Balance
The game is designed so that no weapon or armor is the best in every fight. This page puts that to the test: every weapon with every armor combination against every enemy, in simulated fights, to see what prevails and what is left behind.
calculated on Oct 22, 2026, 02:40 · game data v2.1.261022-0ef211d · 6,327,340 simulated fights
What the numbers say
Tier 1
- Among the best against at least 8 of 9 enemies: Patrol Rifle Assault Rifles, Main Event Rifle Assault Rifles.
- Almost never a good choice: Rangers Shiv Sharp Melee, Tollkeeper Sharp Melee, Crowd Pleaser Sharp Melee, Patrol Cudgel Blunt Melee, Crude Handgun Pistols, Barbed Club Blunt Melee, Rat Fang Sharp Melee, Crude Shiv Sharp Melee, Wooden Stick Blunt Melee.
- No armor set stands out: the one most often among the best is Medium, against 7 of 9 enemies.
- Mixing pieces of different classes does not beat the best full set against any enemy.
Tier 2
- Among the best against at least 12 of 15 enemies: Hellhound Miniguns.
- Almost never a good choice: Deadshot Rifle Sniper Rifles, Sledgehammer Blunt Melee, Scrapyard Katana Sharp Melee.
- No armor set stands out: the one most often among the best is Medium, against 10 of 15 enemies.
- Mixing pieces of different classes does not beat the best full set against any enemy.
Tier 3
- Among the best against at least 12 of 15 enemies: Rattlesnake Shotguns, Sunbreak Launchers.
- No armor set stands out: the one most often among the best is Medium, against 10 of 15 enemies.
- Mixing pieces of different classes does not beat the best full set against any enemy.
Tier 1
A character with mastery 2 in every class, the specialisation that experience gives and 70 health. 15 enemies, 9 of them with a real choice (some weapon wins and not every weapon does). 28 weapons × 216 armor combinations, 3,553,580 simulated fights.
Weapons
| Weapon | Class | Wins on average | Among the best | Far behind | The only best against |
|---|---|---|---|---|---|
Patrol Rifle faction | Assault Rifles | 73% | 8 / 9 | 0 / 9 | — |
Main Event Rifle faction | Assault Rifles | 73% | 8 / 9 | 1 / 9 | — |
Vanguard Rifle | Assault Rifles | 73% | 7 / 9 | 0 / 9 | — |
Rattler | Miniguns | 70% | 6 / 9 | 2 / 9 | — |
Undercard Carbine faction | Semi Auto Rifles | 68% | 6 / 9 | 2 / 9 | — |
Final Invoice faction | Sniper Rifles | 70% | 5 / 9 | 1 / 9 | — |
Breacher Shotgun | Shotguns | 70% | 5 / 9 | 2 / 9 | — |
Patrol Shotgun faction | Shotguns | 68% | 5 / 9 | 3 / 9 | — |
Threadwire Rifle faction | Semi Auto Rifles | 67% | 5 / 9 | 2 / 9 | — |
Collector faction | SMGs | 57% | 5 / 9 | 4 / 9 | — |
Pipe Launcher | Launchers | 70% | 4 / 9 | 1 / 9 | — |
Scout Carbine | Semi Auto Rifles | 64% | 4 / 9 | 3 / 9 | — |
Diviner Bolt faction | Bolt Action Rifles | 64% | 4 / 9 | 4 / 9 | — |
