Attacking another player costs 25e, and you may find yourself wanting to attack someone for a variety of reasons.
Initiating an attack will bring you face to face with an opponent, and from this point you will have 25 'turns' to beat them. You may make only one action per turn, e.g. using your weapon, using a temporary item, reloading a weapon, or attempting to escape. If after 25 turns you have not won or lost your fight, it will count as a stalemate (don't worry, there's an award for this!)
Each fight may last up to 5 minutes - once this time has expired, your attack will count as a defeat.
In an attack you may equip three weapons (a primary, secondary and melee), a temporary item (a variety of grenades and temporary stat boosters are available for choice) and five pieces of armour. Primary weapons are generally (with mods) slightly better weapons on average than secondary or melee with regards to accuracy and damage, however will almost certainly run out of ammo if you can't finish a fight quick enough. Conversely, although melee are (again, generally) slightly weaker weapons, you could use one 25 times without fear of reloading or completely running empty.
During the course of a fight, it may become necessary to run away from your opponent (either for the awards, or because you are losing badly!). At the top right of the attack screen is an 'Escape' button - this becomes active if your opponent fails to hit you on the previous turn. You may attempt to escape if this is the case, and have a chance at succeeding based on your dexterity relative to their speed.
If you can beat your opponent, there are three* outcomes that each have their own benefits and reasons for use.
Leaving an opponent provides you with the most experience, and so is typically used by people attempting to power-level.
Mugging allows you to steal a percentage of an opponents cash on hand, and so this can be very profitable if done right. Buy-mugging is the practise of purchasing items from unsuspecting victim's bazaars and then mugging them as cash is deposited into their walled. Kapten_Klitoris has a fantastic guide on how to get started!
The percentage you are able to mug from someone depends on the amount they hold in their hand:
- $10: 20.7%
- $100: 18.39%
- $1,000: 16.09%
- $10,000: 13.79%
- $100,000: 11.49%
- $1,000,000: 9.18%
- $10,000,000: 6.88%
- $100,000,000: 4.58%
- $1,000,000,000: 2.28%
- $10,000,000,000: 1%
You can increase these percentages up to twice the values given, by investing 55 merits into Masterful Looting.
7* clothing stores provide a 75% mugging reduction, so you should make sure to check your target first!
As soon as you are mugged, the amount of cash you had on hand at the time is protected. For (2?) hours this protection is 100% and so long as you never carrying more than this amount, you will not lose any further cash. (Every subsequent hour?) after the first two the protection % is lowered toward 0% after (12-14?) hours.
As an example: you, the unfortunate victim, are carrying $500m on hand. You are mugged, and lose $X. For the next (2) hours if you carry $500m or less on hand, any time you are mugged you will lose nothing. If however you decide to carry $1b on hand, when you are mugged you may again lose $X, as $500m is unprotected.
There are a couple of reasons you may wish to hospitalise someone. The first is bounty hunting - in order to collect a bounty on someones head you must hospitalise them (leaving or mugging will not count). The second is to do with the current warring system. Factions build chains in order to gain respect, and only hospitalising a target in your warbase will add another link on the chain.
Duke may occasionally request that you get a bit freaky with your target after you beat them to a pulp; for example there are missions where you are required to secrete items upon them, kiss them, and even torture them for information. The details of these missions can be found here.
During certain seasonal events you may defeat an NPC such as Scrooge and get the option to loot him for an item. This can be quite lucrative!
The result of your fight depends almost exclusively on your Battle Stats. The more you train, the better you can fight! However, there are a few ways you can give yourself an edge without hitting the gym.
To be a successful fighter, armour is imperative. Even some of the most terrible armour in the game can significantly improve your chances of surviving a battle much longer by reducing the amount of damage you can take. It works in the following way:
D(A) = D(R) * (1-A/100)
Where D(R) is the Raw damage you would take with no armour, A is your armour rating (e.g. 60.00) and D(A) is the damage taken with your armour equipped. This means your armour essentially represents the % reduction to damage received. As an example: you usually receive 1000 damage in this particular instance - but with 60.00 armour you now only receive 400. This is a huge difference, and can easily tip the scales in your favour.
With certain companies this can become even more powerful. 10* clothing stores provide a 20% buff to armour (effectively turning a 60.00 piece into a 72.00 piece), and 7* Private Security Firms provide a 10% buff when wearing a full set (helmet, chest, gloves, pants, boots).
