RW weapon selection and use [cake] Keep updated | Tutorials & …

RW weapon selection and use [cake] Keep updated

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    • cake [3278085]
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    Thread created on 09:58:37 - 05/09/24 (2 years ago)
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    Last replied 18:38:06 - 27/10/26 (7 days ago)

    hi~ I'm cake, as time goes by, RW weapons are getting cheaper and cheaper, many people choose better RW weapons to strengthen themselves, but there are still many friends who do not understand the value of their RW weapons, sell their very good weapons at a low price, and some people spend a lot of money to buy poor weapons, only to know that they have been cheated when they sell. That's why I wrote this.

     

    I invited LustDragon69 [2802242], dadagege[2772643], Cream[3138805] and HarryWho [196532] to guide my article. In addition to that, I got a dozen friends to check this article ahead of time, they are the best players in every field and have more RW weapons than most factions have in their armory, I summarized what they said, there are times when the same RW weapon will have two very different reviews, in which case I will mark them separately, you can judge for yourself. If you have a different opinion, you can ask me to change it, but I can refuse unreasonable suggestions.

     

    This article does not discuss the price of any weapon, the price is always changing, if you read it patiently, you will have your own opinion on the price of weapons, of course you can always text me to ask the price of a certain weapon, my advice is always free.

    I'll give you a lot of examples, which may not be completely correct in the actual situation, but will help you quickly understand.

     

    I will introduce weapons first, then bonuses, so that I can better explain why some bonuses are worthless but can become expensive with some good weapons, and some weapons are bad but can become very expensive with special bonuses.

    The difference between an RW weapon and a regular weapon

    RW weapons are better regular weapons.

    The purpose of a weapon is to help you defeat enemies in different scenarios, the more scenarios a weapon is suitable for, the more expensive it is, if a weapon looks good but is not used often, then it is not worth much.

    The difference between an RW weapon and a regular weapon is that an RW weapon has one or more additional bonuses, which determine what an RW weapon can be used for.

    Distinction of weapons

    An RW weapon is made up of two parts, the weapon itself and the Bonus. In most cases, a good weapon is more important than a good Bonus, with a few exceptions, which I will explain in the Bonus section.

    The weapon is composed of Damage and Accuracy values, Dmg determines the damage value of the weapon, Acc determines the hit rate of the weapon, the higher the two values, the better the weapon.

    For example, if I don't have a weapon, the Dmg of fists is 10, if my weapon Dmg is 50, then my weapon deals 5 times the damage of fists, which is much higher, because you can learn various weapon courses to enhance your weapon.

    I recommend that you choose a weapon with both Dmg and Acc above 50, if your weapon does not meet this standard, then it is better to abandon the RW weapon, because many normal weapons will be more powerful than it, and cheaper. Unless it’s Bonus brings in more advantages.

    Weapon composition

    Each person can equip three weapons at the same time, Primary, Secondary, and Melee. Some bonuses only appear on certain weapons. For example, Parry Bonus only appears on Slashing weapons, which is a type of Melee weapon.

    A simple way to judge a good weapon is that the Dmg+Acc is at least 120, and the individual value is more than 50, and the higher the better, but the more expensive.

    The "best" weapon means that it is expensive, but it does not necessarily mean that it is the best for you, according to the Bonus to judge whether it is suitable for you.

    Quality

    Quality is a reference data, each weapon has its base Dmg and Acc, Quality means it is above or below the base value. Less than 100% does not mean that a weapon is bad, some weapons are inherently good, even if the Quality is less than 100%, it is much better than many weapons above 150%.

    Stealth

    You may be attacked and find out that you don't know who the enemy is, they successfully Stealth, a successful stealth is due to a number of factors, the stealth value of the weapon is part of the reason for the stealth attack.

    Stealth value is fixed for each weapon and is not affected by Quality or Bonus. Most Melee weapons have high Stealth numbers and guns have low Stealth numbers.

    My advice is that you don't need to pursue a Stealth number, if you lose because of a bad weapon, you won't stealth, and if you win, you don't need to worry about retaliation from the weak.

    Stealth needs to be watched when choosing to Plunder, as a mugger may not want too many people to see him.