Sweeper SMG | SMGs | 56% | 4 / 9 | 4 / 9 | — |
Marksman Rifle | Sniper Rifles | 66% | 3 / 9 | 4 / 9 | — |
Pathfinder Rifle | Bolt Action Rifles | 62% | 3 / 9 | 5 / 9 | — |
Sudden Death faction | Pistols | 52% | 2 / 9 | 6 / 9 | — |
Spirit-Wired Revolver faction | Pistols | 52% | 2 / 9 | 6 / 9 | — |
Desperado Handgun | Pistols | 50% | 1 / 9 | 6 / 9 | — |
Rangers Shiv faction | Sharp Melee | 46% | 0 / 9 | 7 / 9 | — |
Tollkeeper faction | Sharp Melee | 46% | 0 / 9 | 7 / 9 | — |
Crowd Pleaser faction | Sharp Melee | 46% | 0 / 9 | 7 / 9 | — |
Patrol Cudgel faction | Blunt Melee | 44% | 0 / 9 | 8 / 9 | — |
Crude Handgun | Pistols | 43% | 0 / 9 | 8 / 9 | — |
Barbed Club | Blunt Melee | 37% | 0 / 9 | 9 / 9 | — |
Rat Fang | Sharp Melee | 35% | 0 / 9 | 9 / 9 | — |
Crude Shiv | Sharp Melee | 28% | 0 / 9 | 9 / 9 | — |
Wooden Stick | Blunt Melee | 25% | 0 / 9 | 9 / 9 | — |
Armor
| Class | Full set | Wins, all weapons averaged | Wins with the best weapon | Among the best | Far behind |
|---|---|---|---|---|---|
| Medium | Scout Helmet Scout Vest Scout Pants | 43% | 73% | 7 / 9 | 0 / 9 |
| Light | Leather Cap Leather Jacket Leather Pants | 42% | 70% | 7 / 9 | 1 / 9 |
| Heavy | Guard Helmet Guard Chestplate Guard Legs Armor | 44% | 68% | 5 / 9 | 1 / 9 |
| Hi-Tech | Pulse Visor Pulse Suit Pulse Leggings | 35% | 63% | 5 / 9 | 3 / 9 |
| Improvised | Salvaged Helmet Salvaged Shirt Salvaged Pants | 34% | 66% | 5 / 9 | 4 / 9 |
Each piece on its own
| Slot | Piece | Class | Wins on average | In a best loadout |
|---|---|---|---|---|
| Head | Scout Helmet | Medium | 38% | 11 / 15 |
| Head | Leather Cap | Light | 38% | 10 / 15 |
| Head | Guard Helmet | Heavy | 36% | 9 / 15 |
| Head | Salvaged Helmet | Improvised | 35% | 9 / 15 |
| Head | Pulse Visor | Hi-Tech | 35% | 8 / 15 |
| Head | Worn Salvaged Helmet | Improvised | 33% | 8 / 15 |
| Chest | Leather Jacket | Light | 38% | 10 / 15 |
| Chest | Guard Chestplate | Heavy | 36% | 9 / 15 |
| Chest | Scout Vest | Medium | 36% | 10 / 15 |
| Chest | Salvaged Shirt | Improvised | 36% | 8 / 15 |
| Chest | Pulse Suit | Hi-Tech | 36% | 8 / 15 |
| Chest | Worn Salvaged Shirt | Improvised | 34% | 7 / 15 |
| Legs | Guard Legs Armor | Heavy | 40% | 11 / 15 |
| Legs | Scout Pants | Medium | 38% | 11 / 15 |
| Legs | Leather Pants | Light | 37% | 10 / 15 |
| Legs | Salvaged Pants | Improvised | 34% | 8 / 15 |
| Legs | Pulse Leggings | Hi-Tech | 34% | 9 / 15 |
| Legs | Worn Salvaged Pants | Improvised | 32% | 7 / 15 |
Enemies
Tier 2
A character with mastery 5 in every class, the specialisation that experience gives and 100 health. 18 enemies, 15 of them with a real choice (some weapon wins and not every weapon does). 11 weapons × 216 armor combinations, 1,732,910 simulated fights.