You may have heard the phrase "Life is the 5th battle stat" thrown around - this is not untrue. Damaging your opponent is only a fraction of the problems you must overcome to beat someone. If you were to attack someone with the exact same stats, armour, weaponry, drug cooldown and assortment of passives you are extremely likely to lose if you have the lowest life! Similarly if you attack a level holder with 3x your stats but 1/5th the life, you may be able withstand the damage for long enough to get a nice hit and take them out. To be a successful attacking player, you should consider investing merits (55 of them if possible) into life upgrades.
When you choose a weapon to use on a turn of your attack, the game rolls your hit chance (based on your stats, weapon accuracy, etc). It then rolls your critical hit chance (base: 5%). These critical hits deal a great amount more damage to your opponent, and often win fights even when the odds are against you. Investing merits to increase this critical hit chance has the potential to change the outcome of future fights.
By investing merits into a weapon mastery category, you increase the accuracy and damage of any weapon of that class by 3% per notch on the upgrade tree (for a total of 30% with 55 merits invested). This can make a huge difference to your weapons effectiveness, and is worth consideration for an attacking player. Remember to pick the class of weapon that you primarily use or this is a huge waste!
Each passive upgrade you make will increase a certain stats effectiveness by 3%. This means that with full investment, you have the potential to increase your total stats effectiveness by up to 30%, giving you that little bit extra you need to beat a tough opponent. Of course, if you have left behind a stat considerably it's not wise to invest merits in this particular stat!
HandsomePants has made a fantastic guide covering this aspect of fighting, so it will be only briefly outlined here.
To become the most effective fighter possible you should prioritise the following courses:
- BIO1340: Introduction to Biochemistry and BIO2127: Intravenous Therapy allowing you to fill and use blood bags, the most efficient way of healing.
- Sports Science: Completing this Bachelor will provide a total of +2% gym gains
- Combat Training: Completing this Bachelor will allow you to gain weapon experience, which at 100% provides a 25% bonus to weapon accuracy and damage
- BIO2380: Fundamentals of Neurobiology for +10% damage to the neck, BIO2350: Evolution for a 1% damage bonus to all weapons, HIS2170: Medieval History for a 2% bonus to all melee damage
- Biology: Completing this Bachelor gives you the ability to equip life and stat boosters in your temporary slot, and unlock the pharmacy.
- MTH2310: Discrete Mathematics for a 5% bonus to ammo management and MTH3330: Bachelor of Mathematics for a 30% bonus to ammo management. This is important as some weapons are required to reload fairly often, and you may also have special ammo you want to conserve.
Your attack settings are a critical part of the attacking system in Torn. They allow you to adjust your defensive strategy in order to catch a would-be attacker off-guard.
You can choose to remain un-stealthed and guarantee your opponent knows who put them in hospital, or you can try to stealth whenever possible. This stealth ability is based on a number of factors; including your relative dexterity to your opponents speed, the stealth rating of the weapon you use (with mods being factored in), masked or unmasked armour, and any mods your opponent may have equipped.
If you keep a healthy stockpile of your temporary weapon of choice, you can choose to have this reequip each time you use one - something extremely useful for chaining. Although this option comes under 'while attacking' if you use one up in a defense it will also reequip after this.
The most important part of your attack settings come next. These sliders allow you to choose which weapon you would like to use while defending and with which frequency. You can also choose to reload primary and secondary weapons when they run out of bullets, although this will use up an extra turn of the fight as normal. It is generally recommended that if your primary weapon is your main weapon you don't select reload and instead switch to melee. This will make your defense far more efficient (so get yourself a good melee weapon!). One exception to this would be with the Gold Plated AK47, which utterly eclipses any other weapon, and is worth reloading if necessary. If you want to use a temporary weapon at the start of your fight, set the slider to 100. Taking a look at an example:
Here Temporary is set to 100, Primary is set to 50 with a reload option, and Melee is set to 1. This means that when attacked:
- Temporary is the most likely slot to be used first.
- Primary is half as likely, but it will be used first approximately a third of the time - and this can be advantageous. Consider the following attack: Your opponent swings at you to trigger your temporary weapon so that they may wait its timer out before continuing. Occasionally you will simply fire your primary weapon, and thus your opponent now feels secure using their own temporary. On your next turn you both use temporary items, and suddenly your opponent cannot wait out your temporary item without theirs running out too.
- Finally, your melee will be used with an almost negligible frequency (1:151). It has been set to 1 in the event that your temporary has been used and your primary is now completely out of ammo.