: This Bonus is only available on Melee weapons, but Rage Bonus is recommended if you decide to use the Melee weapon as a damage weapon and the primary weapon as a secondary weapon.
The Fury bonus results in a lower output than the rage bonus in the same color.
Penetrate
Ignores (%) of enemy armor mitigation
%: 25-30 30-37 38-49
Categories: MG, PI, RF
Usage advice: One of the best damage bonuses, the better the enemy's armor, the higher the damage Bonus, when against high armor enemies, the actual damage dealt will exceed the Bonus %.
Penetrate: In the case of attacking RW armor (armor greater than 35), the actual increased damage % is higher than Bonus%. But striking exposed areas does less damage than powerful ones.
Powerful
Increased Damage (%)
%: 15-22 22-32 33-48
Categories: CL, HA, RF, SM, SG
Usage suggestions: Mainstream damage Bonus, which needs to be used with PI bullets. If you don't use special bullets, you can't beat other top damage bonuses.
Puncture
Chance (%) of ignoring armor
%: 15-22 23-34 35-54
Categories: MG, PI, RF
Usage advice: One of the best damage bonuses, suitable for IN bullets.
Rage
Chance (%) at hitting 2-8 times in a single turn
%: 4-6 6-10 12-18
Categories: CL, PI, SL
Weapon suggestion: Red and orange weapons are recommended. Yellow weapons are not recommended, Bonus probability is too low. Rage is the best damage Melee weapon.
Tips: Bonus that can trigger without hitting an enemy.
Tips2: In the current system, if the first attack is blocked by a parry weapon, the rage bonus will not be triggered. If the first attack misses, but is not parry, rage can still be triggered.
As for the "Rage" and "Parry" triggers, since none of us currently have more than 90% of the red Parry bonus, we can't get accurate test results, click here for an explanation of the different views.
Specialist
Increased Damage (%), weapon is limited to a single clip
%: 20-28 28-39 37-59
Categories: MG, PS, RF, SM, SG, HA
Weapon of choice: The Enfield SA-80 is preferred, followed by SIG 552, no other weapon is recommended. Enfield has better sustainability and SIG has a higher Dmg.
Use suggestions: All the top damage Bonus in the theoretical damage value of the best Bonus, the only disadvantage is that the ROF dependence is strong, so the weapon requirements are relatively harsh.
Tips: In theory, after learning the two courses Of education "MTH2310 :Discrete Mathematics" and "MTH3330 :Bachelor Of Mathematics", and with the MOD, the Enfield SA-80 can sustain 17 attacks. The SIG 552 can sustain 10-11 attacks.
Bonus that generates economic value (A-Z)
Parry
(%) Chance to block incoming melee attacks
%: 50-59 60-74 76-92
Categories: SL
Application scenario: Against any Melee weapon.
Weapon suggestion: Japanese knife preferred, Navy machete and Claymore Sword second.
Choice suggestion: The enemy in Duke mission has no bullets, which is perfect for Parry weapons, torn's most valuable thing is Energy, saving Energy is profit, preventing mugger is profit. There are many articles that recommend Parry weapons, you can see:
Choose criteria for Plunder / Parry weapons [cake] | Tutorials… (torn.com)
Tips: Due to the fact that its unique mechanism has been nerfed once, Bonus was triggered only by carrying a Parry weapon, now it requires a Parry weapon to be used in order to trigger the Bonus, so it needs a good weapon base.
Tip 2: Parry Bonus does not need to hit an enemy and deal damage to trigger the bonus, only use the weapon to activate the bonus.
Plunder
Increase (%) to money mugged when used for finishing hit
%: 20-25 26-33 36-49
Categories: CL, PI, SL
Weapon Advice: Plunder must successfully land the final hit on the enemy to take effect, but Plunder Bonus does not increase damage, so the weapon is very demanding and must be used well.
Use Tips: mugger's 25 Energy has endless possibilities.