Weapons
| Weapon | Class | Wins on average | Among the best | Far behind | The only best against |
|---|---|---|---|---|---|
Hellhound | Miniguns | 76% | 12 / 15 | 1 / 15 | Paradox elite |
Scorcher | Launchers | 75% | 11 / 15 | 1 / 15 | Sentinel Geiger Hornet Swarm elite |
Enforcer Handgun | Pistols | 70% | 10 / 15 | 3 / 15 | — |
Trenchsweep Shotgun | Shotguns | 68% | 9 / 15 | 4 / 15 | — |
Dustdevil Rifle | Assault Rifles | 70% | 8 / 15 | 3 / 15 | Dust Devil Alpha elite |
Buzzsaw SMG | SMGs | 67% | 7 / 15 | 4 / 15 | — |
Jackal Carbine | Semi Auto Rifles | 64% | 6 / 15 | 4 / 15 | — |
Prowler Rifle | Bolt Action Rifles | 61% | 3 / 15 | 7 / 15 | — |
Deadshot Rifle | Sniper Rifles | 50% | 0 / 15 | 9 / 15 | — |
Sledgehammer | Blunt Melee | 44% | 0 / 15 | 12 / 15 | — |
Scrapyard Katana | Sharp Melee | 43% | 0 / 15 | 13 / 15 | — |
Armor
| Class | Full set | Wins, all weapons averaged | Wins with the best weapon | Among the best | Far behind |
|---|---|---|---|---|---|
| Medium | Tactical Helmet Tactical Vest Tactical Pants | 53% | 74% | 10 / 15 | 2 / 15 |
| Hi-Tech | Flux Visor Flux Suit Flux Leggings | 39% | 69% | 9 / 15 | 4 / 15 |
| Light | Rider Cap Rider Jacket Rider Pants | 35% | 61% | 7 / 15 | 5 / 15 |
| Improvised | Patchwork Helmet Patchwork Vest Patchwork Pants | 27% | 51% | 7 / 15 | 6 / 15 |
| Heavy | Warden Helmet Warden Chestplate Warden Legs Armor | 37% | 58% | 6 / 15 | 7 / 15 |
Each piece on its own
| Slot | Piece | Class | Wins on average | In a best loadout |
|---|---|---|---|---|
| Head | Tactical Helmet | Medium | 39% | 11 / 18 |
| Head | Rider Cap | Light | 31% | 9 / 18 |
| Head | Scarforged Rider Cap | Light | 31% | 7 / 18 |
| Head | Flux Visor | Hi-Tech | 30% | 10 / 18 |
| Head | Warden Helmet | Heavy | 30% | 7 / 18 |
| Head | Patchwork Helmet | Improvised | 28% | 8 / 18 |
| Chest | Flux Suit | Hi-Tech | 34% | 11 / 18 |
| Chest | Rider Jacket | Light | 32% | 8 / 18 |
| Chest | Scarforged Rider Jacket | Light | 32% | 7 / 18 |
| Chest | Tactical Vest | Medium | 32% | 11 / 18 |
| Chest | Warden Chestplate | Heavy | 29% | 7 / 18 |
| Chest | Patchwork Vest | Improvised | 28% | 7 / 18 |
| Legs | Warden Legs Armor | Heavy | 35% | 8 / 18 |
| Legs | Tactical Pants | Medium | 34% | 11 / 18 |
| Legs | Flux Leggings | Hi-Tech | 32% | 10 / 18 |
| Legs | Rider Pants | Light | 30% | 8 / 18 |
| Legs | Scarforged Rider Pants | Light | 30% | 7 / 18 |
| Legs | Patchwork Pants | Improvised | 26% | 7 / 18 |
Enemies
Tier 3
A character with mastery 8 in every class, the specialisation that experience gives and 130 health. 19 enemies, 15 of them with a real choice (some weapon wins and not every weapon does). 11 weapons × 125 armor combinations, 1,040,850 simulated fights.