    If you want to learn more about Stealth:  - Torncity WIKI - The official help and support guide

    Rate of Fire

    ROF is one of the criteria to evaluate the quality of a gun, and almost all mainstream injury-type RW weapons need to pay attention to its ROF.

    Some weapons have beautiful Dmg and Acc data, but poor ROF doomed it and can not be used, I recommend rifles in addition to high Dmg and Acc data, their ROF can guarantee several or even ten attacks without Reload.

    Some special weapons have a poor ROF, but if used properly, can have a good effect, as explained in a later article.

     

    It's not that the faster the gun fires, the greater the damage, we can think of the rate of fire as the amount of magic needed to release skills in other games, the rate of fire of many guns is not stable, meaning that the cost of this skill is large and small, these are bad effects, because once the bullets are exhausted, you need to reload the weapon, meaning that you lose a round of attack opportunity.

    Multiple Bonus

    Orange or red RW weapons may have 2 bonuses. The second Bonus must be a secondary Bonus.

    For example, an orange double Bonus weapon must have an orange Bonus and a yellow Bonus. A red double Bonus weapon must have a red Bonus and an orange Bonus.

    Melee weapon

    Melee weapons are ready to use and can be used without reloading as opposed to guns.

    It should be noted that among Melee weapons, Kodachi, Katana, Yasukuni Sword, and Samurai Sword are all Japanese blades which receive +10% damage from education.

    If you want to see the numbers of all Melee weapons, you can see: Melee

     

    Recommended weapons:

    The Diamond Bladed Knife and Macana are the best Melee weapons, the difference being that Macana has a higher ACC number and the DBK is more balanced.

    Easily overlooked is the Metal Nunchakus, which is also one of the best Melee weapons and has a balanced Dmg and Acc value, but is often half the price of DBK. There are two reasons for this, the first is that almost no articles recommend Metal Nunchakus, and most people only remember the best weapons. Another reason is that Metal Nunchakus' Stealth is 6.5, while DBK is 7.1 and Macana is 7.4. It may seem like it has a low Stealth, no more than 7, but in fact almost all guns have a Stealth value of no more than 3, and many friends are worried about getting caught if you attack someone, it doesn't matter if you win, but if you lose because of a bad weapon, no matter how high your Stealth is, they will get caught.

     

    In addition to these three weapons, the four Japanese Blades are also very good, usually the Dmg of the Japanese blade is significantly higher than the Acc, and they have a historical education damage Bonus, some damage types bonus deal damage directly related to the Dmg of the weapon, So the Japanese blade is a better choice in situations where higher damage is required.

    Among Japanese blades, the best are Kodachi and Yasukuni Sword, and most people think Kodachi is better, so Kodachi is the most expensive. However, I think Yasukuni Sword is very good. Although its Acc is not as high as Kodachi, its Dmg is higher. Since Japanese blade is chosen for 10% damage bonus, the higher Dmg can get higher revenue.

     

    Among high Dmg Melee weapons, Naval Cutlass is easy to overlook because it's not a Japanese blade, so its price is low, it's a good price-performance option, and it meets the criteria of a good weapon. In many cases, a bad Japanese blade, even with the bonus of education, is no match for a good Naval Cutlass.

    Guns

    The gun needs to consume ammo to shoot, which means it can be enhanced with special ammo, and the gun can be further enhanced with mods.

    Mods require mission credits to be purchased. To obtain a set of top mods you need to complete Duke’s missions everyday for months or even years, as we can see here: Weapon mods guide | Tutorials & Guides | TORN

    It should be noted that in addition to looking at Dmg and Acc, the criteria for evaluating the quality of firearms should also pay attention to the "Rate of Fire", how many shots can be fired by a weapon? How often is it reloaded? These two issues are equally important, some weapons have magazines that only fire 3 shots, meaning you can only use them 3 times in a battle, and some guns require Reload per turn, meaning you're always one turn short of everyone else.

    If you want to know the values of all firearms, you can see: Gun

     

    Recommended Primary weapons:

    The Armalite and Enfield SA-80 are the best Primary weapons, the difference is, the Arma has a high ACC and Dmg while the Enfield has a better ROF. Arma takes about 5 turns of Reload and Enfield takes about 7-8 turns of Reload.