Revitalize
Chance (%) of restoring the energy spent attacking, when used for the finishing hit
%: 10-13 13-16 18-24
Categories: SM
Selection tip: The most expensive thing in the game is Energy, so Revitalize is the most expensive Bonus.
Weapon recommendation: Weapons with Revitalize Bonus are not particularly good, Bonus itself is impeccable.
Tips: Enemies must be defeated with the final hit to trigger the Bonus.
Warlord
Increases respect gained (%)
%: 15-20 20-27 28-40
Categories: HA, RF, SG, SM, MG
Application scenario: chain and RW wars
Recommended weapons: Recommended and Revitalize the same, the higher the Bonus the better.
Selection Suggestion: Increase the speed of faction farm, speed up the progress of RW war, faction armory necessities, improve the earning power in RW war.
Special Bonus (A-Z)
Bloodlust
Life regenerated by a (%) of damage dealt
%: 10-12 12-14 15-17
Categories: SL
Applicable players: DEF whore, DEX whore
Conserve
Increase (%) ammo conservation
%: 25-29 30-37 38-47
Categories: MG, RF, SM
Application scenario: Enhanced ROF of weapon
Selection suggestion: Suitable as the second Bonus of the main weapon, reducing the special ammunition consumption. Pairing with SPEC would be great, but rare.
Deadly
Chance of a "Deadly" hit (+500% damage)
%: 2-3 4-5 6-10
Categories: SG
Application scenario: Make an "Annihilation" Merit
Choice suggestion: Borrow one from a friend, you won't need it if you already have the Merit
Disarm
Disables opponents' weapon for (X) turns upon hitting their hand or arm. Note: this will not work on the first turn of an attacking fight.
times: 3-5 5-9 9-15
Categories: CL, PI, PS, RF, SL
Tips: Cancel all "Critical Hit rates", without using any mods, the critical hit probability is 20%, and each attack has a 16.67% chance of triggering Bonus. If the weapon is not removed after the Bonus is triggered, the enemy remains in a Disarm state in subsequent battles. The first round cannot be triggered.
Use weapons: Weapons must be good, as this Bonus does not increase damage.
Selection Suggestion: Red is recommended. Orange and yellow are not recommended.
Double-edged
Chance (%) of double damage at the cost of self injury
%: 10-15 18-24
Categories: SL
Tips: You won't die because of this Bonus
Choose Advice: Advice serves as the second Bonus of the Plunder weapon.
Execute
Instant defeat a target upon a damaging hit when opponent is below (%) life
%: 15-17 18-22 23-30
Categories: PS
Tips: You must "hit the enemy" and "deal damage" to take effect this Bonus. Invalid for NPCS.
Tips2: After leaving the enemy, regenerate Health at 25%. That means the Bonus has to be high.
Selection suggestion: Red weapons have value. Orange and yellow weapons are not recommended.
Questions that have been asked a lot lately: Why are the same red Execute weapons so different in value?
Based on the wiki information, it is easy to conclude that bonuses over 25% are good, and not all Red Execute bonuses are above 25%. In addition, this needs to consider whether the enemy has the ability to increase the regeneration rate of life, there are 9 ways to obtain this ability, which can be viewed here.
https://wiki.torn.com/wiki/Perks
That said, if you want an Execute weapon that can be used successfully every time, the 25% bonus is just a starting point.
Expose
Increased critical hit rate (%)
%: 7-9 9-14 14-21
Categories: PS, RF, SG, SL
Selection suggestion: Mainstream damage Bonus. According to mathematical model calculation, does less damage compared to deadeye, puncture, penetrate, specialist and other damage bonuses.
Focus
Hit Chance increase (%) for every successive miss
%: 15-18 19-24 26-35
Categories: RF
Selection Suggestion: Suitable as a second Bonus.
Home Run
Chance (%) to deflect incoming temporary items
%: 50-59 64-73 76-90
Categories: CL
Selection advice: If the weapon is not good, you need to bet on the enemy to use the item timing. If the weapon is good, you need to bet on when to trigger the Bonus, so only red high quality weapons are recommended because of their high Bonus.