Weapons
| Weapon | Class | Wins on average | Among the best | Far behind | The only best against |
|---|---|---|---|---|---|
Rattlesnake | Shotguns | 87% | 12 / 15 | 1 / 15 | Chrono-Wraith Forgotten Witness |
Sunbreak | Launchers | 87% | 12 / 15 | 1 / 15 | Scrapper Boreman |
Havoc | Assault Rifles | 68% | 9 / 15 | 6 / 15 | — |
Blood knife | Sharp Melee | 85% | 8 / 15 | 2 / 15 | — |
Vaquero | Semi Auto Rifles | 76% | 7 / 15 | 5 / 15 | — |
Sidewinder | Pistols | 76% | 7 / 15 | 5 / 15 | — |
Bodyguard | SMGs | 75% | 7 / 15 | 6 / 15 | — |
Grinder | Miniguns | 77% | 6 / 15 | 4 / 15 | — |
Torque | Blunt Melee | 76% | 6 / 15 | 7 / 15 | — |
Longview | Bolt Action Rifles | 74% | 5 / 15 | 6 / 15 | — |
Farsight | Sniper Rifles | 68% | 2 / 15 | 8 / 15 | — |
Armor
| Class | Full set | Wins, all weapons averaged | Wins with the best weapon | Among the best | Far behind |
|---|---|---|---|---|---|
| Medium | Operator Helmet Operator Vest Operator Pants | 57% | 85% | 10 / 15 | 2 / 15 |
| Improvised | Reinforced Helmet Reinforced Vest Reinforced Pants | 55% | 77% | 7 / 15 | 5 / 15 |
| Light | Combat Leather Cap Combat Leather Jacket Combat Leather Pants | 47% | 73% | 6 / 15 | 5 / 15 |
| Heavy | Bastion Helmet Bastion Chestplate Bastion Legs Armor | 45% | 70% | 5 / 15 | 6 / 15 |
| Hi-Tech | Quantum Visor Quantum Suit Quantum Leggings | 42% | 62% | 4 / 15 | 9 / 15 |
Each piece on its own
| Slot | Piece | Class | Wins on average | In a best loadout |
|---|---|---|---|---|
| Head | Reinforced Helmet | Improvised | 42% | 10 / 19 |
| Head | Bastion Helmet | Heavy | 42% | 9 / 19 |
| Head | Operator Helmet | Medium | 37% | 13 / 19 |
| Head | Quantum Visor | Hi-Tech | 33% | 8 / 19 |
| Head | Combat Leather Cap | Light | 32% | 10 / 19 |
| Chest | Operator Vest | Medium | 39% | 14 / 19 |
| Chest | Reinforced Vest | Improvised | 39% | 10 / 19 |
| Chest | Combat Leather Jacket | Light | 38% | 11 / 19 |
| Chest | Quantum Suit | Hi-Tech | 36% | 7 / 19 |
| Chest | Bastion Chestplate | Heavy | 34% | 9 / 19 |
| Legs | Operator Pants | Medium | 39% | 15 / 19 |
| Legs | Reinforced Pants | Improvised | 39% | 10 / 19 |
| Legs | Combat Leather Pants | Light | 38% | 11 / 19 |
| Legs | Quantum Leggings | Hi-Tech | 36% | 9 / 19 |
| Legs | Bastion Legs Armor | Heavy | 34% | 7 / 19 |
Enemies
History
A new version is recorded every time something that enters the calculation changes: weapons, armor, ammunition, enemies, skill tables, the fight and terrain rules of the server, or where enemies appear.
| Calculated on | Game data | Simulated fights | What changed since the version before |
|---|---|---|---|
| Oct 22, 2026, 02:40 shown | v2.1.261022-0ef211d | 6,327,340 |
|
| Oct 15, 2026, 17:50 | v2.0.261015-bf5f8ab | 6,124,860 | no big change |
| Oct 15, 2026, 02:38 | v2.0.261015-bf5f8ab | 6,124,860 | no big change |
| Oct 10, 2026, 21:21 | v1.10.261008-8669e24 | 6,086,510 | The calculation itself changed in this version, not only the game data. no big change |
| Oct 10, 2026, 13:30 | v1.10.261008-8669e24 | 6,086,510 | first version recorded |
How it is calculated
- Each tier is tested on its own: the gear of the tier against the enemies of the same tier. Faction weapons and the starting gear fight in tier 1, which is their level.