    SIG 552 and Tavor TAR-21 are the next best choice to the first two, the difference being, SIG has a higher Dmg and Tavor has a more balanced Dmg and Acc. Both weapons have a good ROF, about 5-6 turns before a Reload.

    These are the best four recommended Rifles to use as a Primary weapon.

     

    The Benelli M4 Super and Jackhammer are the most recommended Shotgun Primary weapons, the Benelli M4 has a better ROF and the Jackhammer has prettier stats, which are then followed by the Mag-7.

     

    If you need a Primary weapon, consider the four Rifles first, unless it is a special Bonus match, Shotguns are not recommended, the ROF of Shotguns is much worse than Rifles.

     

    Recommended Secondary weapons:

    The BT MP9 is the best Secondary weapon (expensive), but it's ROF is unstable.

    Milkor MGL and China Lake are the best Secondary Heavy Artillery.

     

    In most cases, you can deal damage with a Primary weapon, Melee weapons as a secondary weapon to boost damage, or vice versa, depending on whether you have a better Melee or Primary weapon.

     

    Secondary weapons are mostly unbalanced, have low damage, or are unable to hit enemies. Most Secondary weapons are expensive, the reason they are expensive is that they have some special bonuses, and the other reason they are expensive is that Secondary weapons occupy a separate slot.

    Just remember, if you don't need some special Bonus, then you don't need to choose a Secondary weapon. If you need those special bonuses, it makes the most sense to pick a cheap Secondary weapon because you don't have to rely on Secondary weapons to do damage, and the best Secondary weapons are no better than Primary and Melee weapons.

    RW weapon of choice

    Each RW weapon has one or more bonuses, the RW weapon color is divided into yellow, orange, and the highest red, the RW weapon color is related to the Bonus level, the weapon color is not affected by the Q.

    The value of an RW weapon consists of two parts: "weapon +Bonus". When discussing the value of an RW weapon, we are not discussing the value of Bonus, but the combination of the two.

    Depending on the Bonus, I've divided the RW weapons into three categories:

    RW weapons that inflict damage

    This is the most basic function of a weapon, enough damage to defeat the enemy, if you want to increase your own damage, then you need this type of RW weapon.

    RW weapons that generate economic value

    This is an RW weapon that many new players will overlook, not all weapons are used to create damage, "torn city" is a business > combat game, if you are in a normal RW faction, then apart from the weekend RW, you will only attack 1-2 targets per day according to duke's mission requirements, most of the time, Your Energy is used to exercise or earn money, rather than damage type of RW weapons, I recommend new players to choose the appropriate economic RW weapons.

    For a very simple example, I have only been in this game for 3 months, I am weak, and I know very well that in the next 2 years I can only beat 20% of the players in this game, I have the best damage weapons can not beat 30% of the players, good damage weapons will make it easier for me to win when fighting the same level of players. So choosing an economical weapon is more in line with my needs in these two years.

    Special RW weapons

    Some weapons have a very narrow scope of application and are only useful in certain situations, as stated at the beginning of the article, the more commonly used weapons are the more valuable, if a weapon looks good but is not commonly used, then it is worthless.

     

    The existence of some Bonus almost meaningless, I will use the shortest length is introduced at the end of the article, if you want to know all Bonuses, you can see: Weapon Bonus - Torncity WIKI - The official help and support guide

    Last edited by cake on 06:07:31 - 05/03/25 (1 year ago)

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • cake [3278085]
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    Posted on 09:58:48 - 05/09/24 (2 years ago)
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    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?

    aecb1a8c-bcbe-4cb7-8d65-598c002d2549-3278085.png

    9370af65-5466-4a73-b18f-4682ee899eea-3278085.png

    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

     

    Last edited by cake on 07:49:03 - 26/07/26 (3 months ago)

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • cake [3278085]
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    Posted on 09:59:57 - 05/09/24 (2 years ago)
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    The choice of special ammunition

    Armor Rank
    0 HP > IN > PI > Regular
    20.00 - 28.57 IN > HP > PI > Regular
    28.58 - 39.99 IN > PI > HP > Regular
    40.00 - 44.44 IN > PI > Regular > HP
    44.45 - 56.40 PI > IN > Regular > HP

     

    On Halloween weapon selection: When to use revit or Scary weapon?