Motivation
Chance (%) to increase all stats by 10% (up to 5 of these may stack)
%: 15-19 19-25 25-34
Categories: CL, PS, SL, SM
Tips: Lose Motivation bonus after death and need to start stacking again.
Choice suggestion: As an auxiliary weapon, or as a second Bonus for damage weapons.
Weapon suggestion: If used as a damage weapon, then you need a good weapon base, because the process of triggering damage is slow. If it is used as a secondary weapon to activate the MOTI, it needs a high ACC value, and if it cannot hit the enemy, it cannot trigger the MOTI.
Proficience
Increase XP (%) gained when used for the finishing hit
%: 20-27 28-38 41-59
Categories: SM
Recommended weapons: Borrow one from a friend, or borrow one from a faction armory.
Usage suggestion: Leveling up is faster, which is useless for level 100 players.
Tips: I don't recommend leveling up quickly, a player with a low Battle stats but a high level can easily become a target for the chain. If you plan to upgrade quickly, you can also choose to Revitalize the weapon to gain more Merits in the process of upgrading.
Quicken
Increased Speed while using the weapon (%)
%: 50-86 91-149 153-237
Categories: PS, SL, SM
Application scenario: Fight DEX whore.
Weapon Suggestion: This Bonus does not increase damage and requires a good weapon.
Slow
Chance (%) to Slow opponent reducing Speed by 25% (x3)
%: 20-28 29-40 43-64
Categories: CL, PI, SM
For players: DEX whore.
Choice suggestion: There are almost no SPD whore, and if the enemy does not bring Melatonin, then it cannot defeat the DEX whore.
Weapon Suggestion: This Bonus does not increase damage and requires a good weapon.
Smurf
(%) damage increase for each level under an opponent
%: 1-2 2-3 4-5
Categories: MG
Applicable players: level holding player
Stricken
(%) Increased hospital time upon final hit
%: 30-43 46-54 69-96
Categories: HA
For players: Mercenaries.
Stun
Chance (%) to cause opponent to miss next turn
%: 10-16 16-24 26-30
Categories: CL, HA, SG
Weapon suggestion: Red weapons have a high Bonus%, yellow and orange Bonus trigger probability is too low.
Suppress
(%) chance to Suppress opponent causing 25% chance to miss future turns
%: 25-27 33-38 49-49
Categories: MG
Weapon suggestion: Red weapons have a high Bonus%, yellow and orange Bonus trigger probability is too low.
Tips: This Bonus will only appear on Machine Gun weapons, Machine guns consume a lot of bullets, and special ammunition will be badly consumed.
Sure Shot
Chance (%) at a guaranteed hit
%: 3-4 5-7 9-12
Categories: RF
Application scenario: Fight DEX prostitute.
Weapon Suggestion: This Bonus does not increase damage and requires a good weapon.
Selection Suggestion: Suitable as a second Bonus for damage weapons. It is recommended to choose a red or orange weapon, the Bonus trigger probability of a yellow weapon is too low.
Weaken
Chance (%) to Weaken opponent reducing Defense by 25% (x3)
%: 20-29 29-41 43-61
Categories: PI, RF, SG, SL
Applicable scenario: Attack DEF whore, attack non-Sentinel set enemies.
Weapon suggestion: Orange or Red weapons are recommended, the Bonus trigger probability of yellow weapons is too low.
Wither
Chance (%) to Wither opponent reducing Strength by 25% (x3)
%: 20-28 29-40 49-60
Categories: PI, PS, SM
For players: DEF whore.
Weapon Suggestion: This Bonus does not increase damage and requires a good weapon.
Selection Suggestion: Suitable as a second Bonus for damage weapons. It is recommended to choose a red or orange weapon, the Bonus trigger probability of a yellow weapon is too low.
I don't think it's a Bonus(A-Z)
These bonuses are not completely useless, if it appears as a single Bonus, the effect is relatively small, if it appears in the double Bonus position to produce a special combination, then there is still a very high value, according to the specific situation to judge.