- Every weapon fights with the best ammunition it accepts against that enemy, and with every combination of helmet, chest and legs, mixing classes. The set bonus of the armor mastery only comes with three pieces of the same class, as in the game.
- Every enemy is fought in the terrains where it appears on the map, weighted by the number of hexes: the terrain gives a damage bonus to some weapon classes and cover armor. Enemies that are not on the map are fought on neutral ground.
- The character has the mastery of the middle of the tier in every class, the specialisation that experience gives, and the health of Vitality at the same level. No medications, buffs or accessories.
- “Among the best” means within 5 points of the best win chance against that enemy; “far behind” means 20 points or more below it. Enemies that every weapon beats, or that none can beat, do not count.
- It is a simulation with the rules of the battle simulator of the wiki, not the game itself, and it does not weigh how hard each item is to get. The balance of the game changes in almost every update, and so does this page.
The math, step by step
Everything needed to repeat this test by hand or in code. The numbers of each weapon, ammunition, armor piece and enemy are the game's own and are on their pages in this wiki; below are the rules and the numbers this version used.
1. Who fights
Each tier is tested on its own: the gear of the tier against the enemies of the same tier. Faction weapons and the starting gear fight in tier 1, which is their level.
| Tier | Mastery level | Health | Weapons | Armor combinations | Enemies | Distinct fights | Simulated fights |
|---|---|---|---|---|---|---|---|
| Tier 1 | 2 | 70 | 28 | 216 | 15 | 61,346 | 3,553,580 |
| Tier 2 | 5 | 100 | 11 | 216 | 18 | 32,937 | 1,732,910 |
| Tier 3 | 8 | 130 | 11 | 125 | 19 | 14,775 | 1,040,850 |
The character has the same mastery level L in every weapon and armor class, and Vitality at the same level: health = 60 + 10 × (L − 1).
The specialisation is not chosen: it is the highest level whose XP requirement fits in 25% of the XP that mastery level L requires, which is the share of mastery XP that also goes to the specialisation.
No medications on the belt, no buffs and no accessories.
Tier 1: mastery bonuses and perks in effect
| Class | Mastery XP | Mastery bonus | Specialisation level | Perks |
|---|---|---|---|---|
| Blunt Melee | 500 | +1 hit chance | 1 | — |
| Sharp Melee | 500 | +1 hit chance | 1 | — |
| Pistols | 500 | +1 hit chance | 1 | — |
| SMGs | 500 | +1 hit chance | 1 | — |
| Shotguns | 500 | +1 hit chance | 1 | — |
| Bolt Action Rifles | 500 | +1 hit chance | 1 | — |
| Semi Auto Rifles | 500 | +1 hit chance | 1 | — |
| Assault Rifles | 500 | +1 hit chance | 1 | — |
| Sniper Rifles | 500 | +1 hit chance | 1 | — |
| Miniguns | 500 | +1 hit chance | 1 | — |
| Launchers | 500 | +1 hit chance | 1 | — |
| Improvised | 500 | +1 prime resist armor rating | 1 | — |
| Light | 500 | +1 prime resist armor rating | 1 | — |
| Medium | 500 | +1 prime resist armor rating | 1 | — |
| Heavy | 500 | +1 prime resist armor rating | 1 | — |
| Hi-Tech | 500 | +1 prime resist armor rating | 1 | — |
Tier 2: mastery bonuses and perks in effect
| Class | Mastery XP | Mastery bonus | Specialisation level | Perks |
|---|---|---|---|---|