    This chart was created thanks to Ziyee [2946361]

     

    5428b955-0481-4d7a-a02a-4f07681249bd-3278085.png

    Last edited by cake on 12:27:59 - 02/01/26 (10 months ago)

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • cake [3278085]
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    Posted on 10:01:09 - 05/09/24 (2 years ago)
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    2025/8/30: The maximum red value of "Focus" is modified to 35.

    2025/8/15: The red lower limit for home runs has been updated. It looks closer to the range of parry, and the two seem to be the same set of data.

    2025/9/8: "Smurf" Max value fixed to 5

    2026/2/25: Update the Puncture

    Last edited by cake on 03:04:01 - 25/02/26 (8 months ago)

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • No0bsl4yer [2807954]
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    Posted on 10:06:41 - 05/09/24 (2 years ago)
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    Nice

    27ecacc7-4a02-4222-8293-25148e96882a-2807954.png

    • Rafale [3001212]
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    Posted on 10:34:20 - 05/09/24 (2 years ago)
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    I think Crusher might be underrated. It gives similar bonus in dmg to Powerful in long term.

    • Kas [1987620]
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    Posted on 16:53:54 - 05/09/24 (2 years ago)
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    cake [3278085]

    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?

    aecb1a8c-bcbe-4cb7-8d65-598c002d2549-3278085.png

    9370af65-5466-4a73-b18f-4682ee899eea-3278085.png

    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

     

    Oh you should include the perks' icons here.

    Hey, you. Yes, YOU! Did you know I trade? Check it out!

     

    kZvCalZ.png

    • cake [3278085]
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    Posted on 08:12:54 - 06/09/24 (2 years ago)
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    cake [3278085]

    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?

    aecb1a8c-bcbe-4cb7-8d65-598c002d2549-3278085.png

    9370af65-5466-4a73-b18f-4682ee899eea-3278085.png

    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

     

    Kas [1987620]

    Oh you should include the perks' icons here.

    Thank you for your reply, I will ask the front-end colleagues how to do this, I have tried several html editors, the generated file into torn will be deformed.

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • Spabubbla [2705305]
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    Posted on 18:10:09 - 06/09/24 (2 years ago)
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    Please write a RW armour guide

    • cake [3278085]
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    Posted on 17:09:13 - 09/09/24 (2 years ago)
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    Spabubbla [2705305]

    Please write a RW armour guide

    7739-BE1-B7-EB0-A48677-B509-ED5-B050042.png

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • cake [3278085]
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    Posted on 04:49:49 - 12/09/24 (2 years ago)
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    b

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • cake [3278085]
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    Posted on 09:37:06 - 15/09/24 (2 years ago)
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    B

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • Fatbears [2197270]
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    Posted on 03:23:33 - 17/09/24 (2 years ago)
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    Spabubbla [2705305]

    Please write a RW armour guide

    cake [3278085]

    7739-BE1-B7-EB0-A48677-B509-ED5-B050042.png

    bruh what?

    Last edited by Fatbears on 03:23:46 - 17/09/24 (2 years ago)
    • cake [3278085]
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    Posted on 08:56:21 - 19/09/24 (2 years ago)
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    B

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • cake [3278085]
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    Posted on 10:22:33 - 21/09/24 (2 years ago)
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    Modified and added some content

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • TexasTornado [3135849]
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    Posted on 13:30:46 - 21/09/24 (2 years ago)
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    Thanks!  Really great info

    • cake [3278085]
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    Posted on 21:48:24 - 24/09/24 (2 years ago)
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    B

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • cake [3278085]
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    Posted on 03:32:48 - 29/09/24 (2 years ago)
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    b

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • cake [3278085]
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    Posted on 11:01:23 - 03/10/24 (2 years ago)
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    B

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

    • cake [3278085]
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    Posted on 12:16:04 - 07/10/24 (2 years ago)
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    B

    [S] Best RW weapons, cheapest here

    [B] buy RW Weapon

    -------------------------------------------------

    RW weapon selection and use

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