At present, the combination of double bonuses is relatively small, so it is impossible to give a more detailed explanation. I will continue to supplement this article in the future.
Achilles
Increased Foot damage (%)
Categories: PI, PS, RF
Under normal circumstances, the probability of hitting the foot is 7.5 percent, which is far worse than deadeye and Expose.
Berserk
Increased Damage (%), Reduced Hit Chance (half%)
Categories: SL
This is not to reduce the weapon Acc, but to determine whether the final result is miss, that is, even a 100% hit rate may miss.
Blindside
Increased damage (%) if target has full life
Categories: SG
Simply assume that under what circumstances will people encounter the enemy of full life. RW Wars and Halloween won't. mugger would use plunder bonuses. The duke quest requires a parry bonus.
If the RW weapon itself is good, then it is a little better than regular weapons.
Comeback
Increased damage (%) while under 1/4 life
Categories: SM
This Bonus will only appear on SMG weapons, the Bonus itself is bad enough, and SMG doesn't have a good Dmg.
Cripple
Chance (%) to Cripple opponent reducing Dexterity by 25% (x3)
Categories: HA, SG
The worst vectors for Debuff Bonus, Cripple Bonus, are Heavy Artillery and Shotgun. Heavy Artillery has a low Acc and can't hit DEX whore. Shotgun's ROF is too poor to trigger a low-probability Bonus.
Crusher
Increased Head damage (%)
Categories: CL
Far worse than deadeye and Expose.
There is some controversy that the Crusher bonus does not fall under the category of injury-type bonuses. Judging from the trigger probability, its red upper limit is higher than that of the deadeye, and it has a good trigger probability (the probability of hitting the head is much higher than that of hitting the throat and heart).
But there are two reasons why I put it here:
1. The Crusher bonus is a bonus that can only exist in melee weapons (Club), which means it cannot use special bullets. That is to say, compared with firearms, it inherently has one less red damage bonus.
2. It will be diluted and damaged by any parry. One can imagine that if I had an expensive red Crusher, I might not be able to beat a cheap yellow parry, which is unacceptable.
Cupid
Increased Heart damage (%)
Categories: PI, PS, RF
Far worse than deadeye and Expose.
Double Tap
Chance at hitting twice in a single turn
Categories: PS
This Bonus only appears on handguns, which are too bad to be used as damage weapons. If Reload is required when the Bonus is triggered, it will neither Reload nor fire automatically.
Finale
Increased damage (%) for every turn the weapon is not used
Categories: HA
Weapons are chosen for use.
Grace
Increased Hit Chance (%), Reduced Damage (half%)
Categories: SL
A little better than Berserk, but not much better.
Hazardous
% chance to injure self
Categories: Nock Gun
The design significance is currently unclear.
Irradiate
Apply 1-3 hours radiation poisoning when used for the finishing hit
Categories: PI
Enemies defeated by Irradiate weapons do not need Neumune tablets to revive, if you want to weaken an enemy, send it a few more xanax, Drug Addiction does more damage than this.
Paralyze
Adds 300 seconds ‘Paralyze’ effect (50% chance of missing turns)
Categories: HA
Low trigger probability, and only Heavy weapons can generate this Bonus, Heavy weapons have poor ROF.
Roshambo
Increased Groin damage (%)
Categories: CL
It's less likely to trigger than Achilles.
Throttle
Increased Throat damage (%)
Categories: PS, RF, SG, SL, SM
Far worse than deadeye and Expose.
Wind-up
Increased damage (%) after spending a turn to wind up the weapon
Categories: CL, PI, SL
When the bonus is red and the weapon itself is good, it will deal more damage than ordinary weapons. But no more than other damage RW weapons.
Tip: If a weapon has both a "Wind-up" and a "Parry" bonus, the "Parry" bonus is still in effect while the weapon is "Wind-up". Reference