| Blunt Melee | 9,000 | +2 hit chance, +1 min dmg | 2 |
|
| Sharp Melee | 9,000 | +2 hit chance, +1 min dmg | 2 |
|
| Pistols | 9,000 | +2 hit chance, +1 min dmg | 2 |
|
| SMGs | 9,000 | +2 hit chance, +1 min dmg | 2 |
|
| Shotguns | 9,000 | +2 hit chance, +1 min dmg | 2 |
|
| Bolt Action Rifles | 9,000 | +2 hit chance, +1 min dmg | 2 |
|
| Semi Auto Rifles | 9,000 | +2 hit chance, +1 min dmg | 2 |
|
| Assault Rifles | 9,000 | +2 hit chance, +1 min dmg | 2 |
|
| Sniper Rifles | 9,000 | +2 hit chance, +1 min dmg | 2 |
|
| Miniguns | 9,000 | +2 hit chance, +1 min dmg | 2 |
|
| Launchers | 9,000 | +2 hit chance, +1 min dmg | 2 |
|
| Improvised | 9,000 | +2 prime resist armor rating, +1 defense modifier | 2 |
|
| Light | 9,000 | +2 prime resist armor rating, +1 defense modifier | 2 |
|
| Medium | 9,000 | +2 prime resist armor rating, +1 defense modifier | 2 |
|
| Heavy | 9,000 | +2 prime resist armor rating, +1 defense modifier | 2 |
|
| Hi-Tech | 9,000 | +2 prime resist armor rating, +1 defense modifier | 2 |
|
Tier 3: mastery bonuses and perks in effect
| Class | Mastery XP | Mastery bonus | Specialisation level | Perks |
|---|---|---|---|---|
| Blunt Melee | 243,000 | +3 hit chance, +1 min dmg, +1 max dmg | 5 |
|
| Sharp Melee | 243,000 | +3 hit chance, +1 min dmg, +1 max dmg | 5 |
|
| Pistols | 243,000 | +3 hit chance, +1 min dmg, +1 max dmg | 5 |
|
| SMGs | 243,000 | +3 hit chance, +1 min dmg, +1 max dmg | 5 |
|
| Shotguns | 243,000 | +3 hit chance, +1 min dmg, +1 max dmg | 5 |
|
| Bolt Action Rifles | 243,000 | +3 hit chance, +1 min dmg, +1 max dmg | 5 |
|
| Semi Auto Rifles | 243,000 | +3 hit chance, +1 min dmg, +1 max dmg | 5 |
|
| Assault Rifles | 243,000 | +3 hit chance, +1 min dmg, +1 max dmg | 5 |
|
| Sniper Rifles | 243,000 | +3 hit chance, +1 min dmg, +1 max dmg | 5 |
|
| Miniguns | 243,000 | +3 hit chance, +1 min dmg, +1 max dmg | 5 |
|
| Launchers | 243,000 | +3 hit chance, +1 min dmg, +1 max dmg | 5 |
|
| Improvised | 243,000 | +3 prime resist armor rating, +1 defense modifier, +1 armor rating | 5 |
|
| Light | 243,000 | +3 prime resist armor rating, +1 defense modifier, +1 armor rating | 5 |
|
| Medium | 243,000 | +3 prime resist armor rating, +1 defense modifier, +1 armor rating | 5 |
|
| Heavy | 243,000 | +3 prime resist armor rating, +1 defense modifier, +1 armor rating | 5 |
|
| Hi-Tech | 243,000 | +3 prime resist armor rating, +1 defense modifier, +1 armor rating | 5 |
|
2. One attack
T = a + b + A − H − R D = 6 + M Critical: a = b = 10 or T − D ≥ 10 Hit: Critical or T > D
- a, b
- two ten-sided dice (1 to 10), rolled again for every shot
- A
- accuracy of the attacker: weapon + ammunition + mastery bonus (“+N hit chance”); for an enemy, the accuracy of its attack minus its hit penalty
- H
- hit penalty of the armor the attacker wears: the sum of the three pieces (enemies: 0)
- R
- range penalty: 0 from the minimum to the optimal range of the weapon, 4 beyond the optimal, 6 closer than the minimum; beyond the maximum range the weapon does not fire
- M
- defense modifier of the target: the sum of its three armor pieces plus the set bonus (enemies: 0)
Each of the 100 results of the two dice is equally likely, so every chance is a count. Example: with accuracy 0 against defense 6, 85 of the 100 results hit and 15 of those are critical.
3. The damage of a hit
Damage = max(1, ⌊x × (1 + B) × K⌋ − AR)
- x
- an integer drawn with equal chance from min to max: the damage range of the weapon (melee) or of the ammunition (firearms), each end plus the mastery bonus (“+N min dmg”, “+N max dmg”)
- B
- damage bonus or penalty of the terrain for the weapon class (players only) plus the perks that give a percentage of damage; they add up
- K
- 1.5 on a critical hit, otherwise 1
- AR
- armor rating of the target against the damage type of the attack; a perk can make a hit ignore it
- ⌊ ⌋
- rounded down; a hit always takes at least 1
4. Armor
AR(t) = AR₁(t) + AR₂(t) + AR₃(t) + S(t) + G M = M₁ + M₂ + M₃ + S(M) H = H₁ + H₂ + H₃
- ARᵢ(t)
- what piece i resists of damage type t: its prime armor rating if t is its prime type, its weak rating if t is its weak type, its normal rating otherwise
- S
- set bonus, only when helmet, chest and legs are of the same armor class: the armor mastery adds, once, its “+N armor rating” to every damage type, its “+N prime resist armor rating” to the prime types of the pieces and its “+N defense modifier” to M
- G
- cover armor of the terrain, against every damage type (players only)
- Mᵢ, Hᵢ
- defense modifier and hit penalty of piece i
Armor perks come from the specialisation of the class worn on most pieces; with three different classes, the helmet's. Enemies use the prime, weak and normal armor ratings of their own page.
5. One fight
- The fighters start 4 steps apart (the distance goes from 0 to 5). A coin decides who acts first in the first turn; from then on, who acts first alternates every turn.
- At the start of each turn, whoever is bleeding loses health. Then each fighter takes one action.
- The action, in this order: stunned, it is lost; with an empty clip, reload, which takes the whole action; farther than the optimal range of the weapon, one step closer; otherwise, attack with every shot the weapon fires per turn, one roll per shot, until the clip is empty or the target falls.
- The fight ends when the health of one of them reaches 0. After 200 turns without that it is a draw, counted as not won.
- Effects (stun, bleeding, fear) start on the turn after they are applied. A stun costs one action; bleeding from a perk takes 5% of the maximum health per turn until the end of the fight, since there is no bandage; fear lowers accuracy.
- Perks do what their game text says, with the percentages read from the text. Where the text leaves room: “each turn” is each attack; bonuses in % of damage add to each other; a count of consecutive hits taken restarts when the attacker misses; a count of consecutive turns firing restarts when the fighter moves or reloads; damage that a perk or an enemy ability adds as a fixed amount enters x, before the multiplications.
- Enemy abilities: Deep Cut and Carrion Shriek use the two numbers of the game file as amount and turns and come back after their cooldown; Metamorph copies your damage type and range; Paradox adds your armor to its damage (our reading of the game description).
- Guesses where the game does not say: fear from perks takes 2 off accuracy for one turn; enemies have no natural defense.
6. Ammunition and terrain
Each weapon uses, against each enemy, the ammunition with the highest expected damage per turn among those it accepts: same caliber, of the tier being tested or below, or faction ammunition (tier 2 rounds only fit tier 2 and 3 weapons, tier 3 rounds only tier 3 weapons).
E = n × (P₁ × μ₁ + P₂ × μ₂)
- n
- shots the weapon fires per turn
- P₁, P₂
- chance of a normal hit and of a critical hit, with A = accuracy of the weapon plus the ammunition, no penalties, and D = 6
- μ₁, μ₂
- average of max(1, x − AR) and of max(1, 1.5 × x − AR) over the damage range of the ammunition, AR being the enemy's armor rating against that damage type
An enemy that appears in more than one terrain is fought in each of them, and the results are weighted by the number of map hexes of each terrain where it appears:
P = Σ (hₜ ÷ h) × Pₜ
- hₜ, h
- hexes of terrain t where the enemy appears on the official map, and all the hexes where it appears
- Pₜ
- chance of winning with the damage bonus and the cover of terrain t; enemies that are not on the map fight with no terrain effect
| Terrain | Damage | Cover AR |
|---|---|---|
| Desert | +15% Miniguns, Launchers | — |
| Forest | +25% Blunt Melee, Sharp Melee, SMGs, Shotguns | +1 |
| Hills | +25% Bolt Action Rifles, Semi Auto Rifles, Assault Rifles, Sniper Rifles | — |
| Marsh | +25% SMGs, Semi Auto Rifles, Assault Rifles | — |
| Mountains | +15% Bolt Action Rifles, Sniper Rifles | — |
| Raider Camp | −10% every weapon | — |
| Urban | +25% Blunt Melee, Sharp Melee, Pistols, SMGs, Shotguns | +1 |
7. How many fights, and the margin of error
Two armor combinations are the same fight against an enemy when they give the same hit penalty, the same defense modifier, the same armor rating against that enemy's damage type and the same perks. Each distinct fight is simulated once and its result serves every combination that shares it: nothing is sampled or left out.
First every distinct fight is repeated 30 times. Then, for each weapon and enemy, the 5 best armor profiles and every full set of a single armor class are repeated 200 times, and the new result replaces the first.
p = v ÷ n σ = √(p × (1 − p) ÷ n)
- v, n
- fights won and fights simulated; p is the chance of winning
- σ
- standard error of p: at most 9.1 points with 30 fights and 3.5 points with 200
Taking the best of several estimates leans slightly upward; that is one reason for the tolerance of 5 points used below.
Random numbers: Python's random.Random (Mersenne Twister), seeded for each distinct fight from the text “balance|weapon|helmet/chest/legs|enemy|damage bonus|cover|s” (“f” in the second round), with the names as in the addresses of this wiki, by h ← (h × 131 + character code) mod 2,147,483,647, starting at 0. The same data gives the same numbers again; another program should agree within the margin of error, not digit by digit.
8. From the fights to the tables
m(w, e) = max { p(w, c, e) : c }
t(e) = max { m(w, e) : w }- p(w, c, e)
- chance of winning with weapon w and armor combination c against enemy e
- m(w, e)
- the weapon with its best armor: the highest p among the combinations of the second round
- t(e)
- the best any weapon does against enemy e
- Enemy with a real choice: t(e) above 5% and at least one weapon with m(w, e) more than 5 points below t(e). Only these enemies count for “among the best” and “far behind”.
- Among the best: m(w, e) ≥ t(e) − 5 points. Far behind: m(w, e) ≤ t(e) − 20 points. The only best: the weapon reaches t(e) and every other one is at least 5 points below.
- Wins on average, for a weapon: the average of m(w, e) over every enemy of the tier, with or without a choice.
- Armor class: for each weapon and enemy, the highest p among the combinations with three pieces of that class. “All weapons averaged” is the average of that over the weapons and then over the enemies; “with the best weapon” takes the best weapon against each enemy; “among the best” and “far behind” compare that best with t(e).
- Each piece on its own: the average of p in the first round over every weapon, every combination that has the piece and every enemy. “In a best loadout” counts the enemies that some weapon beats and against which a loadout within 5 points of t(e) uses the piece.
- Mixing classes beats the full set when the best combination with pieces of more than one class is more than 5 points above the best one with a single class.
- Summary: “among the best against at least n of N” lists what is among the best against 80% or more of the enemies with a choice; “almost never” means among the best against 10% or fewer and, for weapons, far behind against half or more.








































































































































































